Gaming machine

The gaming machine enhances entertainment value through dynamic presentations and emphasis effects, addressing the need for increased engagement in conventional gaming machines.

JP2026020478APending Publication Date: 2026-02-10KYORAKU IND CO LTD
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Patent Information

Application Number
JP2024121774
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-29
Publication Date
2026-02-10

AI Technical Summary

Technical Problem

Conventional gaming machines lack enhancements to increase entertainment value in their presentations.

Method used

The gaming machine incorporates a determination mechanism for preliminary and final determination of special games, along with variable presentations and emphasis effects to enhance player engagement, including first and second emphasis effects, progression effects, and suggestion effects to build anticipation.

Benefits of technology

The implementation improves the entertainment value of gaming machine presentations by creating engaging and dynamic visual and auditory experiences.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of improving the amusement of a performance.SOLUTION: The game machine is capable of displaying a corresponding display corresponding to the determination information, executing a first emphasis performance relating to the corresponding display, executing an object performance using a first object suggesting a possibility that a special game is performed, and executing a second emphasis performance for emphasizing the object performance, A progress representation related to a second object that can progress from a first state to a second state can be executed, a progress suggestion representation suggesting an image displayed after the progress representation can be executed before the progress representation is executed, a second emphasis representation can be executed when the progress representation is executed, and the second emphasis representation is more likely to be executed when the first emphasis representation is executed than when the first emphasis representation is not executed.SELECTED DRAWING: Figure 13
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Description

[Technical Field]

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

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

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-96091 Summary of the Invention [Problem to be solved by the invention]

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

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

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

[0007] The gaming machine according to the present invention is a gaming machine capable of executing a special game advantageous to a player, and comprises: a determination means for determining determination information; a game control means for controlling the progress of the game and transmitting a predetermined command based on the determination result of the determination means; a storage means for storing the determination information; a preliminary determination means for preliminary determining the determination information before the determination of the determination means; and a presentation control means for controlling presentations based on commands from the game control means, wherein the presentation control means is capable of executing a variable presentation in which an identification display is changed and then stopped, and is capable of displaying a corresponding display corresponding to the determination information, and a presentation control means for controlling a presentation based on the result of the preliminary determination or the determination result of the determination means. a first emphasis effect relating to the corresponding display; an object effect using a first object suggesting the possibility of a special game being played; a second emphasis effect emphasizing the object effect; a progression effect relating to a second object that can progress from a first state to a second state; a progression suggestion effect suggesting an image to be displayed after the progression effect before the progression effect is performed; when the progression effect is performed, the second emphasis effect can be performed; and when the first emphasis effect is performed, the second emphasis effect is more likely to be performed than when the first emphasis effect is not performed. [Effects of the Invention]

[0008] According to the present invention, it is possible to improve the entertainment value of the presentation. [Brief explanation of the drawings]

[0009] [Figure 1] Front view of pachinko game machine 1 [Figure 2] A plan view of a portion of the front side of the gaming machine 1 [Figure 3] A perspective view of the rear side of the gaming machine 1 [Figure 4] Overall block diagram of gaming machine 1 [Figure 5] FIG. 10 is a diagram showing an example of a jackpot determination table for the gaming machine 1 of the first embodiment. [Figure 6] FIG. 10 is a diagram showing an example of a symbol determination table of the gaming machine 1 according to the first embodiment. [Figure 7] FIG. 1 is a diagram showing an example of a game flow of the gaming machine 1 according to the first embodiment. [Figure 8] FIG. 10 is a diagram showing an example of an image displayed on the screen of the first image display device 70 of the gaming machine according to the first embodiment. [Figure 9] A diagram showing an example of the presentation in the first embodiment, in which a reserved winning that will be determined as a jackpot occurs during a variable presentation when the X mode in the normal mode is set. [Figure 10] A diagram showing an example of the presentation following Figure 9. [Figure 11] A diagram showing an example of the presentation following Figure 10 [Figure 12] A diagram showing an example of the presentation following on from FIG. 11. [Figure 13] A diagram showing an example of the presentation following FIG. 12. [Figure 14] A diagram showing an example of the presentation following FIG. 13. [Figure 15] A diagram showing an example of the presentation following FIG. 14. [Figure 16] FIG. 10 is a diagram showing an example of a rendering in the first embodiment, specifically, a diagram showing an example of a rendering in a first specific mode. [Figure 17] FIG. 17 shows an example of a performance that follows FIG. 16. [Figure 18] FIG. 18 shows an example of a performance that follows FIG. 17. [Figure 19] FIG. 10 is a diagram showing an example of a performance in the first embodiment, and is a diagram showing an example of a performance in a second specific mode. [Figure 20] FIG. 10 is an explanatory diagram for explaining an overview of the stop control in the gaming machine 1 of the present embodiment. [Figure 21] FIG. 10 is an explanatory diagram for explaining a state when stop control is performed during operation of the second start opening opening / closing member 48. [Figure 22] An explanatory diagram for explaining the relationship between the stop control and whether or not a payout operation is performed in response to a game ball entering a predetermined winning slot. [Figure 23] An explanatory diagram for explaining the calculation and display of the base value when the value of the difference counter reaches 95,000. [Figure 24] An explanatory diagram for explaining the operation advance notice display MSY1 [Figure 25] FIG. 10 is an explanatory diagram illustrating a modified example of the display mode of the activation notice display; [Figure 26] An explanatory diagram for explaining the arrival display MTH [Figure 27] An explanatory diagram for explaining the stop display [Figure 28] An explanatory diagram for explaining how to handle various reservations when stop control is performed during the variable display of special patterns [Figure 29] An explanatory diagram for explaining how to handle various reserves when stop control is performed during a jackpot game. [Figure 30] 15 shows an example of the effect that is performed when the operation notice display MSY1 is displayed and the arrival display MTH is displayed during the big win game and when it is not displayed. [Figure 31] 18(1-3) and 18(2-3) show an example of the effect that is performed when the operation notice display MSY1 is displayed and the arrival display MTH is displayed during a jackpot game. [Figure 32] FIG. 10 is a timing chart showing an example of a variable effect in the second embodiment, in which an SPSP reach effect is performed when the result of the special symbol determination performed in normal mode is a jackpot. [Figure 33] FIG. 33 shows an example of the effects at each timing in FIG. 32. [Figure 34] FIG. 34 shows an example of a performance that follows FIG. 33. [Figure 35] A diagram showing an example of a jackpot symbol emphasis effect when a symbol suggesting a jackpot is displayed in the SPSP reach effect in normal mode. [Figure 36] A diagram showing an example of a jackpot symbol emphasis effect when a symbol suggesting a jackpot is displayed in a special mode. [Figure 37] A diagram showing an example of a timing chart from the start of fluctuation to the N-reach performance in normal mode. [Figure 38]38 is a diagram showing an example of an effect from the start of fluctuation to the N-reach effect in the normal mode, and an example of an image displayed on the screen at each timing in FIG. 37. [Figure 39] A diagram showing an example of a performance from the start of variation to the N-reach performance in normal mode, in which a different performance symbol is used as the reach symbol. [Figure 40] A diagram showing an example of the effects from the start of fluctuation to the N-reach effect in special mode [Figure 41] A diagram showing an example of a performance from the start of variation to the N-reach performance in a special mode, in which a different performance symbol is used as the reach symbol. [Figure 42] A diagram showing an example of a timing chart of effects after the SP reach effect in normal mode. [Figure 43] FIG. 43 is a diagram showing an example of an effect after the SP reach effect in the normal mode, and an example of an image displayed on the screen at each timing in FIG. 42. [Figure 44] FIG. 44 shows an example of a reach effect when a reach effect is performed using an effect pattern different from that shown in FIG. 43. [Figure 45] A diagram showing an example of the effects after the SP reach effect in special mode [Figure 46] FIG. 10 is a diagram showing an example of a presentation after the SP reach presentation in the normal mode, in which a miss is notified in the SPSP reach presentation. [Figure 47] A diagram showing an example of full rotation reach effects in normal mode. [Figure 48] A diagram showing an example of a performance when a performance symbol indicating a loss is displayed stopped. [Figure 49] FIG. 10 is a diagram showing an example of a performance in which a button short press operation performance is performed immediately before a notice performance before a reach performance is performed. [Figure 50] FIG. 10 is a diagram showing an example of a performance in which a rapid-fire operation performance is performed immediately before a notice performance before a reach performance is performed. [Figure 51] FIG. 10 is a diagram showing an example of a presentation in which a button long press operation presentation is performed immediately before a preview presentation before a reach presentation is performed. [Figure 52] A diagram showing an example of an operation effect executed during the variable display of pseudo 1 and a notice effect corresponding to the operation. [Figure 53] A diagram showing an example of an operation effect executed during the variable display of pseudo 2 and a notice effect corresponding to the operation. [Figure 54] FIG. 10 is a timing chart showing an example of the fluctuation of special symbols after a jackpot game is played. [Figure 55] FIG. 55 is a diagram showing an example of an effect in the time-saving mode, and an example of an image displayed on the screen at each timing in FIG. 54. [Figure 56] Comparison of specific notifications A and B [Figure 57] 1 is a flowchart showing the main processing in the main control unit 100. [Figure 58] 1 is a flowchart showing timer interrupt processing in the main control unit 100. [Figure 59] Detailed flowchart of the input control process in step S200 of FIG. 58 [Figure 60] Detailed flowchart of the first start port switch processing in step S210 of FIG. 59 [Figure 61] Detailed flowchart of the second start port switch processing in step S220 of FIG. 59 [Figure 62] Detailed flowchart of the specific area switch process in step S250 of FIG. 59. [Figure 63] Detailed flowchart of the special image special power control process in step S300 of FIG. [Figure 64] A flowchart showing the special symbol determination process in step S320 of FIG. 63. [Figure 65] Flowchart showing the big win determination process in step S3207 of FIG. 64 [Figure 66] Flowchart showing the fluctuation pattern determination process in step S3208 of FIG. 64 [Figure 67] FIG. 10 is a diagram showing an example of a normal variation pattern table Tn used in a normal gaming state. [Figure 68]A diagram showing an example of a low base time-saving fluctuation pattern table Ta used in a low base time-saving state. [Figure 69] FIG. 10 is a diagram showing an example of a fluctuation pattern table Tb used in a high base time-saving state; [Figure 70] Flowchart showing special symbol variation processing in step S330 of FIG. 63 [Figure 71] Flowchart showing the special symbol stopping process of step S340 of FIG. 63 [Figure 72] A detailed flowchart showing the big win game process of step S350 of FIG. 63. [Figure 73] Flowchart showing the small win game processing of step S360 of FIG. 63 [Figure 74] A flowchart showing the big win game ending process in step S370 of FIG. 63. [Figure 75] A flowchart showing an example of a timer interrupt process performed in the performance control unit 130. [Figure 76] A flowchart showing an example of the command reception process in step E10 of FIG. 75. [Figure 77] A flowchart showing an example of the fluctuation start command processing in step E113 of FIG. [Figure 78] 10 is a flowchart showing an example of a timer interrupt process performed in the image and audio control unit 140. DETAILED DESCRIPTION OF THE INVENTION

[0010] First Embodiment The gaming machine 1 of the first embodiment will be specifically described below with reference to the drawings. The gaming machine 1 of this embodiment is a gaming machine of a type known as a one-type two-type mixed machine.

[0011] (Configuration of gaming machine) First, the configuration of a gaming machine 1 according to an embodiment of the present invention will be described with reference to Figures 1 to 3. Figure 1 is a front view of the gaming machine 1, Figure 2 is a plan view of a portion of the front side of the gaming machine 1, and Figure 3 is a perspective view of the back side of the gaming machine 1.

[0012] The gaming machine 1 comprises an outer frame 2, a gaming board mounting frame 3 rotatably supported relative to the outer frame 2, a glass frame 4 rotatably supported relative to the gaming board mounting frame 3, and a gaming board 5 having a gaming area 5a formed therein through which gaming balls (gaming media) flow down.

[0013] The outer frame 2 has a rectangular base frame 2a with a central opening in the front-to-back direction, and a decorative plate 2b attached to the lower front of the base frame 2a. The outer frame 2 is fixed to the arcade's island equipment via fixing members (e.g., nails or fasteners).

[0014] The game board mounting frame 3 is detachably connected to the outer frame 2 at one horizontal end via a first hinge mechanism 6, and is rotatably supported with the first hinge mechanism 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated like a door relative to the outer frame 2, the back side of the game board mounting frame 3 is exposed to the front, making it possible to perform maintenance on various devices provided on the back side of the game board mounting frame 3.

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

[0016] An opening 8 (window portion) that opens in the front-to-back direction is formed in the approximate center near the top of the glass frame 4, and a transparent member 8a (such as a glass plate or acrylic plate) is attached to cover the opening 8 from the rear, making it possible to see the playing area 5a through this opening 8 and transparent member 8a.

[0017] An audio output device 9 consisting of a speaker and a frame lighting device 10 having multiple decorative LEDs are provided above the opening 8 of the glass frame 4. Also, below the opening 8 of the glass frame 4, there are provided an upper tray 11 for storing multiple game balls, such as game balls paid out from a payout device 95 (described later) based on the establishment of a grant condition, a lower tray 12 for receiving and storing game balls that do not fit in the upper tray 11 and flow into an overflow ball flow path (described later), and a launch operation device 13 that can be operated to launch the game balls.

[0018] The audio output device 9 produces sound effects (music, voice, etc.) by outputting background music (BGM), sound effects, etc. A plurality of frame lighting devices 10 are provided around the opening 8, and produce lighting effects by changing the direction of light emitted and the color of light emitted by each lamp (LED). The frame lighting devices 10 are also equipped with an alarm LED 10a that is controlled to light up / blink when the glass frame 4 opens or a payout abnormality occurs in which game balls cannot be paid out from the payout device 95.

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

[0020] In addition, the front center part of the upper tray 11 is provided with a performance button device 16 and a selection button device 18 (see Figure 1 or Figure 2), which function as input devices for performing decision operations and selection operations related to various performances described below.

[0021] The effect button device 16 includes an effect button 17 that can be used to perform operations such as a decision operation (operation input), an effect button detection switch 17a for detecting the operation of the effect button 17, a button drive device 17b equipped with a button drive motor for changing the effect button 17 between a normal state and a protruding state positioned higher than the normal state and a button vibration motor for changing the effect button 17 between the normal state and a vibration state in which it vibrates in a predetermined manner, and an effect button light-emitting LED 17c for changing the effect button 17 between an off state and a lit state in which it emits light in a predetermined manner. A player can input predetermined information into the gaming machine 1 using the effect button device 16.

[0022] The selection button device 18 includes a cross key 19 (upper button 191A, left button 192A, lower button 193A, right button 194A) that can be used to perform operations such as selection, and a cross key detection switch 19a (see FIG. 4) that detects the operation of the cross key 19, allowing the player to input predetermined information into the gaming machine 1. The cross key 19 is also used to adjust the volume of sounds related to the effects and the light intensity of each LED used in the effects (such as the LEDs of the frame lighting device 10, the LEDs of the board lighting device 74, and the effect button light-emitting LEDs 17c). For example, the volume value can be set from "1" to "5," and each press of the upper button 191A may increase the volume value by "1," and each press of the lower button 193A may decrease the volume value by "1." Also, for example, the light intensity value can be set from "1" to "5", and each press of the right button 194A may increase the light intensity value by "1", and each press of the left button 192A may decrease the light intensity value by "1".

[0023] Between the upper tray 11 and the lower tray 12, an overflow ball flow path (not shown) is formed to receive gaming balls that do not fit into the upper tray 11 and guide them to the lower tray 12. In addition, a full detection switch 32a (see FIG. 4) is provided in the middle of the overflow ball flow path to detect the occurrence of a tray full error in which the lower tray 12 is full of gaming balls, and while the full detection switch 32a detects that the lower tray 12 is full, the payout of gaming balls by the payout device 95, which will be described later, is stopped.

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

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

[0026] The game board mounting portion is formed in a recessed chamber shape that opens to the front at approximately the center near the top of the game board mounting frame 3, and the game board 5 can be stored from the front. An opening that opens in the front-to-back direction is provided at the back of the recessed chamber of the game board mounting portion, and various devices provided on the back side of the game board 5 face the rear of the gaming machine 1 through this opening.

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

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

[0029] Curved inner and outer rails 35, 36 are provided near the outer edge of the game board 5, and a game area 5a into which game balls can flow is formed in the area surrounded by the inner and outer rails 35, 36. A launched ball guide path 38 is formed between the inner and outer rails 35, 36, to guide game balls launched by the launching device 26 to the upstream part of the game area 5a. An outlet 39 is formed at the most downstream part of the game area 5a to guide the game balls that have flowed down outside the game area (to the collection part of the game board mounting frame 3).

[0030] Approximately in the center of the game area 5a, there is provided a frame-shaped decorative frame 40, known as a center case, which restricts the entry of game balls into the interior. This decorative frame 40 divides the game area 5a into a left side game area where game balls launched with a first launch force flow down, and a right side game area where game balls launched with a second launch force stronger than the first launch force flow down, and the left side game area and the right side game area are connected below the decorative frame 40.

[0031] A warp device 41 is provided on the left side of the decorative frame 40 to introduce game balls flowing down the left side game area into the interior of the decorative frame 40, and a stage section 42 is provided at the bottom of the decorative frame 40 to roll the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and cause them to flow down below the decorative frame 40.

[0032] Three general winning openings 43 into which game balls can always enter (win) are provided at intervals below the left side of the decorative frame 40, and one general winning opening 43 into which game balls can always enter (win) is provided below the right side of the decorative frame 40. When a game ball that has entered (wins) into this general winning opening 43 is detected by the general winning opening detection switch 43a (see FIG. 4) (awarding conditions are met), a predetermined number (for example, five) of game balls are paid out from the payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (awarding of prize value).

[0033] Below the stage section 42, there is provided a first start opening 45 (a start winning area of ​​a first special symbol) into which a game ball can always win (enter). When a game ball wins (enters) the first start opening 45, the player is granted the right to make a jackpot determination as to whether or not a special game (jackpot game or small jackpot game) is to be executed (special symbol determination information, which will be described later, is stored). In addition, when a game ball wins (enters) the first start opening 45, a predetermined number of game balls (for example, three balls) are paid out from a payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (awarded prize value). Inside the first start opening 45, there is provided a first start opening detection switch 45a (see FIG. 4) for detecting a game ball that has won (entered) the first start opening 45.

[0034] A variable starter 46 is provided in the game area 5a diagonally below and to the right of the first starter hole 45. The variable starter 46 is configured to be changeable from a closed state in which it is impossible or difficult for the game ball to enter (enter) the game, to an open state in which it is possible or easy for the game ball to enter, based on a win in a win determination (normal symbol determination) described below.

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

[0036] When a game ball enters the second start hole 47, which is opened during the auxiliary game described below, and is detected by the second start hole detection switch 47a (see FIG. 4) (the award condition is met), the right to make a jackpot determination as to whether or not to execute a special game (jackpot game or small jackpot game) is granted (special game determination information described below is stored). Also, when a game ball enters the second start hole 47 and is detected by the second start hole detection switch 47a, a predetermined number of game balls (for example, two balls) are paid out from the payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (awarding of prize value).

[0037] In the right-hand gaming area of ​​the gaming area 5a, there is provided a normal pattern gate 44 (normal pattern starting area) through which gaming balls can pass at any time, and when a gaming ball that has passed through the normal pattern gate 44 is detected by the gate detection switch 44a, no prize balls are awarded, but the player is granted the right to make a normal pattern determination (win determination) to determine whether or not a winning game will be executed (normal pattern determination information, which will be described later, is stored).

[0038] Below the normal gate 44, there is provided a first variable winning section 49 (first variable winning device) which can change from a closed state in which it is impossible or difficult for the game ball to win (enter) a prize to an open state in which it is possible or easy to win, based on a small win being determined in the jackpot judgment.

[0039] The first variable winning section 49 (first variable winning device) has an upper surface that slopes downward in the left-right direction (right side in the figure) to form a flow path for game balls (forming part of the bottom surface of the central flow path 91b), and is equipped with a first large prize opening opening / closing member 51 that can move in the front-to-back direction, a first large prize opening 50 (winning area) that opens upward directly below the first large prize opening opening / closing member 51, a first large prize opening detection switch 50a that detects game balls that have won (entered) the first large prize opening 50, and a first large prize opening opening / closing solenoid 51b (see Figure 4) that converts the first large prize opening 50 to a closed state by moving the first large prize opening opening / closing member 51 forward (winning restriction position) and changes the first large prize opening 50 to an open state by moving the first large prize opening opening / closing member 51 backward (winning permitted position).

[0040] Then, when first large prize opening opening / closing member 51 moves rearward and first large prize opening 50 changes from a closed state to an open state during a small prize game described below, game balls that have flowed down the top surface of first large prize opening opening opening member 51 or game balls that have reached first large prize opening 50 can enter first large prize opening 50. When a game ball that has entered first large prize opening 50 is detected by first large prize opening detection switch 50a, a predetermined number of game balls (for example, 10 balls) are paid out from payout device 95 (see FIG. 3) to upper tray 11 as prize balls.

[0041] In addition, a specific area 52 is provided inside the first large prize opening 50. When a gaming ball enters the first large prize opening 50 during a small prize game, the gaming ball passes through the specific area 52. When a specific area detection switch 52a provided in the specific area 52 detects the passage of the gaming ball, a big prize game is played. Here, a big prize that occurs when a gaming ball passes through the specific area 52 is sometimes referred to as a "type 2 big prize."

[0042] Below the first variable winning section 49, there is provided a second variable winning section 55 (second variable winning device) which can change from a closed state in which it is impossible or difficult for the game ball to win (enter) a prize to an open state in which it is possible or easy to win, based on whether a jackpot is determined in the jackpot determination or whether the game ball passes through a specific area 52 during a small jackpot game.

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

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

[0045] A gaming ball launched into the left gaming area will win one of the three general winning openings 43 or the first starting opening 45 provided below the decorative frame 40, or will flow into the outlet opening 39. Therefore, a gaming ball launched into the left gaming area will not win (pass through) the general winning gate 44, general winning opening 43, first variable winning section 49 (first large winning opening 50), or second variable winning section 55 (second large winning opening 56) provided in the right gaming area.

[0046] Furthermore, a gaming ball launched into the right-hand gaming area passes through the normal gate 44 and the like via the upstream flow path 91a, and wins one of the normal winning openings 43, the variable starting opening 46 (second starting opening 47), the first variable winning opening 49 (first large winning opening 50), and the second variable winning opening 55 (second large winning opening 56) provided in the right-hand gaming area, or flows into the outlet 39. Therefore, a gaming ball launched into the right-hand gaming area will not win the normal winning opening 43 or the first starting opening 45 provided in the left-hand gaming area.

[0047] On the back side of the gaming board 5, there is provided an out ball flow path that receives and collects out balls, which are made up of gaming balls that have won in the general winning opening 43, the first starting opening 45, the second starting opening 47, the first large winning opening 50, and the second large winning opening 56, as well as gaming balls that have flowed into the outlet 39, and allows them to flow down, and an out ball detection switch 39a (see Figure 4) is provided at the most downstream part of the out ball flow path. Gaming balls detected by the out ball detection switch 39a are discharged from the discharge opening on the back side of the gaming machine 1 to the outside of the gaming machine 1 (to the island equipment).

[0048] A main information display 59 is provided outside the gaming area 5a. The main information display 59 includes a first special symbol display 60, a second special symbol display 61, and a normal symbol display 62. The main information display 59 also includes a first special symbol reserved indicator 63, a second special symbol reserved indicator 64, and a normal symbol reserved indicator 65. The main information display 59 also includes a round number indicator 66, a right-hit indicator 67, and a status confirmation indicator 68.

[0049] The first special pattern display 60 is a variable display for displaying (informing) the result of a jackpot determination for the first special pattern made based on the entry (entry) of a gaming ball into the first starting gate 45, the second special pattern display 61 is a variable display for displaying (informing) the result of a jackpot determination for the second special pattern made based on the entry (entry) of a gaming ball into the second starting gate 47, and the normal pattern display 62 is a variable display for displaying (informing) the result of a hit determination for the normal pattern made based on the passage (entry) of a gaming ball into the normal gate 44.

[0050] Jackpot determination is the process of obtaining special symbol determination information (jackpot random number value, jackpot symbol random number value, small jackpot symbol random number value, reach random number value, special symbol variation pattern random number value, etc.) when a game ball enters (enters) the first starting hole 45 or the second starting hole 47, and determining whether or not to execute a jackpot game based on the obtained special symbol determination information, the jackpot symbol if a jackpot is determined, the small jackpot symbol if a small jackpot is determined, the variation pattern of the special symbols, etc. Note that jackpot determination is also sometimes called special symbol determination. A jackpot determination based on entry into the first starting hole 45 (jackpot determination related to the first special symbol) is sometimes called the first special symbol determination, and a jackpot determination based on entry into the second starting hole 47 (jackpot determination related to the second special symbol) is sometimes called the second special symbol determination.

[0051] The first special symbol display 60 and the second special symbol display 61 are each composed of multiple (specifically, eight) LEDs. When a jackpot is determined based on the entry of a gaming ball into the first starting hole 45, the first special symbol changes its display and then stops after a predetermined time has passed. The result of the jackpot determination is announced based on the stopped state of the first special symbol. Specifically, the first special symbol is displayed by the first special symbol display 60 changing (moving) the lighting state of the LEDs at a predetermined cycle (32 ms), thereby changing the display of the first special symbol. The first special symbol is displayed as a stopped state when each LED of the first special symbol display 60 lights up in a mode that announces the result of the jackpot determination (jackpot mode or miss mode). Furthermore, when a jackpot is determined based on the entry of a gaming ball into the second starting hole 47, the second special symbol changes its display and then stops after a predetermined time has passed. The result of the jackpot determination is announced by the stopping mode of this second special symbol. Specifically, in the second special symbol display 61, the lighting mode of the LED changes (moving lighting) at a predetermined cycle (32 ms), thereby displaying the fluctuation of the second special symbol, and each LED of the second special symbol display 61 lights up in a mode that announces the result of the jackpot determination (jackpot mode, small win mode, or miss mode), thereby displaying the stopping of the second special symbol.

[0052] In this embodiment, a "jackpot" refers to a state in which a jackpot game (special game) is determined to be executed in the jackpot determination. A "jackpot game" refers to a round game in which the large prize openings (first large prize opening 50, second large prize opening 56) are converted from a closed state to an open state in a predetermined manner, and is played a predetermined number of times (e.g., four times, ten times, etc.) with intervals in between, and refers to a state advantageous to the player in which the player is likely to win prize balls. The period of a "jackpot game" may refer to the period from the time when the first special symbol or the second special symbol is displayed in a stopped jackpot mode and the opening begins, to the time when the round game ends and the ending is completed.

[0053] The maximum number of times the large prize openings (first large prize opening 50, second large prize opening 56) can be opened and the maximum opening time for each round of play are predetermined, but one round of play ends when a predetermined number of game balls (for example, 10 balls) enter the large prize openings (balls enter) even before the maximum number of times the large prize openings and the maximum opening time are reached. In this embodiment, it is possible to execute any one of several types of large prize games (special games) that differ in the degree of advantage to the player.

[0054] In addition, the term "small hit" refers to a state in which it is determined in the big hit determination that a small hit game will be played. The "small hit game" refers to a state in which the first big winning opening 50 is converted from a closed state to an open state in a predetermined manner, and the game ball can pass through the specific area 52.

[0055] The normal symbol determination corresponds to obtaining normal symbol determination information (random number value for determining a win, random number value for determining a normal symbol pattern, random number value for determining a normal symbol variation pattern, etc.) based on the passage (entry) of a game ball into the normal symbol gate 44, and determining whether or not to execute a winning game (auxiliary game) that opens the second starting gate 47 based on the obtained normal symbol determination information. When the normal symbol determination is performed, the normal symbol display 62 displays a variation of the normal symbol, and after a predetermined time has passed, a stop display of the normal symbol is performed to notify the determination result.

[0056] The normal symbol display 62 is composed of three LEDs, and the LEDs flash at a predetermined interval or sequence when displaying a variable normal symbol. When a normal symbol is displayed stationary, the LEDs light up in a manner that notifies the result of the normal symbol determination (win or miss). The normal symbol display 62 also changes the lighting mode of the LEDs (moving lighting) at the same cycle (32 ms) as the first special symbol display 60 and the second special symbol display 61.

[0057] In this embodiment, "win" refers to a state in which it is determined that an auxiliary game (winning game) will be executed in the normal symbol determination. "Auxiliary game" refers to a state in which the second starting hole 47 is opened in a predetermined manner.

[0058] In addition, the maximum number of times and maximum opening time of the second start opening 47 in the auxiliary game (winning game) are predetermined, but even before the maximum number of times and maximum opening time are reached, if a predetermined number of game balls (for example, 10 balls) enter (enter) the second start opening 47, the auxiliary game (winning game) ends. In other words, the "auxiliary game" is in a state in which the start condition for the variable display of the second special symbol is likely to be met. In this embodiment, multiple types of auxiliary games (winning games) with different degrees of advantage to the player may be provided.

[0059] The first special symbol reserve indicator 63 is composed of two LEDs and is used to display the first reserve number (U1), which is the number of special symbol determination information (first reserve) stored when a gaming ball enters (enters) the first starting hole 45, and lights up or flashes in a manner indicating the number of first reserves. Note that up to four first reserves can be stored, but it may be less or more than four. Note that when the first reserve is stored, a preliminary determination is made based on the stored special symbol determination information. In the preliminary determination, it is determined whether or not there is a jackpot, the fluctuation pattern, etc.

[0060] The second special symbol reserve indicator 64 is composed of two LEDs and is used to display the second reserve number (U2), which is the number of special symbol determination information (second reserve) stored when a gaming ball enters the second starting hole 47 (a winning ball), and lights up or flashes in a manner indicating the number of second reserves. Although a maximum of four second reserves can be stored, the number may be less or more than four, or no second reserves may be stored. When a second reserve is stored, a preliminary determination is made based on the stored special symbol determination information. In the preliminary determination, a preliminary determination is made as to whether or not a jackpot has been won, the fluctuation pattern, etc.

[0061] The normal symbol reserve indicator 65 is composed of two LEDs, and is used to display the number of normal symbol reserves, which is the number of normal symbol judgment information (normal symbol reserves) stored when a gaming ball enters (passes) the normal symbol gate 44, and lights up or flashes in a manner indicating the number of normal symbol reserves. Note that up to four normal symbol reserves can be stored, but there may be fewer or more than four, or no normal symbol reserves may be stored. Note that when a normal symbol reserve is stored, a prior judgment may be made based on the stored normal symbol judgment information.

[0062] The first special symbol display 60 and / or the second special symbol display 61 can be configured with a 7-segment LED. For example, if a jackpot is determined in the jackpot determination, numbers such as "3" or "7" are displayed statically, and if a loss is determined, "-" is displayed statically, and during the variable display, the display may alternate between turning off and "-".

[0063] The round number indicator 66 is made up of six LEDs and is used to display the number of rounds when a jackpot state (special game) occurs. At the start of a jackpot game, the LEDs start to light up in a predetermined manner to indicate the number of rounds, continue to light up during the jackpot game, and turn off the LEDs when the jackpot game ends. For example, if the jackpot game has three rounds, only the leftmost LED lights up, and if the jackpot game has ten rounds, all LEDs light up.

[0064] The right-hit indicator 67 is composed of one LED and is used to display a right-hit indication that encourages the player to fire the game ball toward the right-side game area (so-called right-hit).The LED remains lit during the big hit state (big hit game), the small hit state (small hit game), and the time-saving game state described below.

[0065] The status confirmation indicator 68 is composed of a single LED and is used to indicate that the gaming machine is set to a setting change mode (described later) or a setting confirmation mode (described later). When the gaming machine enters the setting change mode or the setting confirmation mode, the LED starts to light up, and when the gaming machine enters the setting change mode or the setting confirmation mode, the LED turns off. As such, since the status confirmation indicator 68 is provided on the front (surface) of the gaming machine, it is possible to easily check whether the gaming machine is set to the setting change mode or the setting confirmation mode. The status confirmation indicator 68 may be provided in any location as long as it is on the front (surface) of the gaming machine 1.

[0066] In this embodiment, the same display mode (illuminated display) is used whether the setting change mode or the setting check mode is set, but the display may be such that it is possible to recognize which mode the setting is set in. For example, the status check indicator 68 may be illuminated in the setting change mode and flashed in the setting check mode, or vice versa.

[0067] In addition, in this embodiment, the status confirmation indicator 68 is provided as a dedicated indicator to indicate that the setting change mode or the setting confirmation mode is set, but it may also be used as another indicator. For example, in the setting change mode or the setting confirmation mode, the first special symbol indicator 60, the second special symbol indicator 61, the first special symbol reserved indicator 63, the second special symbol reserved indicator 64, the number of rounds indicator 66, the right hit indicator 67, etc. are turned off, so one or more LEDs of these indicators may be turned on.

[0068] In addition, a sub-information display 80 is provided inside the gaming area 5a. The sub-information display 80 includes a sub-first change indicator 81, a sub-second change indicator 82, a sub-first hold indicator 83, a sub-second hold indicator 84, a sub-regular change indicator 85, a sub-regular hold indicator 86, and a sub-right-hit indicator 87. Note that the sub-information display 80 does not have an indicator such as the above-mentioned status confirmation indicator 68 that indicates that it is set to a setting change mode or setting confirmation mode, which will be described later, but an indicator corresponding to these may be provided.

[0069] The sub-first variable indicator 81 is for displaying (informing) whether the first special symbol is being displayed or not, and the sub-second variable indicator 82 is for displaying (informing) whether the second special symbol is being displayed or not, and each is composed of one LED. When the variable display of the corresponding special symbol starts, the LED flashes at a predetermined cycle (for example, 0.25 seconds on → 0.25 seconds off), and when the corresponding special symbol is displayed stationary, it displays a stationary display (turns off or on).

[0070] The result of the special symbol jackpot determination may be notified by the sub-first variable indicator 81 or the sub-second variable indicator 82. In this case, the LED may be lit in the case of a jackpot, and may be turned off in the case of a miss.

[0071] The sub-first reserve indicator 83 is for displaying the number of reserved balls (first reserved number) for the jackpot determination of the first special symbol, and the sub-second reserve indicator 84 is for displaying the number of reserved balls (second reserved number) for the jackpot determination of the second special symbol, and each is composed of two LEDs. When the reserved number is "0", the left and right LEDs are turned off, when the reserved number is "1", the left LED is turned on and the right LED is turned off, when the reserved number is "2", the left and right LEDs are turned on, when the reserved number is "3", the left LED flashes at a predetermined cycle (0.25 seconds on → 0.25 seconds off) and the right LED is turned on, and when the reserved number is "4", the left and right LEDs flash at a predetermined cycle (0.25 seconds on → 0.25 seconds off).

[0072] The sub-regular symbol variable indicator 85 is for displaying (notifying) the result of the winning lottery, and is composed of one LED. Then, when the variable display of the regular symbol starts, the LED flashes (variable display) at a predetermined interval. Then, when the regular symbol is displayed in a static state, the mode indicating the result of the winning lottery (lights up in the case of a win, and goes out in the case of a loss) is displayed in a static state.

[0073] In addition, the sub-normal pattern change indicator 85 may be configured to flash while displaying the normal pattern change, and to light up or turn off when the normal pattern is displayed as stopped, so that it is possible to know whether or not the normal pattern change is being displayed.

[0074] The sub-regular map reserve indicator 86 is used to display the number of reserved regular map memories (regular map reserve number) and is composed of two LEDs. When the regular map reserve number is "0", the left and right LEDs are turned off, when the regular map reserve number is "1", the left LED is turned on and the right LED is turned off, when the regular map reserve number is "2", the left LED is turned on and the right LED is turned on, when the regular map reserve number is "3", the left LED flashes at a predetermined cycle and the right LED is turned on, and when the regular map reserve number is "4", the left and right LEDs flash at a predetermined cycle.

[0075] The sub right-hit indicator 87 is intended to encourage the player to shoot the game ball toward the right area of ​​the game area 5a (so-called right hit), and is composed of one LED. The LED remains lit during a big win state (big win game), a small win state (small win game), or a time-saving game state, and is turned off in other game states.

[0076] A first image display device 70 is provided at the back of the performance space 40a defined inside the decorative frame 40. A second image display device 71, which has a smaller display area than the first image display device 70, is provided at the bottom of the performance space 40a and in front of the first image display device 70. The first image display device 70 and the second image display device 71 may be liquid crystal displays or organic EL displays. A movable prop 73 is provided at the top of the performance space 40a to execute prop performances.

[0077] Various effect displays are performed according to the progress of the game on the first image display device 70 and the second image display device 71. The effect displays include a customer waiting demo effect performed while the variable display of special symbols is not being executed, a pre-determination effect based on the result of a pre-determination (also called a pre-reading effect), a variable effect (variable effect by the effect symbol 701) performed while the variable display of special symbols is being executed, a variable display (updated variable) of small symbols 702 performed while the variable display of special symbols is being executed, and a jackpot effect performed while a jackpot game is being executed.

[0078] In addition, the second image display device 71 can perform a moving effect by moving using a movable device (not shown) composed of a solenoid, motor, etc. while the first image display device 70 is performing a changing effect.

[0079] Specifically, the second image display device 71 performs a movement effect by moving (rising and descending) in the vertical direction between a standby position (lower position) located near the end of the first image display device 70 and a performance position (upper position) located near the center of the first image display device 70. The movement direction of the second image display device 71 may be left / right or front / back, or the movement effect may be performed by operating the performance button 17.

[0080] The display unit (display area) of the first image display device 70 displays three effect symbols 701 (sometimes referred to as the left symbol, the middle symbol, and the right symbol, from the left) and a small symbol 702. The effect symbols 701 and the small symbol 702 are effect symbols that change in accordance with the change of the special symbol and stop in accordance with the stop of the special symbol. Whether or not a jackpot has been reached is notified based on the stopping state of the effect symbols 701 and the small symbol 702.

[0081] Further, the first image display device 70 displays a reserve icon HA and the icon TI. The reserve icon HA is, for example, an example of a corresponding display corresponding to the variable display of the reserved effect pattern, and is an icon indicating the reservation of the right to make a jackpot determination for a special pattern. The reserve icon HA may be an icon indicating the reservation of the right to make a win determination for a normal pattern. Up to four reserve icons HA are displayed. Further, the icon TI is an example of a corresponding display corresponding to the variable display of the current effect pattern, and is, for example, a variable icon indicating the variable of the current special pattern. The icon TI may be a variable icon indicating the variable of the current normal pattern. The images displayed on the first image display device 70 will be described in detail later.

[0082] The movable role object 73 has one or more movable members that can be operated, and is capable of performing role object performance by performing a predetermined operation while the variable display of the performance pattern 701 executed by the first image display device 70 is being executed. In addition, the movable role object 73 is provided with a board lighting device 74 having a plurality of decorative LEDs, and is capable of emitting light in a predetermined manner while the role object performance is being executed.

[0083] Specifically, the movable role object 73 moves (rising and descending) between a standby position (first position) located above the top end of the first image display device 70, an appearance position (second position) below the top end and covering part of the screen of the first image display device 70, and an effect position (third position) located in the center (bottom) of the screen of the first image display device 70. The movable role object 73 is hidden by the board surface in the standby position and is not visible or difficult to see by the player. That is, the movable role object 73 is normally hidden by the board surface. When a role effect is performed, a part of the movable role object 73 becomes visible when it is moved to the second position, and the entirety of it becomes visible when it is moved to the third position.

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

[0085] In addition, a cover member 23 of the type with an opening and closing door is provided, with the left and right sides opening and closing in the left-right direction around a rotation axis set on one side so as to cover the upper part of the main control device and the entire performance control device from the rear, and the performance control device 130A is provided with a changeover switch 22, which is covered by the cover member 23, for switching adjustment modes related to adjusting the volume of the performance sound output from the audio output device 9 and the light intensity of the display devices (first image display device, second image display device) and various lighting devices (frame lighting device 10, board lighting device 74).

[0086] On the front side of the main control device 110A, there are mounted a main control unit 100 for controlling the game, an RWM clear switch 111a for inputting a signal to clear the memory contents of the main RAM 100c of the main control unit 100 or to update the setting value (probability of determining a jackpot) which is the stage of the advantageous degree of the game, a setting key switch 112a for inputting a signal to transition to a setting change mode or a setting confirmation mode described later by operating the setting key, an information display 113 (see Figure 4) for displaying performance information and setting values ​​which enable the actual performance of the gaming machine to be grasped, and other electronic components.

[0087] The information display 113 is composed of four 7-segment displays (113a to 113d) aligned in the left-right direction. The two 7-segment displays 113a and 113b from the left form an identification segment for displaying identification information indicating the type of performance information (data type), and the two 7-segment displays 113c and 113d from the right form a numeric segment for displaying numeric information indicating setting values ​​and numerical values ​​of the performance information.

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

[0089] The control configuration of this embodiment includes a main control unit 100 that controls the overall progress of the game (basic operations), a payout control unit 120 that controls the payout of game balls based on receiving a payout control command from the main control unit 100, a presentation control device 130A (presentation control unit 130) that controls the presentation related to the game based on receiving a presentation control command from the main control unit 100, and a power supply board 160 that supplies power to the payout control unit 120 and the presentation control device 130A.

[0090] In addition, communication between the main control unit 100 and the dispensing control unit 120 is configured to allow commands to be sent and received in both directions, and communication between the main control unit 100 and the performance control device 130A (performance control unit 130) is configured to allow commands to be sent in only one direction, from the main control unit 100 to the performance control device 130A (performance control unit 130).

[0091] The main control unit 100 includes a main CPU 100a for performing arithmetic processing, a main ROM 100b in which a game control program and the like are stored, a main RAM 100c which serves as a work area during arithmetic processing, and input / output ports.

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

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

[0094] "Game information" includes a start port entry signal output each time a game ball enters the first start port 45 or the second start port 47, a pattern confirmation signal output each time the varying display of the first special pattern or the second special pattern ends, a big win signal output throughout big win play, a small win signal output throughout small win play, an open signal output throughout round play (opening of the big win port), a signal output throughout the time-saving play state described below, and a security signal output when a situation occurs that poses a problem (threatens) on the security of the game machine 1 (RWM clear, error, etc.).

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

[0096] The game ROM area includes a game program area in which a program relating to the progress of a game is stored, and a game data area in which data relating to the progress of a game is stored.

[0097] The information ROM area includes an information program area in which a program relating to the performance display of the gaming machine is stored, and an information data area in which data relating to the performance display of the gaming machine is stored.

[0098] The memory area of ​​the main RAM 100c includes a game RWM area used as a work area when executing a game program, and an information RWM area used as a work area when executing an information program.

[0099] The gaming RWM area includes a gaming work area used by the gaming program as a work area, and a gaming stack area for temporarily saving data being processed by the gaming program.

[0100] The game work area is arranged in the following order: a setting value area for storing setting values; a judgment information area for storing judgment information (checksum described later) for determining abnormalities in the RWM area; and a game data area for storing game data that changes as the game progresses.

[0101] The information RWM area includes an information work area used by information programs as a work area, and an information stack area for temporarily saving data being processed by the information programs.

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

[0103] Below, we will explain the relationship between the game area (game ROM area, game RWM area) that performs processing based on the game program and the information area (information ROM area, information RWM area) that performs processing based on the information program.

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

[0105] However, in the process based on the game program, the contents of the information RWM area cannot be updated, but can be referenced. Also, in the process based on the information program, the contents of the game RWM area cannot be updated, but can be referenced.

[0106] When processing based on the information program is performed, the flag register is saved to the gaming RWM area during processing based on the gaming program, and then the information program is called to execute processing based on the information program, and the flag register is restored from the gaming RWM area immediately after processing based on the information program is completed and a return is made to the gaming program.

[0107] In addition, immediately after the start of the information program, the stack pointer of the game stack area is saved to the information RWM area, and then the stack pointer of the information stack area is set, all registers used in the game program are saved to the information RWM area, and immediately before the information program ends, all registers used in the game program are restored from the information RWM area and the stack pointer of the game stack area is restored.

[0108] In this way, data used by the game program can be protected when processing based on the information program, and no inconvenience occurs when returning from the information program to the game program.

[0109] The payout control unit 120 drives the payout device 95 to control the payout of game balls. The payout control unit 120 also drives the launching device 26 to control the launching of game balls.

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

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

[0112] The payout CPU 121a receives an operating clock from a crystal oscillator, reads out a payout control program stored in the payout ROM 121b, and performs calculations related to the payout of game balls while using the payout RAM 121c as a work area. This allows it to perform control processing for paying out game balls from the payout device 95 in response to a payout control command from the main control unit 100, control processing for sending a command based on the result of the calculation processing to the main control unit 100, etc.

[0113] The payout control unit 120 is connected to a ball feeding solenoid, a touch sensor, a firing volume, a firing solenoid, etc.

[0114] When the payout control unit 120 detects that the player's hand is touching the launch handle 15 through a touch signal input from the touch sensor, it allows current to flow to the ball feed solenoid and the launch solenoid, and when it detects a change in the rotation angle of the launch handle 15 through a detection signal from the launch volume, it drives the ball feed solenoid and also drives the launch solenoid to launch the game balls (99.9 balls / minute) with a launch strength that corresponds to the rotation angle of the launch handle 15.

[0115] The performance control device 130A includes a performance control unit 130 that performs overall control of the progress of the performance based on the reception of performance control commands from the main control unit 100, an image and audio control unit 140 that performs control processing for image display and audio output based on the reception of performance control commands from the performance control unit 130, and a lamp control unit 150 that performs control processing for various light-emitting elements (LEDs, etc.) and various driving sources (motors, etc.) based on the reception of performance control commands from the performance control unit 130.

[0116] The performance control unit 130 includes a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b that stores a performance control program, a sub-RAM 130c that serves as a work area during arithmetic processing, an RTC 130d that keeps track of the date and time, and input / output ports.

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

[0118] The sub-CPU 130a receives an operating clock from a crystal oscillator, reads out the performance control program stored in the sub-ROM 130b, and performs calculations related to the performance while using the sub-RAM 130c as a work area. This allows it to perform control processes such as determining the performance mode of the variable performance, sending performance control commands based on the determination results to the image and sound control unit 140, controlling in response to detection signals from various input devices (detection switches, etc.), and controlling various output devices (lighting devices, motors, etc.).

[0119] The image and audio control unit 140 receives commands from the performance control unit 130 and controls the first image display device 70 and the second image display device 71 to display a specified image, and controls the audio output device 9 to output a specified voice or sound.

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

[0121] The overall CPU 141a receives an operating clock from a crystal oscillator, reads out the overall control program stored in the overall ROM 141b, and performs arithmetic processing related to the performance while using the overall RAM 141c as a work area. This allows it to perform control processing such as generating display control commands (display lists) that instruct the performance images to be displayed on the first image display device 70 and the second image display device 71 and sending them to the VDP 145, and generating audio control commands that instruct the performance sounds to be output from the audio output device 9 and sending them to the audio control unit 148 (audio LSI).

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

[0123] The performance control device 130A is also connected to a changeover switch 22. The changeover switch 22 is a switch for setting the volume value of the sound (performance sounds such as background music and sound effects) output from the sound output device 9. The changeover switch 22 may be a rotatable dial volume. For example, the volume value is set to one of five levels from "1" to "5" depending on the operation of the changeover switch 22. The changeover switch 22 is also used as a switch for setting the light intensity value of the first image display device 70, the second image display device 71, the frame lighting device 10, and the board lighting device 74. The light intensity value is set to one of five levels from "1" to "5" depending on the operation of the changeover switch 22.

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

[0125] Furthermore, the performance control device 130A is connected to a performance button detection switch 17a and a cross key detection switch 19a.

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

[0127] The input / output ports of the lamp control unit 150 are connected to the frame lighting device 10, the movable parts 73, the board lighting device 74, the sub-information display 80, the performance button driving device 17b (performance button driving motor, performance button vibration motor), and the performance button light-emitting LED 17c.

[0128] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out the lamp control program stored in the lamp ROM 150b, and performs calculations related to the effects while using the lamp RAM 150c as a work area. This allows for control of the frame lighting device 10, the effect button drive device 17b, the effect button LEDs 17c, the movable props 73, and the board lighting device 74. The LEDs provided in the frame lighting device 10, the board lighting device 74, and the effect button device 16, which are controlled by the lamp control unit 150, are sometimes referred to as the frame lamp, the board lamp, and the effect button lamp, respectively.

[0129] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies the main power supply to the gaming machine 1 (main control unit 100, payout control unit 120, presentation control device 130A, and various electronic components) (corresponding to power supply means). The power supply board 160 is equipped with a power interruption detection circuit 162 that detects whether the supplied power supply voltage has dropped (a power outage has occurred) and outputs a voltage drop signal to the main control unit 100 based on the drop in power supply voltage (occurrence of a power outage), and a backup power supply circuit 163 that supplies backup power to the main control unit 100 in the event of a power interruption (power outage).

[0130] The power supply board 160 also has a power switch operable by a store clerk to switch between an ON state where the main power is supplied to the gaming machine 1 (main control unit 100, payout control unit 120, presentation control device 130A, and various electronic components) and an OFF state where the main power is stopped, and when the power switch is turned ON, the supply of main power is started and operation of the gaming machine 1 begins. Note that even when the power switch is OFF, the supply of backup power to the main control unit 100 is maintained.

[0131] The power interruption detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and when the power supply voltage falls below a predetermined value, outputs a voltage drop detection signal to the main control unit 100, and when the power supply voltage exceeds the predetermined value while the voltage drop detection signal is being output, stops outputting the voltage drop detection signal.

[0132] The backup power supply circuit 163 is equipped with a capacitor that stores electricity when the gaming machine is energized, and when a power outage occurs, the backup power supply voltage stored in the capacitor is supplied to the main RAM 100c of the main control unit 100. This allows the stored contents of the main RAM 100c to be maintained even during a power outage, and after recovery from the power outage, the game control state can be restored to the state before the power outage.

[0133] Although backup power is not supplied to the payout control unit 120 and the performance control unit 130, backup power may be supplied to the payout control unit 120 and the performance control unit 130 so that the stored contents of the payout RAM 121c and the sub-RAM 130c are maintained even in the event of a power outage (power failure). Also, backup power may be supplied to only one of the payout control unit 120 and the performance control unit 130.

[0134] (Game status) Here, the gaming states of the gaming machine 1 according to the first embodiment will be explained. In the first embodiment, the gaming states of the gaming machine 1 include a normal gaming state (normal state), a time-shortening gaming state A (time-shortening state A), and a time-shortening gaming state B (time-shortening state B). Hereinafter, when there is no need to distinguish between the time-shortening state A and the time-shortening state B, they may be referred to as "time-shortening states."

[0135] The normal gaming state is the initial state, and is the gaming state that is set when the RWM clear process or the setting change process is performed and the gaming machine 1 is started. Specifically, in the "normal gaming state", the probability of being determined as a win in the normal symbol determination that is performed on the condition that the gaming ball has passed through the normal symbol gate 44 (normal symbol winning probability) is, for example, 1 / 1.1, the average fluctuation time of the normal symbol (normal symbol fluctuation time) is about 60 seconds, and the opening time of the second start port 47 when a win is determined in the normal symbol determination (special 2 start port opening time) is 0.05 seconds.

[0136] In the time-saving game state A, the probability of winning a normal symbol is 1 / 1.1, the same as in the normal game state, the normal symbol variation time is about 1 second, and the opening time of the second start gate 47 (special 2 start gate opening time) when a winning symbol is selected in the normal symbol determination is set to 3 seconds. In the time-saving game state A, the variation time of the normal symbol is shorter than in the normal game state, and the opening time of the second start gate 47 is longer. For this reason, the time-saving game state A is a more advantageous state (advantageous state) for the player than the normal game state, and it is a state in which it is easier to win in the second start gate 47.

[0137] In time-saving game state B, the probability of winning a normal symbol is 1 / 1.1, the same as in the normal game state, the normal symbol fluctuation time is approximately 1 second, and the opening time of the second start slot 47 (special 2 start slot opening time) when a winning symbol is detected in the normal symbol determination is set to 3 seconds. Time-saving game state B is a more advantageous state (advantageous state) for the player than the normal game state and time-saving game state A, and is a state in which it is easier to win at the second start slot 47. Hereinafter, time-saving game state A or time-saving game state B may be referred to as a "high base time-saving state."

[0138] In addition, the time-saving game state A and the time-saving game state B are set so that the normal map change time and the special 2 start port opening time are more advantageous to the player than the normal game state, but it may also be configured so that only one of the normal map change time, the special 2 start port opening time, and the normal map winning probability is more advantageous.

[0139] In addition, in gaming machines according to other embodiments, the probability of winning a normal symbol may differ between the normal gaming state and the time-saving gaming state. For example, in the normal gaming state, the probability of winning a normal symbol may be set to 1 / 100, and in time-saving gaming state A or time-saving gaming state B (high-base time-saving state), the probability of winning a normal symbol may be set to 1 / 1.1. In addition, gaming machines according to other embodiments have a low-probability state in which the probability of determining a jackpot in the jackpot determination (special symbol determination) (probability of winning a special symbol) is relatively low, and a high-probability state in which the probability of winning a special symbol is relatively high, and in the low-probability state, the probability of winning a normal symbol may be set to, for example, 1 / 100, and in the high-probability state, the probability of winning a normal symbol may be set to 99 / 100.

[0140] (Jackpot determination table) Next, a big win and a small win in the gaming machine 1 of this embodiment will be explained. FIG. 5 is a diagram showing an example of a big win determination table for the gaming machine 1 of the first embodiment. FIG. 5(1) is a table showing the big win probability, and FIG. 5(2) is a table showing the small win probability. As shown in FIG. 5(1), when a special symbol determination is made based on the entry of a gaming ball into the first starting hole 45 (denoted as "Special 1") or the second starting hole 47 (denoted as "Special 2"), the probability of determining a big win is 1 / 199. When a big win is determined, a special symbol (jackpot symbol) indicating a big win is displayed statically after a predetermined variable time has elapsed, and a big win game is played.

[0141] Also, as shown in Figure 5 (2), when a special symbol determination is made based on the entry of a gaming ball into the second starting hole 47, the probability of determining a small win is 1 / 90. If a small win is determined, a small win game is played, and if the player hits the right, there is a 1 / 1 probability that the gaming ball will pass through the specific area 52 during the small win game. If the gaming ball passes through the specific area 52 during the small win game, it is a big win (type 2 big win), and a big win game is played.

[0142] (Pattern determination table) Fig. 6 is a diagram showing an example of a symbol determination table of the gaming machine 1 in the first embodiment. Fig. 6(1) is an example of a big win symbol determination table for determining a big win symbol (type of big win) when the result of the special symbol determination based on the special 1 or special 2 prize is determined to be a big win. Fig. 6(1) is an example of a small win symbol determination table for determining a small win symbol (type of small win) when the result of the special symbol determination based on the special 2 prize is determined to be a small win.

[0143] As shown in Figure 6(1), if the result of the special symbol determination indicates a jackpot, a special symbol (jackpot symbol) indicating a jackpot is determined based on the jackpot symbol random number value obtained when the game ball enters the starting slot and the game state. Specifically, in normal play, if a jackpot is determined, jackpot symbol A is determined 1% of the time, jackpot symbol B is determined 54% of the time, and jackpot symbol C is determined 45% of the time. Jackpot symbol A is a symbol indicating a 10R time-saving jackpot, and is a jackpot symbol that transitions to a time-saving game state (time-saving state B) with 120 time-saving cycles after 10 rounds of play. Jackpot symbol B is a symbol indicating a 4R time-saving jackpot, and is a jackpot symbol that transitions to a time-saving game state (time-saving state A) with 60 time-saving cycles after four rounds of play. The jackpot symbol C is a symbol that indicates a 4R normal jackpot, and is a jackpot symbol that transitions to the normal state after four rounds of play have been played.

[0144] Furthermore, when a jackpot is determined in time-saving state A, jackpot pattern D is determined 27.5% of the time, and jackpot pattern E is determined 72.5% of the time. Jackpot pattern D is a pattern that indicates a 10R time-saving jackpot, and is a jackpot pattern that transitions to a time-saving game state with 120 time-saving turns (time-saving state B) after 10 rounds of play. Jackpot pattern E is a pattern that indicates a 10R time-saving jackpot, and is a jackpot pattern that transitions to a time-saving game state with 60 time-saving turns (time-saving state A) after 10 rounds of play.

[0145] Furthermore, if 120 special symbol variations have occurred since time-saving state A was set, or if 60 special symbol variations have occurred since time-saving state B was set, the remaining reserved state will remain with four second special symbol variations. If the second special symbol determination for the remaining reserved symbol determines a jackpot, jackpot symbol D will be determined 27.5% of the time, and jackpot symbol E will be determined 72.5% of the time. After jackpot symbol D is displayed as a stopped symbol and a jackpot game is played, the game will transition to a time-saving game state with 120 time variations (time-saving state B). After jackpot symbol E is displayed as a stopped symbol and a jackpot game is played, the game will transition to a time-saving game state with 60 time variations (time-saving state A).

[0146] Also, as shown in Figure 6 (2), if the result of the special symbol determination based on the special 2 winning is determined to be a small win, the special symbol (small win symbol) indicating the small win is determined based on the small win symbol random number value obtained when the game ball enters the starting hole and the game state. Specifically, in the time-saving state A, if the second special symbol determination determines a small win, the small win symbol K1 is determined 27.5% of the time, and the small win symbol K2 is determined 72.5% of the time. The small win symbol K1 is a symbol that indicates a substantial 10R time-saving big win. When the small win symbol K1 is displayed, a small win game is played in which the first large winning opening 50 is converted from a closed state to an open state in a predetermined manner. If a game ball passes through the specific area 52 during the small win game, a type 2 jackpot game is played in which the second large winning opening 56 is converted from a closed state to an open state in a predetermined manner nine times. This small win game and the type 2 jackpot game combine to play a substantial 10R jackpot game. When the small win symbol K1 is displayed, a jackpot game is played, and then the game transitions to a time-saving game state (time-saving state B) with 120 time-saving cycles. The small win symbol K2 is a symbol that indicates a substantial 10R time-saving jackpot. When the small win symbol K2 is displayed, a jackpot game is played, and then the game transitions to a time-saving game state (time-saving state A) with 60 time-saving cycles.

[0147] Also, in the time-saving state B, if the second special pattern determination determines a small win, the small win pattern K1 is determined with a 100% probability, and after the big win game is played, the game transitions to a time-saving game state (time-saving state B) with 120 time-saving times.

[0148] Furthermore, if the second special symbol determination for the remaining reserved balls determines a small win, the small win symbol K1 is determined 27.5% of the time, and the small win symbol K2 is determined 72.5% of the time. After the small win symbol K1 stops and a big win is played, the game transitions to a time-saving game state (time-saving state B) with 120 time-saving cycles. After the small win symbol K2 stops and a big win is played, the game transitions to a time-saving game state (time-saving state A) with 60 time-saving cycles.

[0149] In addition, as a result of the special pattern determination, in addition to a big hit, small hit, or miss, there may also be a special miss in which no big hit or small hit game is played but the game transitions to a time-saving state (so-called C time-saving).

[0150] In addition, after the RWM clear process or setting change process is performed, or after a jackpot game is played, if the special pattern changes a specified number of times (for example, 500 times), the game may transition to a time-saving state (so-called B time-saving).

[0151] Here, we will explain the game flow of the gaming machine 1. Figure 7 is a diagram showing an example of the game flow of the gaming machine 1 of the first embodiment.

[0152] In the normal game mode (normal mode), the game is basically played by hitting the left hand, and the first special symbol determination is performed. As shown in Figure 7, if a jackpot is won with a probability of 1 / 199 in the normal game mode, for example, via the reach effect described below, a win notification effect is executed, which notifies the player that a special game will be played by an even symbol alignment in which three even symbols (any of the 2, 4, 6, or 8 symbol alignments) are lined up, an odd symbol alignment in which three odd symbols (any of the 1, 3, 5, or 9 symbol alignments) are lined up, or a 7 symbol alignment in which three "7" symbols are lined up. Also, if a jackpot is won with a probability of 1 / 199 in the normal game mode, for example, a win notification effect may be executed by one or more special symbol alignments (special symbols) suggesting the execution of a special game, without (or via) the reach effect. Specifically, if a jackpot is signaled by a 7-symbol alignment, the game will transition to the second specific mode (time-saving state B) after the jackpot game. Also, if a jackpot is signaled by an odd-numbered symbol alignment, the game will transition to the first specific mode (time-saving state A) after the jackpot game. If a jackpot is signaled by an even-numbered symbol alignment, the game will transition to the first specific mode (time-saving state A) or normal mode (normal state) after the jackpot game. Specifically, a challenge effect is performed during the jackpot game to encourage success or failure. If a success effect is displayed in the effect, the game will transition to the first specific mode (time-saving state A) after the jackpot game. If a failure effect is displayed in the effect, the game will transition to normal mode (normal state) after the jackpot game. Also, if a win notification effect is executed using a special effect symbol, the game will transition to normal mode (normal state) after the jackpot game.

[0153] More specifically, if the player wins the jackpot symbol A described above as a special symbol, the winning notification effect is triggered by a 7-symbol match with a 100% probability. Also, if the player wins the jackpot symbol B, the winning notification effect is triggered by a match of odd or even symbols. For example, if the player wins the jackpot symbol B, the odd symbols will match with a 50% probability, and the even symbols will match with a 50% probability. Note that, if the player wins the jackpot symbol B, the odd symbols may be matched with a higher or lower probability than the even symbols. If the player wins the jackpot symbol C, the even symbols will match with a 80% probability, and the special symbols will be matched with a 20% probability.

[0154] When the game enters the first specific mode (time-saving state A), the time-saving state continues until the special symbol changes 60 times (until the 60th change is completed), making the second start port 47 more likely to be released. Furthermore, the first specific mode (time-saving state A) continues until the 60 changes and the four reserved second special symbols (four reserved symbols remaining) at the time the 60th change is completed are consumed. The first specific mode (time-saving state A) is more advantageous than the normal state but less advantageous than the second specific mode (time-saving state B), and the continuation rate indicating the probability of this state continuing is, for example, approximately "65%." In the first specific mode, if a small win or a big win is won in the second special symbol determination, a first bonus, a second bonus, or a third bonus is announced. The first bonus, the second bonus, or the third bonus may be announced after the symbols are aligned. When the first bonus is announced, a jackpot game of essentially 10R is played (a jackpot game via a small jackpot game if a small jackpot is won, or a jackpot game if a jackpot is won), followed by a transition to the first specific mode. When the second bonus is announced, a transition prompting effect is performed during the jackpot game of essentially 10R, to determine whether or not to transition to the second specific mode. If a transition successful effect is performed in the transition prompting effect, the game will transition to the second specific mode after the jackpot game. On the other hand, if a transition unsuccessful effect is performed in the transition prompting effect, the game will transition to the first specific mode after the jackpot game. When the third bonus is announced, a jackpot game of essentially 10R is played (a jackpot game via a small jackpot game if a small jackpot is won, or a jackpot game if a jackpot is won), followed by a transition to the second specific mode. When a jackpot is announced by lining up seven symbols, the third bonus may be announced more easily.

[0155] When the game enters the second specific mode (time-saving state B), the time-saving state continues until the special symbol changes 120 times (until the 120th change is completed), making the second starting hole 47 more likely to be released. The second specific mode (time-saving state B) continues for the period until these 120 changes and the remaining four reserved changes are consumed. The second specific mode (time-saving state B) is the most advantageous state for the player, and the continuation rate, which indicates the probability that this state will continue, is, for example, approximately "87%." In the second specific mode, if a small win or a big win is won in the second special symbol determination, seven symbols line up, and a 10-round jackpot game is played. After the jackpot game, the game transitions to the second specific mode with a 100% probability. In addition, if a small hit or a big hit is won in the remaining reserve, after a jackpot game of essentially 10 rounds, there is a 27.5% chance that the game will move to the first specific mode, and a 72.5% chance that the game will move to the second specific mode.

[0156] (Performance mode) In the gaming machine 1 of this embodiment, a presentation mode is set according to the game state. The presentation mode refers to the appearance of the presentation pattern that changes according to the change of the special pattern, the background music during the display of the changing presentation pattern, the background music during the reach presentation (for example, the N reach presentation and the SP reach presentation described later), the background image, the reserved icon and the icon, the reserved icon and / or the reserved base showing the display area of ​​the icon, the mode display showing the presentation mode, etc. These appearances differ depending on the presentation mode.

[0157] In this embodiment, there are a normal mode set in the normal gaming state, and a specific mode set in the time-saving gaming state that is more advantageous to the player than the normal gaming state. The specific modes include a first specific mode set in the time-saving gaming state A (advantageous state A) that is more advantageous to the player than the normal gaming state, and a second specific mode set in the time-saving gaming state B (advantageous state B) that is more advantageous to the player than the time-saving gaming state A.

[0158] (Main screen explanation) Figure 8 is a diagram showing an example of an image displayed on the screen of the first image display device 70 of the gaming machine in the first embodiment. Figure 8(1) is a diagram showing an example of an image displayed on the screen of the first image display device 70 in the normal mode, and Figure 8(2) is a diagram showing an example of an image displayed on the screen of the first image display device 70 in the first specific mode. Figure 8(3) is a diagram showing an example of an image displayed on the screen of the first image display device 70 in the second specific mode.

[0159] As shown in FIG. 8(1), in normal mode, a background image 700A is displayed on the screen of the first image display device 70 (hereinafter sometimes referred to as the "main screen"). The background image is an image that serves as the background for each image displayed on the main screen (for example, the performance symbol 701, small symbol 702, first hold icon HA, icon TI, first number hold SHA, second number hold SHB, and other preview images displayed during variable performances, etc.), and is an image with a lower display priority than each image. The images displayed on the main screen are managed by multiple layers, and the background image is drawn on the innermost layer (the layer with the lowest display priority).

[0160] As shown in Fig. 8(2), in the first specific mode, a background image 700B for the first specific mode, which is different from that in the normal mode, is displayed as the background image. Also, as shown in Fig. 8(3), in the second specific mode, a background image 700C for the second specific mode is displayed. Also, in the first specific mode and the second specific mode, a right-hit notification image 901 is displayed. Also, in the first specific mode and the second specific mode, a remaining time-saving count display NJK, which indicates the remaining number of times the special symbol will change in the time-saving state, is displayed.

[0161] In addition, a plurality of background images to be displayed and a plurality of BGMs to be output may be prepared in each mode. For example, the normal mode, the first specific mode, and the second specific mode may each have a plurality of modes (stages), and the background images and BGM may differ for each stage. Also, while the normal mode may have a plurality of modes (stages), the first specific mode and the second specific mode may each have only one mode. Also, in the first specific mode and the second specific mode, the mode (stage) may change according to the number of changes after the special game ends (according to the number of changes remaining in the advantageous state).

[0162] As shown in FIG. 8(1), a normal mode effect symbol 701 is displayed in the approximate center of the main screen. The effect symbol 701 is displayed in front of the background image (taking priority over the background image). The effect symbol 701 is composed of three effect symbols 701. From left to right, the three effect symbols 701 are called left symbol 701L, middle symbol 701C, and right symbol 701R. The normal mode effect symbol 701 includes, for example, number symbols representing numbers from "1" to "9" and character images displayed as the background of the number symbols. Each number corresponds to a type of character. For example, the "1" symbol may be composed of the number "1" and a first character, and the "2" symbol may be composed of the number "2" and a second character. In addition to (or instead of) the number symbols, character symbols represented by letters such as "A" to "F," kanji, or kana characters may be used. The multiple effect symbols 701 start to change in response to the start of the special symbol change, and stop displaying in response to the stop of the special symbol change. During the change effect using the effect symbols 701, the character images in the effect symbols 701 may separate to show only the number symbols. Note that the effect symbols for the normal mode may be configured to include number symbols but not include character images. Also, the normal mode may be divided into a first normal mode and a second normal mode, and effect symbols for the first normal mode and effect symbols for the second normal mode may be prepared.

[0163] 8(2), in the first specific mode, a first specific mode effect pattern 701 is displayed in the approximate center area of ​​the main screen. The first specific mode effect pattern 701 is configured to include, for example, numeric symbols representing the numbers from "1" to "9" and not include characters. Note that, in addition to (or instead of) the numeric symbols, character symbols represented by letters such as "A" to "F," kanji, kana characters, etc. may be used.

[0164] Also, as shown in FIG. 8(3), in the second specific mode, a performance symbol 701 for the second specific mode, which is different from that for the first specific mode, is used. Note that the display form of the performance symbol for the first specific mode and the performance symbol for the second specific mode may be the same. The performance symbol for the second specific mode is configured to include, for example, a number symbol representing the numbers from "1" to "9" and not include a character image. Note that the performance symbol for the first specific mode and the performance symbol for the second specific mode may include a number symbol and a character image. Also, either one of the performance symbol for the first specific mode and the performance symbol for the second specific mode may be configured to include a number symbol and a character image, and the other may be configured to include a number symbol and not include a character image.

[0165] In this way, different display modes of the effect symbols 701 are used depending on the effect mode. Also, in the normal mode, the effect symbols of "1" to "9" of the first display mode and the effect symbols of "1" to "9" of the second display mode may be used. Also, in the first specific mode, the effect symbols of the third display mode may be used, and in the second specific mode, the effect symbols of the fourth display mode may be used. Note that, in each of the first specific mode and the second specific mode, effect symbols of multiple display modes may be used. For example, in the variable period of 1 to 100 times after a jackpot game in the second specific mode, the effect symbols of "1" to "9" of the fourth display mode may be used, and in the variable period of 101 times and thereafter, the effect symbols of "1" to "9" of the fifth display mode may be used.

[0166] The effect symbols 701 are stopped and displayed in a manner (missing mode, jackpot mode) that notifies the result of the special symbol determination according to the stopped display of the special symbol. If the result of the special symbol determination is a jackpot, a pattern arrangement in which the same effect symbols 701 are lined up, such as "777" or "555," is stopped and displayed. Also, if the result of the special symbol determination is a miss, a combination of symbols in which at least one of the three effect symbols 701 is different from the others (for example, "121" or "248") is stopped and displayed. Note that the miss as a result of the special symbol determination may be a normal miss or a special miss, and different modes of effect symbols may be stopped and displayed in the case of a normal miss and a special miss. If the result of the special symbol determination in the normal state is a special miss, the game may transition to a time-shortened game state (the above-mentioned time-shortened state A or time-shortened state B; or a time-shortened state that is less (or more) advantageous to the player than time-shortened state A and time-shortened state B). For example, if it is a special miss, the effect symbols may be displayed in a manner that allows the player to easily recognize that it is a special miss (for example, a specific combination that suggests a special miss, or a combination that includes a specific symbol that suggests a special miss). Conversely, the same effect symbols may be displayed in a manner that allows the player to easily recognize that it is a special miss and a special miss.

[0167] In addition, a small symbol 702 is displayed in the lower left area of ​​the screen. The small symbol 702 is a type of effect symbol corresponding to the special symbol (first special symbol or second special symbol), and is composed of three small symbols 701 (left small symbol, middle small symbol, right small symbol). The small symbol 702 is a symbol smaller than the effect symbol 701, and is composed of number symbols indicating the numbers from "1" to "9" like the effect symbol 701, but does not include a character image like the effect symbol 701. The small symbol 702 is displayed in a variable manner in accordance with the variable display of the special symbol, and is displayed stationary in accordance with the stationary display of the special symbol. The display mode of the small symbol 702 is the same in all effect modes. The display mode of the small symbol 702 may differ depending on the effect mode. For example, the display mode of the small symbol 702 (display mode, size, color of the number image) may be different in the normal mode, the first specific mode, and the second specific mode, or either the display mode or the display position may be different. Also, the display mode of the small symbol 702 may be the same in the first specific mode and the second specific mode, and may be different from that in the normal mode.

[0168] Also, a reserve base 703 is displayed in the lower area of ​​the screen. The reserve base 703 indicates the reserve icon and the display position of that icon. As shown in FIG. 8(1), in the normal state, first reserve icons HA (HA1 to HA4) corresponding in number to the first reserve number (U1) of the first special pattern are displayed above the reserve base 703. A maximum of four first reserve icons HA are displayed. The first reserve icons HA1 to HA4 are consumed in order from the right.

[0169] Also, as shown in Figures 8(2) and (3), in time-saving state A or time-saving state B, second reserve icons HB (HB1 to HB4) are displayed on the reserve base 703 in a number corresponding to the second reserve number (U2) of the second special pattern. A maximum of four second reserve icons HB are displayed. The second reserve icons HB1 to HB4 are consumed in order from left to right. In the time-saving state, the first reserve icon HA is not displayed. Note that in the time-saving state, the first reserve icon HA indicating the first reserve number of the first special pattern may also be displayed. Also, in the time-saving state, the reserve base 703 may not be displayed, and only the second reserve icon HB may be displayed.

[0170] In addition, in the normal state, the second hold icon HB corresponding to winning at the second starting port 47 may or may not be displayed.

[0171] For example, when the first special symbol starts to change in the normal state, each first reserved icon HA shifts to the right, and the first reserved icon HA1 is displayed as the icon TI. The icon TI is an icon corresponding to the special symbol that is changing. The icon TI has the same display mode as the first reserved icon HA, but the icon TI is a larger image than the first reserved icon HA.

[0172] The first hold icon HA and the icon TI are displayed in different display modes depending on the presentation mode. The hold base 703 may also be displayed in different display modes depending on the presentation mode.

[0173] In addition, in the normal state and the time-saving state, the lower right area of ​​the main screen displays the first number reserve SHA, which is a numerical representation of the first reserved number (U1) indicating the number of reserved first special symbols, and the second number reserve SHB, which is a numerical representation of the second reserved number (U2) indicating the number of reserved second special symbols.

[0174] The first number reserved SHA and the second number reserved SHB are displayed in the same display manner (number image, size) and in the same display position regardless of the presentation mode. Note that the display manner and display position of the first number reserved SHA and the second number reserved SHB may differ depending on the presentation mode, or at least one of the first number reserved SHA and the second number reserved SHB may be hidden depending on the presentation mode. For example, in normal mode, only the first number reserved SHA is displayed, and in the first specific mode and the second specific mode, both the first number reserved SHA and the second number reserved SHB may be displayed, or only the second number reserved SHB may be displayed.

[0175] In addition, in the normal state and the time-saving state, a fourth symbol 705a corresponding to the first special symbol and a fourth symbol 705b corresponding to the second special symbol are displayed in the upper right area of ​​the main screen. The fourth symbol 705a changes (blinks) in response to the changing display of the first special symbol, and is displayed as a stationary symbol in response to the stationary display of the first special symbol. In addition, the fourth symbol 705b changes (blinks) in response to the changing display of the second special symbol, and is displayed as a stationary symbol in response to the stationary display of the second special symbol.

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

[0177] In addition, in the normal state and the time-saving state, a mode display 708 indicating the current presentation mode is displayed in the upper left area of ​​the screen. In this embodiment, a plurality of mode displays 708 corresponding to the presentation mode are prepared. Note that a plurality of mode displays 708 indicating the normal mode, a plurality of mode displays 708 indicating the first specific mode, and a plurality of mode displays 708 indicating the second specific mode may also be prepared.

[0178] (Icon change effect) The display modes of the first hold icon HA and the icon TI include a normal mode (white) that does not indicate the degree of expectation for a jackpot, a special mode (for example, blue, red, gold, rainbow) that indicates the degree of expectation, and a flashing mode that makes the player expect a change from the normal mode to the special mode. The special mode indicates a higher degree of expectation than the normal mode, with the degrees of expectation increasing in the order of blue, red, gold, and rainbow. The rainbow color indicates a 100% expectation.

[0179] In a normal state, the first hold icon HA may be displayed in a special mode or a blinking mode based on the result of a preliminary determination. After the first hold icon HA is displayed in a normal mode, the first hold icon HA may change to a blinking mode or a special mode. Furthermore, when the first hold icon HA is additionally displayed, the first hold icon HA may be displayed in a special mode or a blinking mode.

[0180] Specifically, the change pattern of the display mode of the first hold icon HA and the icon TI is determined based on the results of the preliminary determination. The change scenario of the first hold icon HA is determined based on the results of the preliminary determination made when a hold wins. For example, when the fourth hold wins, the display mode of the first hold icon HA4 and the timing and change mode are determined. The display mode of the icon TI is also determined when the icon TI wins. Note that the display mode of the icon TI may be changed based on the results of the special pattern determination. Note that when the first hold icon HA is displayed in the time-saving state, the first hold icon HA does not change to the above-mentioned special mode or flashing mode.

[0181] In addition, the display modes of the second hold icon HB and the icon TI include a normal mode (white) that does not indicate the degree of expectation of a big hit or a small hit, a special mode (blue, red, gold, rainbow colors) that indicates the degree of expectation, and a flashing mode that makes the player expect a change from the normal mode to the special mode.

[0182] In the time-saving state, the second hold icon HB may be displayed in a special manner or in a flashing manner based on the results of a preliminary determination.

[0183] Hereinafter, the first hold icon HA and the second hold icon HB may be collectively referred to as "hold icons." The hold icon and the icon may be collectively referred to as "icons" or "corresponding displays." A presentation in which the hold icon changes to a different mode from its normal mode (a special mode or a flashing mode) is referred to as a "hold icon change presentation." A presentation in which the icon TI changes to a different mode from its normal mode is referred to as a "relevant icon change presentation." The "hold icon change presentation" and the "relevant icon change presentation" may be collectively referred to as an "icon change presentation." An icon change teaser presentation may be performed before the icon change presentation (before the hold icon or the icon changes). The icon change teaser presentation is a presentation that raises expectations about whether the hold icon or the icon will change. There are multiple modes of the icon change teaser presentation, and the possibility of the hold icon or the icon changing may vary depending on the mode of the icon change teaser presentation. The display mode of the changed hold icon or the icon may be suggested depending on the mode of the icon change teaser presentation. For example, the first type of icon change prompting effect may suggest that the icon will change to the first type of pending icon or the icon in question, and the second type of icon change prompting effect may suggest that the icon will change to the second type of pending icon or the icon in question.

[0184] When a reserved icon is additionally displayed, a winning sound is output. There are three types of winning sounds: a normal winning sound, a special winning sound, and a specific winning sound. The normal winning sound is output regardless of the result of the pre-determination and can be output regardless of the miss fluctuation pattern (a fluctuation pattern that executes a simple miss effect), the reach fluctuation pattern (a fluctuation pattern that executes a reach fluctuation effect), or the jackpot fluctuation pattern (a fluctuation pattern that results in a jackpot). The special winning sound is output based on the result of the pre-determination and is output when the reserved icon is displayed in a flashing or special mode. There are multiple types of special winning sounds, which differ depending on the display mode of the reserved icon displayed. For example, when the reserved icon is displayed in a flashing mode, a first special winning sound is output; when the reserved icon is displayed in a blue mode, a second special winning sound is output; when the reserved icon is displayed in a green mode, a third special winning sound is output; when the reserved icon is displayed in a red mode, a fourth special winning sound is output; and when the reserved icon is displayed in a gold mode, a fifth special winning sound is output. The more pending icons with higher expectations are displayed, the louder the special winning sound will be.

[0185] The special winning sound is not only output when a special reserved icon is additionally displayed, but also when the reserved icon or the icon changes to a flashing or special mode. A special winning sound is output according to the mode of change. For example, when a normal reserved icon changes to a flashing reserved icon or the icon, a first special winning sound is output. Furthermore, when a normal or flashing reserved icon changes to a blue reserved icon or the icon, a second special winning sound is output. Furthermore, when a normal, flashing, or blue reserved icon changes to a green reserved icon or the icon, a third special winning sound is output. Furthermore, when a normal, flashing, blue, or green reserved icon changes to a red reserved icon or the icon, a fourth special winning sound is output. Furthermore, when a normal, flashing, blue, green, or red reserved icon changes to a gold reserved icon or the icon, a fifth special winning sound is output.

[0186] The special winning sound when a flashing or special pending icon is additionally displayed may be different from the special winning sound when the currently displayed pending icon or the icon changes to a flashing or special mode. The special winning sound when the currently displayed pending icon or the icon changes to a flashing or special mode may be referred to as the "icon change sound."

[0187] The specific winning sound is a sound that is output based on the results of a preliminary determination, but is different from the special winning sound, and is louder and longer than the special winning sound. The specific winning sound is a special sound that is output when a variation pattern that will result in a highly anticipated effect (for example, a variation pattern that will result in an SPSP reach effect) is determined in advance, and is an example of the specific winning effect described below. The specific winning sound may be output repeatedly (for example, twice) by looping predetermined sound data. In the specific winning effect, in addition to the specific winning sound effect that outputs the specific winning sound, a specific winning light-emitting effect is also performed in which light-emitting means such as the frame lighting device 10, the board lighting device 74, and the effect button device 16 emit light. The specific winning effect will be described in detail below.

[0188] The reserved icon and the icon may have a special display mode (a confirmation mode, e.g., rainbow color) that indicates that a special game will be played. When the reserved icon or the icon in the confirmation mode is displayed, a special sound (confirmation sound) may be output. The confirmation sound is longer than the fifth special winning sound, which has the highest expectation among the special winning sounds, and longer than the specific winning sound. The confirmation sound is louder than the fifth special winning sound and the specific winning sound. The confirmation sound may be repeatedly output by looping predetermined sound data. If it is determined in advance that a special game will be played, the icon (reserved icon or the icon) may be more likely to enter the confirmation mode after the reserved winning win than at the time of the reserved winning win. For example, the confirmation sound may be more likely to be output when the icon is displayed as the icon than when it is displayed as a reserved icon. Furthermore, if it is determined in advance that a special game will be played, the icon may be more likely to enter the confirmation mode and the confirmation sound may be more likely to be output in the first specific mode or the second specific mode than in the normal mode. Furthermore, when an icon is displayed in a confirmed state, in addition to outputting a confirmation sound, effects such as lighting up a specified light-emitting means, vibrating the effect button 17 or other vibration means, operating a movable part, operating a movable part and lighting up the movable part, lighting up a movable part without operating the movable part, and displaying a specified image on the screen may be performed.

[0189] The expectation level of the special winning sound and the specific winning sound may differ depending on the presentation mode. For example, in the first mode, the expectation level of the second special winning sound may be a first value, and the expectation level of the specific winning sound may be a second value greater than the first value. In the second mode, the expectation level of the second special winning sound may be a third value greater than the first value, and the expectation level of the specific winning sound may be a fourth value greater than the third value. Furthermore, the expectation level of the special winning sound and the specific winning sound may differ depending on the mode, while the expectation level of the specific winning sound may be the same or approximately the same in all modes. For example, the expectation level of the second special winning sound may be a first value in the first mode, and a third value greater than the first value in the second mode, while the expectation level of the specific winning sound may be a second value greater than the first value in both the first and second modes. Conversely, the expectation level of the specific winning sound and the specific winning sound may differ depending on the mode, while the expectation level of the special winning sound may be the same or approximately the same in all modes. For example, the expectation level of the second special winning sound may be a first value in the first mode and the second mode, and the expectation level of the specific winning sound may be a third value greater than the first value in the first mode and a fourth value greater than the third value in the second mode. The expectation levels of the special winning sound and the specific winning sound may be reversed depending on the mode. For example, the expectation level of the specific winning sound may be higher than that of the second special winning sound in the first mode, and lower than that of the second special winning sound in the second mode. The expectation levels of the special winning sound and the specific winning sound may differ depending on the player's settings. For example, the first mode may be a mode not set by the player, and the second mode may be a mode set by the player. Conversely, the first mode may be a mode set by the player, and the second mode may be a mode not set by the player.

[0190] The hold icon and the icon in question perform a periodic motion. For example, the hold icon and the icon in question may constantly sway from side to side, or may rotate in a fixed direction. The hold icon and the icon in question perform a periodic motion by repeatedly playing icon image data corresponding to the motion of the hold icon and the icon in question. The hold icon and the icon in question perform a periodic motion with the same (or different) cycle. The hold icon or the icon in question in a special mode also performs the same periodic motion as the normal mode. Note that the hold icon or the icon in question in a special mode may perform a periodic motion different from the normal mode. For example, the hold icon or the icon in question in a normal mode may perform a periodic motion with a first cycle, and the hold icon or the icon in question in a special mode may perform a periodic motion with a second cycle shorter (or longer) than the first cycle. Furthermore, the hold icon or the icon in question in a flashing mode may perform the same periodic motion as the normal mode and the special mode, or may perform a periodic motion different from the normal mode and the special mode. For example, the blinking hold icon or icon may perform a periodic operation with a third cycle that is shorter (or longer) than the first cycle and the second cycle. Also, the blinking hold icon or icon may flash with a fourth cycle that is shorter (or longer) than the first cycle, the second cycle, and the third cycle.

[0191] In addition, a normal hold icon or the icon in question may perform a periodic operation with a first cycle, a special hold icon or the icon in question may perform a periodic operation with a second cycle, and a flashing hold icon or the icon in question may perform a periodic operation with a third cycle. Note that the periodic operation of the icon here includes the icon itself moving, and the icon itself not moving but its color, pattern, size, etc. changing over time.

[0192] (Volume and light adjustment) The gaming machine of this embodiment allows adjustment of the volume and light intensity (adjustment of the presentation effects) using the cross key 19, and adjustment of the volume and light intensity (adjustment of the presentation effects) using the selector switch 22. For example, while the special symbols are changing, it is possible to adjust the volume of the background music during the presentation, the sound related to the preview presentation, the sound related to the emphasis presentation described below, and the sound while the presentation device is operating. In addition, the volume of the presentation sounds can be adjusted while waiting for customers (when the special symbols are not changing and a jackpot game is not being played).

[0193] The volume of the effect sounds is determined by adjusting a basic volume value set in advance for each effect sound based on the volume value set with the selector switch 22 and the volume value set using the cross key 19. For example, an upper limit value for the volume may be set with the selector switch 22, and the volume value may be set to a value equal to or less than the upper limit value using the cross key 19. For example, if the volume value is set to "4" with the selector switch 22, the volume value may be set to a value equal to or less than "4" using the cross key 19. Also, the product of the volume value set with the selector switch 22 and the volume value set with the cross key 19 may be set as the volume value. The same applies to setting the light intensity value using the cross key 19 and the selector switch 22.

[0194] When a volume adjustment operation is performed using the cross key 19 while waiting for customers, a volume operation sound is output, and a volume gauge 720 indicating the volume value begins to be displayed. Each time a volume adjustment operation is performed using the cross key 19, the same volume operation sound is output, and the volume gauge 720 changes by "1". Note that the scale of the volume operation sound may differ depending on the volume. Also, the volume gauge 720 is displayed, for example, on the right side of the screen, superimposed on the performance symbol 701. The volume gauge 720 is not superimposed on the small symbol 702 and the fourth symbol. The volume gauge 720 is hidden a predetermined time (for example, 5 seconds) after the volume adjustment operation is performed. On the other hand, when a volume adjustment operation is performed using the selector switch 22 while waiting for customers, no volume operation sound is output, and the volume gauge indicating the volume value does not begin to be displayed. Note that if a volume adjustment operation is performed using the selector switch 22 while the volume gauge is displayed, the displayed volume gauge changes.

[0195] Furthermore, when a light intensity adjustment operation is performed using the cross key 19 while waiting for customers, a light intensity operation sound is output, and a light intensity gauge indicating the light intensity value begins to be displayed. Note that the light intensity operation sound and the volume operation sound may be different or the same. Furthermore, the display mode of the light intensity gauge may be different or the same as the display mode of the volume gauge 720. Each time a light intensity adjustment operation is performed using the cross key 19, the same light intensity operation sound is output, and the light intensity gauge changes by "1." Note that the tone of the light intensity operation sound may differ depending on the light intensity. Furthermore, the light intensity gauge is displayed superimposed on the performance symbol, and is hidden after a predetermined time (e.g., 5 seconds) has elapsed since the light intensity adjustment operation was performed. On the other hand, when a light intensity adjustment operation is performed using the selector switch 22 while waiting for customers, no light intensity operation sound is output, and the light intensity gauge indicating the light intensity value does not begin to be displayed. Note that if a light intensity adjustment operation is performed using the selector switch 22 while the light intensity gauge is displayed, the displayed light intensity gauge changes.

[0196] Furthermore, if a volume adjustment operation is performed using the cross key 19 while the special symbols are changing, a volume operation sound is output and the volume gauge 720 begins to be displayed. Note that while the special symbols are changing, the output of the volume operation sound may be limited, while the display of the volume gauge may not be limited. Conversely, while the special symbols are changing, the display of the volume gauge may be limited, while the output of the volume operation sound may not be limited. Note that, each time a volume adjustment operation is performed using the cross key 19, the same volume operation sound is output and the volume gauge changes by "1." Note that the scale of the volume operation sound may differ depending on the volume value. Note that the volume gauge 702 is displayed superimposed on the performance symbols and is hidden after a predetermined time (e.g., 5 seconds) has elapsed since the volume adjustment operation was performed. Note that, when the special symbols start to change and when they are displayed as stopped, the volume gauge 720 may be hidden. In this case, the volume operation sound may be output. Note that, when the special symbols start to change and when they are displayed as stopped, the volume gauge 720 may be hidden and the output of the volume operation sound may be limited. Furthermore, volume adjustment may be impossible when the special symbols start to change or when they are displayed as stopped. Furthermore, volume adjustment may be possible when the special symbols are displayed as stopped or when they start to change, but the output of the volume gauge and volume operation sound may be restricted. Furthermore, when the special symbols start to change or when they are displayed as stopped, the effect symbol 701 may be displayed preferentially (in the foreground layer) over the volume gauge 720. On the other hand, if a volume adjustment operation is performed using the selector switch 22 while the special symbols are changing, no volume operation sound is output, and the volume gauge 720 does not start to be displayed. If a volume adjustment operation is performed using the selector switch 22 while the volume gauge 720 is displayed, the displayed volume gauge 720 changes. Furthermore, if a volume adjustment operation is performed using the selector switch 22 while the special symbols are changing, the volume gauge 720 may start to be displayed. Furthermore, if a volume adjustment operation is performed using the selector switch 22 while the volume gauge is displayed, the displayed volume gauge 720 may not change.

[0197] Furthermore, if a light intensity adjustment operation is performed using the cross key 19 while the special symbols are changing, a light intensity operation sound is output and a light intensity gauge begins to be displayed. Incidentally, while the special symbols are changing, the output of the light intensity operation sound may be limited, while the display of the light intensity gauge may not be limited. Conversely, while the special symbols are changing, the display of the light intensity gauge may be limited, while the output of the light intensity operation sound may not be limited. Also, while the special symbols are changing, the output of the light intensity operation sound may be limited, while a volume adjustment operation may be output. Each time a light intensity adjustment operation is performed using the cross key 19, the same light intensity operation sound is output and the light intensity gauge changes by "1." The tone of the light intensity operation sound may differ depending on the light intensity value. The light intensity gauge is displayed superimposed on the effect symbols and is hidden a predetermined time (e.g., 5 seconds) after the light intensity adjustment operation is performed. The light intensity gauge may be hidden when the special symbols are displayed stationary and when they start to change. Furthermore, when the special symbol is displayed in a stopped state and when it starts to change, the effect symbol may be displayed with priority over the light intensity gauge. On the other hand, if a light intensity adjustment operation is performed using the selector switch 22 while the special symbol is changing, no light intensity operation sound is output, and the light intensity gauge showing the light intensity value does not start to be displayed. Note that if a light intensity adjustment operation is performed using the selector switch 22 while the special symbol is changing, the light intensity gauge may start to be displayed. Also, if a light intensity adjustment operation is performed using the selector switch 22 while the light intensity gauge is being displayed, the displayed light intensity gauge changes. Note that if a light intensity adjustment operation is performed using the selector switch 22 while the light intensity gauge is being displayed, the displayed light intensity gauge does not have to change.

[0198] The volume gauge and light intensity gauge are displayed in the same display format regardless of the presentation mode, and are displayed in the same format whether waiting for customers or during fluctuations. Furthermore, when a volume operation sound (or light intensity operation sound) is output, the same sound is output regardless of the presentation mode, and the same sound is output at any timing. Furthermore, regardless of when the volume gauge or light intensity gauge begins to display during fluctuations in the special symbols, its display time is constant. Furthermore, the display time when the volume gauge or light intensity gauge begins to display during waiting for customers is longer than the display time when the volume gauge or light intensity gauge begins to display during fluctuations in the special symbols.

[0199] The display mode of the volume gauge and / or light intensity gauge may be different when the special symbol is changing and when waiting for customers. The display mode of the volume gauge and / or light intensity gauge may be the same when the special symbol is changing and when waiting for customers.

[0200] The volume gauge and the light gauge may be displayed during a jackpot game, and the display of the volume gauge and the light gauge may be restricted during a jackpot game.

[0201] Furthermore, the number of levels for adjusting the volume / light intensity using the cross key 19 and the number of levels for adjusting the volume / light intensity using the changeover switch 22 may be different.

[0202] For example, the volume gauge / light intensity gauge may have five display levels, and the number of levels for adjusting the volume / light intensity using the selector switch 22 may be even greater, up to ten levels. In this case, one display level of the volume gauge / light intensity gauge corresponds to multiple levels of adjusting the volume / light intensity using the selector switch 22.

[0203] Furthermore, when a volume adjustment operation to increase (or decrease) the volume by one step is performed using the cross key 19, and then a volume adjustment operation to increase (or decrease) the volume by one step is performed using the changeover switch 22, the volume may be changed by two steps (or more) with one operation.

[0204] Furthermore, when a volume adjustment operation to increase (or decrease) the volume by one step is performed using the selector switch 22, and then a volume adjustment operation to increase (or decrease) the volume by one step is performed using the cross key 19, the volume may change by only one step with one operation.

[0205] In this embodiment, the first image display device 70 displays the changes in the performance pattern 701, but the changes in the performance pattern 701 may also be displayed on either or both of the first image display device 70 and the second image display device 71. Alternatively, the first image display device 70 may display the changes in the performance pattern 701, and the second image display device 71 may display the changes in the small pattern 702. Alternatively, the first image display device 70 may display the changes in the performance pattern 701 and the small pattern 702, and the second image display device 71 may display the first hold icon HA, the second hold icon HB, and the hold icon TI.

[0206] (Reach performance) Next, the reach effect performed in the variable effect will be explained. The reach effect is an effect that uses the effect symbol 701, and is an effect that makes the player expect a big hit. Specifically, the reach effect is an effect in which the same type of effect symbol 701 temporarily stops on the left and right, and the effect symbol 701 changes in the middle area, and is an effect that makes the player expect that the same type of effect symbol 701 as the effect symbol 701 temporarily stopped on the left and right will stop in the middle area. The left and right effect symbols displayed during the reach effect are called "reach symbols".

[0207] In this embodiment, the reach effects include a normal reach effect (hereinafter sometimes referred to as "N reach"), an SP reach effect, and an SPSP reach effect. In addition, the gaming machine 1 of this embodiment can execute a full rotation reach effect that suggests a jackpot.

[0208] The N-reach effect is the effect with the lowest probability of a subsequent jackpot (also called the jackpot expectation or reliability) among multiple reach effects. For example, the jackpot expectation of an N-reach effect is 1% or less. Note that there may be multiple N-reach effects with different (or the same) durations and / or jackpot expectation.

[0209] The SP reach effect is an effect with a higher jackpot expectation than the N reach effect, and is a reach effect with a longer presentation time than the N reach effect. For example, the jackpot expectation of the SP reach effect is 5 to 10%. Note that there may be multiple SP reach effects as the SP reach effect. The jackpot expectation may differ depending on each SP reach effect, and the presentation time may also differ. The longer the presentation time of the SP reach effect, the higher the jackpot expectation may be.

[0210] The SPSP reach effect is an effect with a higher jackpot expectation than the SP reach effect, and is a reach effect with a longer presentation time than the SP reach effect. For example, the jackpot expectation of the SPSP reach effect is 30 to 50%. Note that there may be multiple SPSP reach effects as the SPSP reach effect. The jackpot expectation may differ depending on each SPSP reach effect, and the presentation time may also differ. The longer the presentation time of the SPSP reach effect, the higher the jackpot expectation.

[0211] In addition, the full rotation reach effect is an effect that suggests that a jackpot game will be played, and the expected probability of a jackpot is 100%. The full rotation reach effect is an effect in which multiple patterns, which are combinations of three similar effect patterns that suggest a jackpot, are displayed, and multiple sets of patterns are displayed in a variable manner. The probability of the full rotation reach effect being executed is lower than that of the SPSP reach effect.

[0212] The gaming machine 1 can execute a series of variable effects in which an N reach effect, an SP reach effect, and an SPSP reach effect are performed in sequence to notify a jackpot or a loss. The gaming machine 1 can also execute a variable effect that develops from an N reach effect to an SPSP reach effect and notifies a jackpot or a loss. The gaming machine 1 can also execute a variable effect that develops from an N reach effect to an SP reach effect and notifies a jackpot or a loss. The gaming machine 1 can also execute a variable effect that develops from the variable display effect of the effect pattern 701 to an SP reach effect or an SPSP reach effect and notifies a jackpot or a loss without passing through an N reach effect. The gaming machine 1 can also execute a variable effect that notifies a jackpot or a loss from an N reach effect. The gaming machine 1 can also execute a variable effect that notifies a jackpot or a loss from a variable display effect of the effect pattern 701 without passing through any reach effect. When a jackpot is announced from an N reach effect, and when a jackpot is announced without going through any reach effect, it may be easier to transition to a favorable state (second time-saving mode) after special play than when a jackpot is announced through an SP reach effect or an SPSP reach effect.

[0213] Hereinafter, when a miss is announced by stopping three different types of effect symbols 701 (for example, "142," "694," "118," etc.) without going through any reach effect, it may be referred to as a "simple miss." Also, when a miss is announced by stopping the same type of effect symbols on the left and right and stopping a different effect symbol in the center area via reach effect, it may be referred to as a "reach miss." Also, simple misses and reach misses may be collectively referred to simply as "misses." Also, when a jackpot or small win is announced by stopping three of the same type of effect symbols 701 via reach effect or without reach effect, it may be referred to as a "pattern match" or a "jackpot."

[0214] (Operation performance) In this embodiment, during the variation effect, an operation effect may be performed that prompts an operation on the effect button 17, for example. If the effect button 17 is operated during the operation effect, an effect corresponding to the operation is performed. The operation effect may be performed at various times during the variation effect. If an operation effect is performed, the expectation is higher than if it is not performed. Furthermore, the operation effect may also be performed before the start of a jackpot game after the end of the variation effect or during the jackpot game. If an operation effect is performed before the start of a jackpot game after the end of the variation effect or during the jackpot game, the expectation of transitioning to a favorable state afterwards may be higher if the operation effect is performed than if it is not performed.

[0215] The operation effects include a short press operation effect that prompts a short press of the effect button 17, a long press operation effect that prompts a long press of the effect button 17, and a rapid press operation effect that prompts a rapid press of the effect button 17. If the effect button 17 is short pressed (pressed and immediately released) during a short press operation effect, an effect corresponding to the operation is performed. Also, if the effect button 17 is long pressed (continued pressed) during a long press operation effect, an effect corresponding to the length of time the button is pressed is performed. For example, a first effect is performed during the long press period, and a second effect is performed when a predetermined period has passed since the long press. The first effect may be, for example, an effect in which an image gradually changes, and the second effect may be an effect after the image has changed. If the effect button 17 is repeatedly pressed (several short presses in succession) during a rapid press operation effect, an effect corresponding to the rapid press is performed. For example, the effect changes each time the effect button 17 is pressed, and an effect is executed when the effect button has been pressed a predetermined number of times.

[0216] In the operation effect, an image imitating the effect button 17, an image imitating a hand operating the effect button 17, an image indicating the operation valid period, and an image indicating the operation method (for example, the word "press" indicating a short press or the word "long press" indicating a long press) are displayed, and an illumination effect is performed by making the effect button 17 illuminate. The operation method may be indicated by the operating mode of the image imitating the effect button 17. The display mode of the image imitating the effect button 17 may change periodically to prompt an operation on the effect button 17. Furthermore, the illumination mode of the effect button 17 may change periodically to prompt an operation on the effect button 17.

[0217] In some cases, an effect may be presented that suggests an operation without clearly prompting the player to operate the effect button 17. For example, an image resembling the effect button 17 may not be displayed, but an illumination effect may be presented that causes the effect button 17 to emit light, thereby suggesting an operation on the effect button 17. Such an effect that suggests an operation may also be referred to as an "operation effect" in a broad sense.

[0218] Furthermore, the gaming machine 1 may be provided with a second operating means (for example, a lever or a button) that can be operated by the player in addition to the effect button 17, and an operation effect may be performed that prompts the player to operate the second operating means.

[0219] (proceeding performance) The gaming machine 1 of this embodiment can execute a progression effect in which the game progresses from a first state to a second state or a third state. For example, the progression effect may be an effect in which the viewpoint moves in the depth direction of the screen, causing the background or objects to move toward the player, thereby progressing from the first state to the second state or the third state. Alternatively, the progression effect may be an effect in which the viewpoint is fixed, causing the background or objects to move from the depth direction of the screen toward the player, thereby progressing from the first state to the second state or the third state. For example, the progression effect may be an effect in which a predetermined object (e.g., a background image, a panel image suggesting the effect to be executed, glass, a screen, a door, a shutter, a character, a flying object such as a bullet, a cannonball, an arrow, or a rocket, a hold icon, the icon, a performance symbol, a button image simulating the performance button 17, etc.) moves toward the player, and the object cracks, breaks, explodes, or is destroyed, thereby progressing from the first state (the state before destruction) to the second state (the state after destruction). The progression effect may be a progression from the first state to the second state by destroying a predetermined object without moving the viewpoint or the object. The progression effect may also be a progression in which a gauge increases or decreases.

[0220] The progression presentation includes a first mode, a second mode, and a third mode. The progression presentation of the first mode is a presentation in which the game progresses from a first state to a second state. For example, the progression presentation of the first mode may be a presentation in which a predetermined object is destroyed (becomes fragmented) without cracking, thereby progressing from an initial state (first state) to a final state (destroyed state: second state).

[0221] The progression presentation of the second mode is a presentation in which a predetermined object progresses from a first state to a third state and then to a second state. For example, the progression presentation of the second mode may be a presentation in which a predetermined object progresses from an initial state (first state) through a cracked state (a state in the middle of being destroyed: third state) to a final state (destroyed state: second state). The third state (cracked state) in the progression presentation of the second mode may have multiple modes according to the degree of progression to the second state. For example, there are third state A and third state B, and third state B is closer to the second state than third state A. For example, third state B may have a greater number of cracks or a wider crack range. Third state B may be more likely to progress to the second state in the progression presentation than third state A. Furthermore, third state B may have a higher expectation of a special game being played than third state A. Note that the expectation may be the same between third state A and third state B. Furthermore, the third state may have three or more states.

[0222] Furthermore, the progression presentation of the third mode is a presentation in which the object progresses from the first state to the third state and then ends without progressing to the second state. For example, the progression presentation of the third mode may be a presentation in which a predetermined object progresses from the initial state (first state) to a cracked state (third state) and ends at the third state without progressing to the second state (final state).

[0223] In the progression presentation, a predetermined presentation may be performed that gives the player hope of progressing from the first state to the second or third state. For example, if the progression presentation is a presentation in which a predetermined object is destroyed, a predetermined presentation in which an attempt is made to destroy the predetermined object may be performed. For example, a predetermined presentation may be performed with the appearance of a character. A first progression presentation in which the predetermined presentation is performed a first number of times (e.g., once or multiple times) may be performed. Furthermore, a second progression presentation in which the predetermined presentation is performed a greater number of times than the first may be performed. A second progression presentation in which the initial state (first state) progresses to the second state (final state) via the third state (a state in which the predetermined object is cracked). A first or second predetermined presentation may be performed to perform a third progression presentation in which the initial state (first state) progresses to the third state, but does not progress to the second state (final state: destroyed state). The state may change each time a predetermined presentation is performed. For example, each time a predetermined effect is performed, the number of cracks in a predetermined object may increase, the range of the cracks may expand, the size of the cracks may increase, or the predetermined object itself may expand or contract.

[0224] In the progression presentation, an operation presentation may or may not be performed. When an operation presentation is performed in the progression presentation, any of a rapid-press operation presentation, a short-press operation presentation, and a long-press operation presentation is performed. For example, when a rapid-press operation presentation is performed in the progression presentation, a predetermined presentation is performed in which a predetermined object is attempted to be destroyed each time the presentation button 17 is pressed. Depending on the predetermined presentation, the cracks in the predetermined object may increase, the crack range may expand, the crack size may increase, or the predetermined object itself may expand or contract. When the presentation button 17 is pressed a predetermined number of times, the predetermined object may be destroyed and progress to the second state (final state), or the predetermined object may not be destroyed and progress to the second state may not occur. In response to the predetermined presentation performed in response to pressing the presentation button 17, a vibration presentation in which the presentation button 17 vibrates may be performed. When a vibration presentation is performed, it may be easier to progress to the second state in the progression presentation than when a vibration presentation is not performed. Furthermore, the progression presentation may be performed before the operation presentation is performed. For example, a button image resembling the presentation button 17 may be displayed, and a progression presentation in which the button image is destroyed may be performed. If the button image is destroyed during the progression presentation, an operation presentation may be performed. If an operation presentation is performed, the expectation level may be high. Conversely, if the button image is destroyed during the progression presentation, an operation presentation may not be performed, and if the button image is not destroyed during the progression presentation, an operation presentation may not be performed.

[0225] Furthermore, in a progression effect, when a long press operation effect is performed, when effect button 17 is pressed and held, cracks in a predetermined object increase, the crack range expands, the crack size increases, or the predetermined object itself expands or contracts. When a predetermined time has passed since the long press, the predetermined object may be destroyed and progress to the second state (final state), or the predetermined object may not be destroyed and progress to the second state. A vibration effect in which effect button 17 vibrates may be performed in response to the increase in cracks or the expansion of the crack range while effect button 17 is pressed and held. When a vibration effect is performed, it may be easier to progress to the second state in the progression effect than when a vibration effect is not performed.

[0226] Furthermore, in the progression effect, when a short press operation effect is performed, a predetermined object may be destroyed and progression to the second state (final state) may occur in response to a short press of effect button 17, or the predetermined object may not be destroyed and progression to the second state may not occur. If the predetermined object is not destroyed, the progression effect may end with a crack in the predetermined object, or the progression effect may end without a crack in the predetermined object. If a predetermined object is destroyed and progression to the second state in response to a short press of effect button 17, a vibration effect may be performed in which effect button 17 vibrates.

[0227] If no operation is performed on the effect button 17 while an operation effect is being performed in a progression effect, the effects corresponding to the above-mentioned operation are limited. For example, if cracks in a predetermined object increase in response to pressing the effect button 17 during a rapid-fire effect, the cracks do not increase if the effect button 17 is not pressed. Also, if the effect button 17 is not pressed and held down during a long-press operation effect, the cracks do not increase. If no operation is performed during the operation effect, the progression effect progresses to a predetermined state and ends as the effective operation period elapses. For example, if a progression effect is being performed in which it is determined that the object will progress to the second state (final state), if the effect button 17 is not pressed, the predetermined object will suddenly progress from an uncracked state (a state in which the cracks have not increased) to the second state (final state) upon the expiration of the effective operation period. If the effect button 17 is operated partway through the operation effect and then the operation is stopped, the cracks in the predetermined object will progress partway, and the progression effect will progress to a predetermined state and end upon the expiration of the effective operation period. Note that if no operation is performed during the operation effect, the progression effect may end without progressing to a predetermined state as the valid operation period elapses. For example, when a progression effect in which it is determined that the progression will proceed to the second state (final state) is being performed, if effect button 17 is not pressed, the progression effect may end at the time when the valid operation period elapses without progressing to the second state (final state). In this case, other effects that are executed when the progression effect progresses to the second state may be executed at the time when the valid operation period elapses. Alternatively, when a progression effect in which it is determined that the progression will proceed to the second state (final state) is being performed, if effect button 17 is not pressed, the progression effect may end at the time when the valid operation period elapses without progressing to the second state (final state), and other effects that are executed when the progression effect progresses to the second state may not be executed either.

[0228] When the progression effect progresses to the second state (final state) (for example, when a predetermined object is destroyed), a change in effect occurs. That is, the mode of the effect changes before and after the progression effect. When the progression effect progresses to the second state, a predetermined effect may be started. Also, for example, before the progression effect is performed (or before the progression effect progresses to the second state), a first background image may be displayed, and when the progression effect progresses to the second state, a second background image may be displayed. The second background image may be an image with a higher expectation level than the first background image. Also, before the progression effect is performed (or before the progression effect progresses to the second state), a first effect pattern may be displayed, and when the progression effect progresses to the second state, a second effect pattern may be displayed. Also, before the progression effect is performed (or before the progression effect progresses to the second state), an unclear image may be displayed, and when the progression effect progresses to the second state, a clear image may be displayed. Also, when the progression effect progresses to the second state, a suggestive image suggesting development to a specific effect may be displayed, and the specific effect may develop. Before the progression effect is performed (or before the progression effect is performed and the game progresses to the second state), an unclear image related to the suggestive image may be displayed, or no image related to the suggestive image may be displayed at all. Also, before the progression effect is performed (or before the progression effect is performed and the game progresses to the second state), a hold icon or icon of a first aspect may be displayed, and if the game progresses to the second state in the progression effect, a hold icon or icon of a second aspect with higher expectations than the first aspect may be displayed. Also, before and after the progression effect, each of the emphasis effects described below may be performed. For example, before the progression effect is performed (or before the progression effect is performed and the game progresses to the second state), a first emphasis effect may be performed, and if the game progresses to the second state in the progression effect, a second emphasis effect may be performed. Also, the aspect of the emphasis effect described below may change before and after the progression effect. For example, before the progression effect is performed (or before the progression effect is performed and the game progresses to the second state), a first emphasis effect may be performed, and if the game progresses to the second state in the progression effect, a second emphasis effect with higher expectations than the first aspect may be performed. Furthermore, if the progression effect progresses to the second state, a predetermined character may appear.Furthermore, a first character may appear before a progression presentation is performed (or before a progression presentation is performed and the game progresses to the second state), and a second character may appear if the game progresses to the second state in the progression presentation. Furthermore, a predetermined character may be displayed in a first manner before a progression presentation is performed (or before a progression presentation is performed and the game progresses to the second state), and if the game progresses to the second state in the progression presentation, the predetermined character may be displayed in a second manner.

[0229] Note that if the progression effect does not progress to the second state (final state) (for example, if a predetermined object is not destroyed), such a change in effect is not performed, and then, for example, a simple miss effect is performed. Note that even if the progression effect does not progress to the second state, an effect other than the simple miss effect may be performed, the variable effect may continue, and ultimately a jackpot may be announced. For example, if an effect that attempts to destroy the effect symbol is performed as a predetermined effect in the progression effect, when the progression effect progresses to the third state (a state halfway to the final state), a crack appears in the effect symbol. If the progression effect progresses to the third state but does not progress to the second state (final state), the effect symbol is not destroyed, the crack in the effect symbol returns to its original state, and the progression effect ends. Thereafter, the effect symbol that has returned to its original state may be further changed to continue the variable effect, or the effect symbol that has returned to its original state may be displayed as a static display to announce a loss. There may be cases where the variable effect is continued by changing the effect symbol that has returned to its original state, or where the effect symbol that has returned to its original state is displayed as a static display to announce a loss. An effect attempting to destroy such an effect symbol may be performed during a reach effect. For example, an effect attempting to destroy an effect symbol displayed in the middle area may be performed. Such an effect may also be performed before a reach effect. For example, after an effect symbol temporarily stops in the left area, an effect may be performed in the right area to determine whether or not an effect symbol of the same or different type as that in the left area will temporarily stop, and an effect attempting to destroy the effect symbol that has temporarily stopped or is about to temporarily stop in the right area may be performed. Furthermore, when a panel image suggesting development to a predetermined effect is displayed and the predetermined effect develops, an effect attempting to destroy the panel image may be performed as a predetermined effect in the progression effect. In this case, if the progression effect has progressed to the third state (a state halfway to the final state), a crack appears in the panel image. If the progression effect has progressed to the third state but has not progressed to the second state (the final state), the panel image may not be destroyed, and the progression effect may end and the panel image may be erased without the cracks in the panel image returning to their original state. After the progression presentation ends and the panel image is erased, a miss may be announced and the variable presentation may end, or another presentation may be performed and the variable presentation may continue.

[0230] In addition, when a progression effect is performed using a performance symbol, an effect is performed in which the performance symbol is destroyed, resulting in a jackpot, and there may be times when the performance symbol is not destroyed and is replaced with another performance symbol. Furthermore, a progression effect may be performed using the other performance symbol.

[0231] The progression effect may be performed at various times during the variation effect. In some cases, the progression effect may be performed multiple times during one variation effect.

[0232] Furthermore, when the progression effect progresses to the second state, a specific effect with a high expectation for a special game may be executed more easily. Furthermore, the progression effect of the third mode has a plurality of modes with different expectation levels, and when the progression effect of the third mode B is executed, it is easier to progress to the second state in the progression effect than when the progression effect of the third mode A is executed, and furthermore, each of the emphasis effects (symbol emphasis effect when the variation stops, emphasis effect related to the notice effect, emphasis effect related to the stage effect, pseudo consecutive emphasis effect, reach symbol emphasis effect, first role emphasis effect, character emphasis effect, object emphasis effect, operation effect emphasis effect, second role emphasis effect, jackpot symbol emphasis effect) may be executed more easily thereafter.

[0233] There may also be multiple types of progression effects. For example, the progression effects may include a first progression effect using a first object and a second progression effect using a second object. For example, the first progression effect may be an effect in which the first object is destroyed, causing progression from a first state to a second state (final state), and the second progression effect may be an effect in which the second object is completed, causing progression from the first state to the second state. The first progression effect using the first object and the second progression effect using the second object may be executed simultaneously. For example, the execution period of the first progression effect using the first object and the execution period of the second progression effect using the second object may overlap. Furthermore, the second progression effect using the second object may be executed after the first progression effect using the first object in one change effect or across multiple change effects.

[0234] Furthermore, the first progression effect and the second progression effect may have different expectations for a subsequent transition to an advantageous state. For example, the second progression effect may have a higher expectation than the first progression effect.

[0235] Furthermore, before the progression effect starts, a precursory effect suggesting the progression effect may be performed. The precursory effect may be performed in a manner that makes it clear that the progression effect will begin, or may be performed in a manner that makes it difficult or impossible to recognize the start of the progression effect, or may be a effect that suggests that the progression effect will begin. The precursory effect may be, for example, the brightness of a background image. For example, when a relatively bright first background is displayed, the likelihood of the progression effect occurring may be low, and when a relatively dark second background is displayed, the likelihood of the progression effect occurring may be high. The likelihood of the progression effect occurring may differ depending on the type of precursory effect. Furthermore, the likelihood of progressing to the second state (final state) in the subsequent progression effect may differ depending on the type of precursory effect.

[0236] In addition, in the variable presentation, a first progression presentation is performed, then a first presentation is performed, and after the first presentation, a second progression presentation may or may not be performed, and if a second progression presentation is performed, a second presentation with a higher expectation than the first presentation may be performed.

[0237] When multiple progression effects are performed in a variable performance, the shorter the time that has elapsed since the start of the fluctuation, the fewer (or more) the number of predetermined effects is likely to be, and the longer the time that has elapsed since the start of the fluctuation, the more (or less) the number of predetermined effects is likely to be. For example, in the early stage of a variable performance (for example, the stage before a specific effect with high expectations is executed), the number of predetermined effects may be fewer (or more). Also, for example, in the later stage of a variable performance (for example, the stage after a specific effect with high expectations has started), the number of predetermined effects may be more (or less). For example, in the early stage of a certain variable performance, a first progression effect with a relatively small number of predetermined effects may be more likely to be executed than a second progression effect with a relatively large number of predetermined effects. Also, in the later stage of a certain variable performance, a second progression effect with a relatively large number of predetermined effects may be more likely to be executed than a first progression effect with a relatively small number of predetermined effects. Conversely, in the early stages of a certain variable performance, the second progression performance may be more likely to be executed than the first progression performance, and in the later stages of the performance, the first progression performance may be more likely to be executed than the second progression performance.

[0238] Furthermore, the first progression effect, which has a smaller number of predetermined effects, may have a higher expectation level than the second progression effect, which has a larger number of predetermined effects. Conversely, the second progression effect may have a higher expectation level than the first progression effect. Furthermore, the expectation level (the expectation level of announcing a big win or a small win in the variable effect) may differ depending on the timing at which the first progression effect and the second progression effect are executed. For example, the expectation level may be higher (or lower) when the first progression effect is performed in a later performance of the variable effect than when the first progression effect is performed in an earlier performance of the variable effect. Furthermore, the expectation level may be higher (or lower) when the second progression effect is performed in a later performance of the variable effect than when the second progression effect is performed in an earlier performance of the variable effect.

[0239] Furthermore, before or during a progression effect, a progression suggestion effect may be performed that suggests an effect that will be performed after the progression effect has progressed to the second state (final state). For example, the progression suggestion effect may be a semi-transparent image of an image (e.g., the second background image) that is displayed when the progression effect has progressed to the second state (final state), and the semi-transparent image may be displayed during the progression effect or before the progression effect starts. Furthermore, the progression suggestion effect may be a partial image of an image (e.g., the second background image) that is displayed when the progression effect has progressed to the second state (final state), and the partial image may be displayed during the progression effect or before the progression effect starts. Furthermore, the progression suggestion effect may be a silhouette of an image that is displayed when the progression effect has progressed to the second state (final state), and the silhouette may be displayed during the progression effect or before the progression effect starts. Furthermore, the progression suggestion effect may be an effect that suggests a sound that will be output when the progression effect has progressed to the second state (final state). Furthermore, the progress suggestion effect may be executed using any of an image, sound, a light-emitting effect using a light-emitting means, and a vibration effect using the effect button 17. There are multiple modes of the progress suggestion effect, and the possibility that the progress suggestion effect will progress to the second state (final state) may differ depending on the mode of the progress suggestion effect. For example, a first mode of progress suggestion effect is an effect that semi-transparently displays an image that is displayed when the progress suggestion effect has progressed to the second state, and a second mode of progress suggestion effect is an effect that displays a part of the image that is displayed when the progress suggestion effect has progressed to the second state, and it may be easier for the progress suggestion effect of the second mode to progress to the second state than when the progress suggestion effect of the first mode is executed.

[0240] The performance control unit 130 determines whether or not to perform the progression performance based on the variation pattern. Specifically, the performance control unit 130 determines whether or not to perform the progression performance at each timing in the variation performance by performing a lottery using a performance random number based on the variation pattern.

[0241] (emphasis) In the gaming machine of this embodiment, an emphasis effect may be performed. An emphasis effect is an effect that emphasizes a certain effect, and when it is performed, the expectation of transitioning to a state that is more advantageous to the player (for example, a state in which a special game is being played, or a game state that is more advantageous than the normal game state) increases compared to when it is not performed. An emphasis effect is an effect that draws the player's attention to a target effect and is an effect that appeals to the player (appeal effect). In this embodiment, there are multiple types of emphasis effects. For example, an emphasis image that emphasizes a target image may be displayed as an emphasis effect. An emphasis effect may be an image added to the target image, and includes an effect image displayed around the target image, an image displayed inside the target image, an image superimposed on the target image, an image displayed behind the target image, etc. Furthermore, an emphasis effect may enlarge or reduce the target image, deform the shape of the target image, or change the brightness of the target image. In addition, the highlighting effects are not limited to effects that display images, but may also include sound effects that output sound, light-emitting effects that cause light-emitting means (LEDs provided on the effect button device 16, launch handle 15, movable role object 73, frame lighting device 10, board lighting device 74, etc.) to light up, vibration effects that cause the effect button 17 to vibrate, effects that generate wind, etc.

[0242] The highlighting effects include, for example, highlighting effects relating to the corresponding display (hold icon or the icon in question), highlighting effects relating to the performance pattern, highlighting effects relating to the preview performance, highlighting effects relating to the operation performance, highlighting effects relating to the movable role objects, highlighting effects relating to the characters, and highlighting effects relating to the objects.

[0243] (Highlighting of compatible displays) The highlighting effect for the corresponding display is an effect that accompanies the display of the corresponding display and is performed based on the results of a preliminary determination or a special symbol determination. The highlighting effect for the corresponding display may include highlighting the corresponding display by changing its size, such as by enlarging or reducing it; illuminating the corresponding display or having a character included in the corresponding display perform an action; displaying an effect on the corresponding display itself or its periphery; displaying an effect in the background of the corresponding display; or displaying an effect that makes the corresponding display itself crack or tear. The highlighting effect for the corresponding display may also include displaying an effect on the corresponding display by illuminating a predetermined light-emitting device (e.g., a frame lamp, a board lamp, or the effect button 17) in a color similar to the effect or a predetermined color, or outputting a predetermined sound (the above-mentioned special winning sound, icon change sound, or specific winning sound). For example, the highlighting effect for the corresponding display includes an icon highlighting effect performed on the corresponding display when a game ball wins or after a predetermined time has elapsed since the winning. The icon highlighting effect may be performed when at least a portion of the effect symbol is difficult to see or when it is easily visible. The icon highlighting effect is more likely to be performed when the effect pattern is easily visible. Note that the icon highlighting effect may be executable when at least a portion of the effect pattern is difficult to see. The highlighting effect for the reserved icon may be more likely to be performed when the effect pattern is easily visible than when at least a portion of the effect pattern is difficult to see. Also, the highlighting effect for the icon may be more likely to be performed when the effect pattern is easily visible than when at least a portion of the effect pattern is difficult to see. Note that the highlighting effect for the reserved icon may be more likely to be performed when at least a portion of the effect pattern is difficult to see than when the effect pattern is easily visible. Also, the highlighting effect for the icon may be more likely to be performed when at least a portion of the effect pattern is difficult to see than when the effect pattern is easily visible.

[0244] Icon highlighting effects include effects that change the corresponding display to a special mode, effects that display an effect image suggesting the degree of expectation around (or superimposed on) the corresponding display in a normal mode, flashing mode, or special mode, and effects that display an image suggesting the effect to be executed in the change related to the corresponding display. There are multiple modes of icon highlighting effects, and the degree of expectation varies depending on the mode of the icon highlighting effect. Note that the corresponding display may perform a cyclical operation with a first cycle, and the effect image displayed on the corresponding display may perform a cyclical operation with the same first cycle or a different second cycle.

[0245] For example, as an icon highlighting effect, an effect may be performed in which an effect image is displayed on the hold icon or the icon (corresponding display). The effect image has multiple modes depending on the degree of expectation. The corresponding display performs cyclical operation, and along with that operation, the effect image also performs cyclical operation. There are multiple modes for the cyclical operation of the corresponding display and the effect image, and the degree of expectation may differ depending on the operation mode.

[0246] Also, as an icon highlighting effect, when the reserved icon or the icon (corresponding display) changes from a normal state to a special state, an icon change sound (the same sound as the special winning sound) corresponding to the state after the change may be output. For example, when the reserved icon changes from a state with low expectation (for example, a normal state, a flashing state, blue, green) to a state with high expectation (red, gold, etc.), an icon change sound corresponding to the state after the change may be output. Also, when the reserved icon changes from a state with low expectation to a state with high expectation, an effect image may be added to the reserved icon for just a moment, and the effect image may be erased and the reserved icon with high expectation may be displayed.

[0247] Before the icon highlighting effect is performed, an icon change prompting effect (icon change suggestion effect) may be performed, and the rate at which the icon highlighting effect is performed may vary depending on the mode of the icon change prompting effect. The icon highlighting effect may be more likely to be performed when the icon change prompting effect of the second mode is performed than when the icon change prompting effect of the first mode is performed.

[0248] In addition, depending on the mode of the icon highlighting effect, the rate at which a combination of specific effect symbols indicating a miss (chance eye) is stopped varies in the fluctuation before the fluctuation related to the reserved icon for which the icon highlighting effect is being performed, and the mode of the pattern highlighting effect when fluctuation stops, which will be described later, varies. For example, when the icon highlighting effect of the first mode is performed, the combination of specific effect symbols of the first mode is stopped and the pattern highlighting effect when fluctuation stops of the first mode is likely to be performed, and when the icon highlighting effect of the second mode is performed, the combination of specific effect symbols of the second mode is stopped and the pattern highlighting effect when fluctuation stops of the second mode may be likely to be performed.

[0249] It should be noted that if a predetermined condition is satisfied in the variable effect, the execution of the icon highlight effect may be restricted. For example, the execution of the icon highlight effect may be restricted during a reach effect in the variable effect. Furthermore, the execution of the icon highlight effect may be restricted during a specific highlight effect among the various highlight effects (for example, a reach symbol highlight effect, a highlight effect related to a movable role object, a highlight effect related to a character, a highlight effect related to an object, or a jackpot symbol highlight effect).

[0250] (Special prize winning performance) The highlighting effect related to the corresponding display is an effect that is performed when the game ball wins, and includes a specific winning effect that suggests a high expectation for the change in the pattern related to the win. The specific winning effect is executed when a specific result (hereinafter referred to as a specific pre-determination result) is obtained in the pre-determination. A specific pre-determination result is when a variation pattern in which an effect with an expectation level greater than a predetermined value (for example, 30% or more) is executed is pre-determined, for example, when a variation pattern in which a specific SP reach effect, SPSP reach effect, or full rotation reach effect is executed is pre-determined. The specific winning effect has multiple forms according to the expectation level. The specific winning effect will be explained below. Note that, hereinafter, the target of the pre-determination will be referred to as a "pre-read target," and a pre-read target having a specific pre-determination result will sometimes be referred to as a "specific pre-read target."

[0251] When a specific winning effect is performed when a reserved icon is additionally displayed, the additionally displayed reserved icon may be displayed in a normal manner, in a flashing manner, or in a special manner. For example, when a reserved icon is additionally displayed in a normal manner upon a reserved winning, but a specific winning effect may be executed. When a reserved icon is additionally displayed in a normal manner and a specific winning effect is executed upon a reserved winning, the icon may be more likely to change when the specific pre-read target changes than when a reserved icon is additionally displayed in a special manner upon a reserved winning and a specific winning effect is executed.

[0252] When a specific winning effect is performed, a reserved icon with a relatively low expected appearance is more likely to be additionally displayed. For example, when a specific winning effect is performed, a reserved icon with a normal appearance or a flashing appearance is more likely to be additionally displayed than a red reserved icon. Also, when a specific winning effect is performed, a blue reserved icon is more likely to be additionally displayed than a red reserved icon. When a specific winning effect is performed and a reserved icon with a normal appearance or a flashing appearance is additionally displayed, the icon is more likely to change to a special appearance (e.g., red or gold) when the pre-read target changes, compared to when a reserved icon with a normal appearance or a flashing appearance is additionally displayed without the specific winning effect being performed. Also, for example, if the display appearance of the icon that is finally displayed is red, when a specific winning effect is performed when the icon that will eventually become red is additionally displayed (at the time of winning), the reserved icon is more likely to be additionally displayed in a normal appearance or a flashing appearance than when a red reserved icon is additionally displayed. In other words, when a specific winning effect is performed when a pending win is won, the pending icon is more likely to turn red when a specific pre-read target changes than when the pending icon turns red when a pending win is won.

[0253] The special winning effect includes a special winning sound effect that outputs a special winning sound when a reserved icon is additionally displayed in response to the winning of a game ball. The special winning sound is a sound that makes the player anticipate a special game, and is a louder and longer sound than the normal winning sound or the special winning sound. When the special winning sound effect is executed, it is more likely that an emphasis effect on the performance pattern (e.g., a reach symbol emphasis effect, a jackpot symbol emphasis effect), an emphasis effect on the preview effect, an emphasis effect on the movable role, an emphasis effect on the operation effect, an emphasis effect on the character, and an emphasis effect on the object will be executed in the variation of the specific pre-read target than when the special winning sound effect is not executed. The special winning sound effect may have multiple forms according to the degree of expectation. For example, the specific winning sound effects may include an effect in which a first specific winning sound (for example, with an expected probability of 30%) is output, an effect in which a second specific winning sound (for example, with an expected probability of 50%) with a higher expected probability than the first specific winning sound is output, and an effect in which a third specific winning sound (for example, with an expected probability of 100%) is output, indicating that a special game will be played.

[0254] Also, for example, a reserved icon may be additionally displayed in a special manner together with a specific winning sound effect. When a first specific winning sound is output as the specific winning sound effect, the reserved icon may be additionally displayed in the first special manner, and when a second specific winning sound with a higher expectation than the first specific winning sound is output as the specific winning sound effect, the reserved icon may be additionally displayed in the second special manner with a higher expectation than the first special manner.

[0255] When a reserved icon is additionally displayed in a special manner together with the specific winning sound effect, the specific winning sound may be output in priority over the special winning sound corresponding to the manner of the additionally displayed reserved icon. For example, when a reserved icon is additionally displayed in red together with the specific winning sound effect, the output of the fourth special winning sound corresponding to red may be restricted, and the specific winning sound may be output.

[0256] When a specific winning sound effect is performed, the volume of another sound may be reduced immediately before the specific winning sound effect is performed. The reduction in volume here includes reducing the volume from the current first volume to a second volume that is lower than the first volume, and resetting the first volume to zero. For example, when a specific winning sound effect is performed while background music is being output in a variable performance, the volume of the background music may be reduced and the specific winning sound may be output. When the output of the specific winning sound ends, the volume of the background music may be restored. Furthermore, when a specific winning sound effect is performed while a predetermined sound effect (e.g., a sound related to a dialogue preview audio effect) is being output in a variable performance, the volume of the sound effect may be reduced and the specific winning sound may be output. When the output of the specific winning sound ends, the volume of the sound effect may be restored.

[0257] When a reserved icon is additionally displayed, if a specific winning sound effect is not performed as a specific winning effect, a normal winning sound or a special winning sound is output.

[0258] The specific winning effect also includes a specific winning effect in which the light-emitting means (LEDs of the frame lighting device 10, the board lighting device 74, the effect button device 16, the launch handle 15, etc.) emits light when an additional hold icon is displayed. For example, the specific winning effect may be an effect in which at least a portion of the effect button 17 emits light, an effect in which at least a portion of the movable role object 73 emits light, an effect in which at least a portion of the frame lighting device 10 emits light, an effect in which at least a portion of the game board emits light, an effect in which at least a portion of the launch handle emits light, or the like. The light-emitting mode when the movable role object 73 emits light in the specific winning effect is different from the light-emitting mode when the movable role object 73 emits light in the role effect. Furthermore, the light-emitting mode when the effect button 17 emits light in the specific winning effect is different from the light-emitting mode when the effect button 17 emits light in the operation effect.

[0259] The light-emitting effect for a specific win may have multiple modes according to the degree of expectation. For example, there may be a first light-emitting effect for a specific win that causes the light-emitting means to emit light in a first light-emitting pattern (for example, when the degree of expectation is 30%), a second light-emitting effect for a specific win that causes the light-emitting means to emit light in a second light-emitting pattern with a higher degree of expectation than the first light-emitting pattern (for example, when the degree of expectation is 50%), and a third light-emitting effect for a specific win that causes the light-emitting means to emit light in a third light-emitting pattern (for example, when the degree of expectation is 100%) that indicates that a special game will be played.

[0260] The specific winning effect also includes a specific winning vibration effect in which the effect button 17 or the launch handle 15 vibrates when a reserved icon is additionally displayed. The specific winning vibration effect may have multiple modes according to the expectation level, or may have only one mode.

[0261] Furthermore, the specific winning effect may include a specific winning effect in which the movable device 73 (or a movable device different from the movable device 73) operates when the hold icon is additionally displayed. As the specific winning effect is executed, a specific winning light-emitting effect is executed in which the light-emitting means of the movable device emits light. Furthermore, an image that emphasizes the movable device is displayed as a background for the movable device on the first image display device, and the image makes it difficult to see the effect pattern, for example.

[0262] The specific winning effect may include a specific winning light-emitting effect in which the light-emitting means of a movable device emits light without the movable device moving. The specific winning effect may also include a specific winning image effect in which a specific image is displayed on the image display device 70 or 71 without the movable device moving.

[0263] In addition, the specific winning sound effect may not be performed when the reserved icon is additionally displayed, but may be performed at a predetermined timing thereafter. When the reserved icon or the icon changes to a first special mode, the first specific winning sound may be likely to be output, and when the reserved icon or the icon changes to a second special mode, the second specific winning sound may be likely to be output.

[0264] The specific winning effect may not be performed when the reserved icon is additionally displayed, but may be performed at a predetermined timing thereafter. For example, the execution of the specific winning effect may be restricted when a reserved win having a specific pre-determined result occurs, and the specific winning effect may be performed when the pre-read target having the specific pre-determined result starts to change.

[0265] The specific prize presentation can be performed in any of the normal mode, the first specific mode, and the second specific mode. The specific prize presentation may be the same in any of the normal mode, the first specific mode, and the second specific mode. The specific prize presentation may also be different depending on the presentation mode. For example, the first specific prize presentation may be more likely to be performed in the normal mode, and the second specific prize presentation may be more likely to be performed in the first specific mode or the second specific mode. The specific prize presentation may also be different depending on the degree of expectation.

[0266] Multiple types of specific prize winning effects may be performed simultaneously. For example, a specific prize winning sound effect and a specific prize winning light-emitting effect may be performed simultaneously. When a specific prize winning sound effect and a specific prize winning light-emitting effect are performed simultaneously, the specific prize winning sound effect and the specific prize winning light-emitting effect may start and end at the same time. Also, the specific prize winning sound effect and the specific prize winning light-emitting effect may start at the same time, and the specific prize winning light-emitting effect may end after the specific prize winning sound effect has finished. In other words, the specific prize winning sound effect may end before the specific prize winning light-emitting effect. Conversely, the specific prize winning sound effect and the specific prize winning light-emitting effect may start at the same time, and the specific prize winning light-emitting effect may end before the specific prize winning sound effect. Also, when a specific prize winning sound effect and a specific prize winning light-emitting effect are performed simultaneously, the specific prize winning light-emitting effect may continue even after the specific prize winning sound effect has finished. For example, the light-emitting effect at the time of a specific win may continue until a predetermined timing in the fluctuation of the specific pre-read target (for example, when the fluctuation starts or when the reach effect starts).

[0267] Furthermore, when a specific winning sound effect and a specific winning light-emitting effect are executed simultaneously, either one of the specific winning sound effect and the specific winning light-emitting effect may be started first. For example, the specific winning sound effect may be started after the specific winning light-emitting effect has been started and while the specific winning light-emitting effect is being executed. Furthermore, the specific winning light-emitting effect may be started after the specific winning sound effect has been started and while the specific winning sound effect is being executed. When either the specific winning sound effect and the specific winning light-emitting effect is started first, the specific winning sound effect and the specific winning light-emitting effect may end simultaneously, or the effect that started first may end first, or the effect that started first may end last.

[0268] The mode (type of sound) of the specific winning sound effect may differ depending on the effect mode, while the mode (light color, light pattern) of the specific winning light-emitting effect may be common to multiple effect modes. For example, in normal mode, a first mode of specific winning sound effect and a first mode of specific winning light-emitting effect may be more likely to be executed, while in the first specific mode or the second specific mode, a second mode of specific winning sound effect and a first mode of specific winning light-emitting effect may be more likely to be executed. The mode of the specific winning sound effect may be common to multiple effect modes, and the mode of the specific winning light-emitting effect may be common to multiple effect modes. Furthermore, while the mode of the specific winning sound effect is common to multiple effect modes, the mode of the specific winning light-emitting effect may differ depending on the effect mode. For example, in normal mode, a first mode of specific winning sound effect and a first mode of specific winning light-emitting effect may be more likely to be executed, while in the first specific mode or the second specific mode, a first mode of specific winning sound effect and a second mode of specific winning light-emitting effect may be more likely to be executed.

[0269] Furthermore, the specific winning sound effect, the specific winning light-emitting effect, and the specific winning vibration effect may be performed simultaneously. In this case, the specific winning sound effect, the specific winning light-emitting effect, and the specific winning vibration effect may start and end at the same time. Furthermore, the specific winning sound effect, the specific winning light-emitting effect, and the specific winning vibration effect may start and end at the same time, but they may end at different times. For example, the specific winning sound effect and the specific winning light-emitting effect may end after (or before) the specific winning vibration effect. Either of these effects may end later. Furthermore, the probability that the specific winning sound effect and the specific winning light-emitting effect will be performed simultaneously may be higher (or lower) than the probability that the specific winning sound effect and / or the specific winning light-emitting effect and the specific winning vibration effect will be performed simultaneously.

[0270] Furthermore, the specific winning sound effect, the specific winning light-emitting effect, the specific winning vibration effect, and the specific winning accessory effect may be performed simultaneously. In this case, the specific winning sound effect, the specific winning light-emitting effect, the specific winning vibration effect, and the specific winning accessory effect may start and end at the same time. The specific winning sound effect, the specific winning light-emitting effect, the specific winning vibration effect, and the specific winning accessory effect may start and end at the same time, and may end at different times. For example, the specific winning accessory effect may end after (or before) the specific winning sound effect, the specific winning light-emitting effect, and the specific winning vibration effect. Any of these effects may end later.

[0271] The specific winning effect can be executed during the execution of the variable effect. The variable effect includes a first period (e.g., before the reach effect) and a second period (e.g., during the SP reach effect or the SPSP reach effect) that follows the first period, and the specific winning effect may be more likely to be executed during the first period than during the second period. The execution of the specific winning effect may be restricted during the second period. For example, even if there is a pending win with a specific pre-determined result, the execution of the specific winning effect may be restricted during the second period. Also, for example, the execution of the specific winning effect may be restricted during an operation effect that prompts the player to operate the effect button 17 in the variable effect. Also, the execution of the specific winning effect may be restricted during an emphasis effect related to the operation effect. For example, if the variable effect includes a first operation effect and a second operation effect that is executed after the first operation effect, the execution of the specific winning effect may not be restricted during the first operation effect, and the execution of the specific winning effect may be restricted during the second operation effect. Furthermore, the execution of the specific winning effect may be restricted during a reach effect. Furthermore, the execution of the specific winning effect may be restricted during a reach symbol highlight effect. Furthermore, the specific winning effect may not be restricted during a first preview effect, but may be restricted during a second preview effect that has a higher expectation level than the first preview effect. Furthermore, the specific winning effect may be restricted during an emphasis effect related to the preview effect. Furthermore, the specific winning effect may be restricted for a predetermined period before the notification effect that notifies whether or not a jackpot (or small jackpot) has occurred at the end of the reach effect. Furthermore, the specific winning effect may be restricted during a jackpot notification effect that notifies a jackpot (or small jackpot). Furthermore, the specific winning effect may be restricted during a jackpot symbol highlight effect. Furthermore, the specific winning effect may be restricted after the jackpot notification effect has started. Furthermore, the specific winning effect may be restricted after the jackpot notification effect has ended. In addition, the specific winning effect may be restricted during a specific notification that warns the player (for example, a left-hit notification that encourages the player to hit left when the player accidentally hits right, or a notification that warns that a door is open). Note that the specific winning effect may be configured to be executable even while each of the effects exemplified here is being executed.

[0272] Furthermore, the execution of the specific winning effect may be restricted during the execution of a specific effect in the variable effect. For example, the execution of the specific winning effect may be restricted during the execution of a final effect (premium notice, etc.) that suggests that a special game will be played. Note that the execution of the specific winning effect may not be restricted during the execution of a final effect that suggests that a special game will be played.

[0273] Furthermore, the execution of the specific winning effect may be restricted for a predetermined period immediately before the notification effect that notifies whether a special game will be played. Furthermore, the execution of the specific winning effect may be restricted during the operation effect that is performed immediately before the notification effect that notifies whether a special game will be played. Furthermore, the specific winning effect may be restricted during the emphasis effect related to the operation effect that is performed immediately before the notification effect. Furthermore, the execution of the specific winning effect may be restricted for a predetermined period (for example, 0.5 seconds) after the effect pattern is stopped and displayed.

[0274] When there is a reserved prize with a specific preliminary determination result, if a reserved prize with a new specific preliminary determination result occurs, the execution of the second specific prize effect may be restricted. For example, when there are two reserved prizes, if the third reserved prize is executed with a specific prize effect (first specific prize effect), and the fourth reserved prize has a specific preliminary determination result that results in the execution of the specific prize effect (second specific prize effect), the execution of the second specific prize effect may be restricted. In this case, the second specific prize effect may be canceled without being executed, or may be executed later. For example, the second specific prize effect may be executed at the start of the variable effect related to the fourth reserved prize. In other words, if there is a reserved prize that will result in the execution of a specific prize effect twice in a row, the second specific prize effect may not be executed at the time of the reserved prize, but may be executed in the variable effect related to that reserved prize (the variation of the pattern related to the determination information obtained from the second specific preliminary determination result).

[0275] In addition, for example, in the case where there is a first reserved winning in which a variation pattern for executing a specific effect (for example, an SP reach effect or an SPSP reach effect) has been determined in advance, if there is a second reserved winning in which a specific advance determination result has been obtained, the execution of the specific winning effect for the second reserved winning may be restricted. In this case, regardless of whether the specific winning effect was executed when the first reserved winning was won, the execution of the specific winning effect for the second reserved winning may be restricted.

[0276] Furthermore, if there are two consecutive reserved winnings for which specific preliminary determination results have been obtained (for example, if reserved 2 has a specific preliminary determination result that executes a specific winning effect, and reserved 3 has a specific preliminary determination result that executes a specific winning effect), the specific winning sound effect may be executed for the second specific winning effect, but the reserved icon change effect may be restricted. In other words, the specific winning sound effect may be executed when reserved 3 wins, but the execution of the reserved icon change effect may be restricted for reserved 3. In this case, reserved 3 may change from a normal state to a flashing state. Furthermore, for reserved 3, the probability of changing to a flashing state when winning may be higher than the probability of changing to a special state.

[0277] Furthermore, if multiple non-consecutive reserves have specific pre-determination results (for example, if reserve 2 has a specific pre-determination result that executes a specific winning effect, and reserve 4 has a specific pre-determination result that executes a specific winning effect), the specific winning sound effect may be executed for the second specific winning effect, but the reserve icon change effect may be restricted. In other words, the specific winning sound effect may be executed when reserve 4 wins, but the execution of the reserve icon change effect may be restricted for reserve 4. In this case, reserve 4 may change from a normal state to a flashing state. Also, for reserve 4, the probability of changing to a flashing state when a prize is won may be higher than the probability of changing to a special state.

[0278] Furthermore, if there are two consecutive pending wins with specific pre-determination results, a second specific win effect may be executed. When a second specific win effect is executed while a first specific win effect is being executed, the first specific win effect being executed may be overwritten with the new second specific win effect. For example, if a pending win with a specific pre-determination result occurs while a first specific win sound effect is being executed (while the first specific win sound is being output), the first specific win sound effect may be stopped (the output of the first specific win sound may be stopped), and a second specific win sound effect (the output of the second specific win sound) may be executed. Furthermore, if a pending win with a specific pre-determination result occurs while a first specific win light-emitting effect is being executed, the first specific win light-emitting effect may be stopped, and a second specific win light-emitting effect may be executed. In other words, the first specific win effect being executed may be overwritten with the second specific win effect for both the specific win sound effect and the specific win light-emitting effect. When a specific winning vibration effect is executed in addition to (or instead of) the specific winning sound effect and the specific winning light effect, the first specific winning vibration effect that is being executed may be overwritten by the second specific winning vibration effect.

[0279] Also, even if multiple non-consecutive reserved prizes have specific pre-determination results, the second specific winning effect may be executed with priority during the execution of the first specific winning effect. For example, if a reserved prize with a specific pre-determination result occurs during the execution of the first specific winning sound effect (while the first specific winning sound is being output), the first specific winning sound effect may be stopped and the second specific winning sound effect (output of the second specific winning sound) may be executed. Also, if a reserved prize with a specific pre-determination result occurs during the execution of the first specific winning light-emitting effect, the first specific winning light-emitting effect may be stopped and the second specific winning light-emitting effect may be executed.

[0280] Furthermore, when there are reserves with multiple consecutive or non-consecutive specific preliminary determination results, the first specific winning sound effect may be overwritten by the second specific winning sound effect, while the first specific winning light-emitting effect may not be overwritten by the second specific winning light-emitting effect. For example, if a first specific winning sound is output as the first specific winning sound effect, and the first or second specific winning sound is output as the second specific winning sound effect while the first specific winning sound is being output, the output of the first specific winning sound related to the first specific winning sound effect may be stopped, and the first or second specific winning sound related to the second specific winning sound effect may be output. On the other hand, if a first-type specific winning light-emitting effect is executed as the first specific winning light-emitting effect, and a first-type or second-type specific winning light-emitting effect is executed as the second specific winning light-emitting effect while the first-type specific winning light-emitting effect is being executed, the first-type specific winning light-emitting effect related to the first specific winning light-emitting effect may be continued.

[0281] Conversely, the first specific winning sound effect may not be overwritten by the second specific winning sound effect, while the first specific winning light-emitting effect may be overwritten by the second specific winning light-emitting effect. For example, if a first specific winning sound is output as the first specific winning sound effect, and while the first specific winning sound is being output, the first specific winning sound or the second specific winning sound is output as the second specific winning sound effect, the output of the first specific winning sound for the first specific winning sound effect may continue, and the output of the first specific winning sound or the second specific winning sound for the second specific winning sound effect may be limited. On the other hand, if a first mode of specific winning light-emitting effect is executed as the first specific winning light-emitting effect, and while the first mode of specific winning light-emitting effect is being executed, a first mode or second mode of specific winning light-emitting effect is executed as the second specific winning light-emitting effect, the first mode of specific winning light-emitting effect for the first specific winning light-emitting effect may be stopped, and a first mode or second mode of specific winning light-emitting effect for the second specific winning light-emitting effect may be executed.

[0282] When there are reserves with multiple consecutive or non-consecutive specific preliminary determination results, the first specific winning sound effect and / or specific winning light effect may be configured to be overwritten by the second specific winning sound effect and / or specific winning light effect, while the first specific winning vibration effect may not be overwritten by the second specific winning vibration effect. For example, the first specific winning sound effect may be configured to be overwritten by the second specific winning sound effect, while the first specific winning vibration effect and specific winning light effect may not be overwritten by the second specific winning vibration effect and specific winning light effect. Also, the first specific winning light effect may be configured to be overwritten by the second specific winning light effect, while the first specific winning vibration effect and specific winning sound effect may not be overwritten by the second specific winning vibration effect and specific winning sound effect.

[0283] Furthermore, the first specific winning vibration effect may be overwritten by the second specific winning vibration effect, while the first specific winning sound effect and / or specific winning light effect may not be overwritten by the second specific winning sound effect and / or specific winning light effect. For example, the first specific winning vibration effect and specific winning sound effect may be overwritten by the second specific winning vibration effect and specific winning sound effect, while the first specific winning light effect may not be overwritten by the second specific winning light effect. Furthermore, the first specific winning vibration effect and specific winning light effect may be overwritten by the second specific winning vibration effect and specific winning light effect, while the first specific winning sound effect may not be overwritten by the second specific winning sound effect.

[0284] Furthermore, if a second special prize winning effect is performed while a first special prize winning effect is being performed, the second special prize winning effect may start after the first special prize winning effect has finished. In this case, the start timing of the second special prize winning effect is delayed compared to the start timing of the normal special prize winning effect (when a reserved prize is won). For example, the output of the special prize winning sound related to the first special prize winning sound effect may start after the output of the special prize winning sound related to the first special prize winning sound effect has finished. Furthermore, the second special prize winning light-emitting effect may start after the first special prize winning light-emitting effect has finished. Furthermore, the second special prize winning vibration effect may start after the first special prize winning vibration effect has finished.

[0285] In addition, when a specific winning effect occurs twice in succession, the first specific winning sound effect and the specific winning light effect are performed, and then the second specific winning sound effect is performed, but the second specific winning light effect does not have to be performed.

[0286] Furthermore, if two consecutive reserved winnings occur during the symbol fluctuation, and the two reserved winnings have a specific pre-determined result, a specific winning effect may be executed in response to the first reserved winning, and the execution of the specific winning effect in response to the second reserved winning may be restricted. In this case, the restricted specific winning effect may be executed after the fluctuation related to the first reserved winning has ended. Furthermore, if the first reserved winning that triggered the execution of the specific winning effect was a jackpot, the specific winning effect in response to the restricted second reserved winning may be executed after the jackpot game. Note that if the first reserved winning that triggered the execution of the specific winning effect was a jackpot, the specific winning effect in response to the restricted second reserved winning may not be executed after the jackpot game. In other words, the specific winning effect in response to the restricted second reserved winning may be canceled.

[0287] In the case where there is a reserved ball with a specific pre-determination result, if there is a reserved winning with a specific pre-determination result sandwiched between a reserved ball with a simple loss, the following control may be performed. For example, assuming that reserved balls 1 to 4 are consumed (special pattern determination) in order, assume a case where reserved ball 1 is a simple loss, reserved ball 2 is a reserved ball with a specific pre-determination result, reserved ball 3 is a simple loss, and reserved ball 4 is a reserved ball with a specific pre-determination result. In this case, when reserved ball 2 wins, a first specific winning effect and reserved ball icon change effect related to reserved ball 2 are executed, and when reserved ball 4 wins, a second specific winning effect and reserved ball icon change effect related to reserved ball 4 can be executed independently. During the execution of the change effect related to reserved ball 1, a first pre-determination effect with reserved ball 2 as the target of the pre-determination is executed, but this first pre-determination effect is not overwritten by a second pre-determination effect with reserved ball 4 as the target of the pre-determination. For example, if a specific winning light-emitting effect is executed in response to the winning of reserve 2 as the first pre-determination effect while the specific winning light-emitting effect is being executed, and if reserve 4 with a specific pre-determination result wins while the specific winning light-emitting effect is continuing, the specific winning light-emitting effect in response to the winning of reserve 4 will not be executed. Also, for example, if a continuous effect that is executed continuously in multiple variable effects is executed on the image display device (70 or 71) as the first pre-determination effect in which reserve 2 is the subject of the pre-determination, the continuous effect will not be overwritten by the second pre-determination effect in which reserve 4 is the subject of the pre-determination.

[0288] Note that while the first pre-determination effect is being executed in which reserved 2 is the target of pre-determination, the second pre-determination effect is being executed in which reserved 4 is the target of pre-determination, and the first pre-determination effect and the second pre-determination effect may be executed simultaneously. Also, while the first pre-determination effect is being executed in which reserved 2 is the target of pre-determination, the second pre-determination effect is being executed in which reserved 4 is the target of pre-determination, and the first pre-determination effect may be overwritten with the second pre-determination effect.

[0289] The specific winning effects may be executed without the above-mentioned restrictions. For example, if there is a pending win for which a specific preliminary determination result has been obtained that executes the specific winning effects, and a pending win for which a new specific preliminary determination result has been obtained, the second specific winning effects (specific winning sound effects, specific winning light-emitting effects, and specific winning vibration effects) may be executed without restrictions. Furthermore, if there is a pending win for which a specific preliminary determination result has been obtained that executes a third specific winning effect, the third specific winning effect may be executed without restrictions.

[0290] Furthermore, the specific winning effect may be executable without restrictions during any period in the variable effect. For example, the specific winning effect may be executable during a reach effect in the variable effect. The specific winning effect may be executable during a premium effect in the variable effect. The specific winning effect may be executable during a notification effect that notifies whether or not a big win (or small win) has occurred in the variable effect. The specific winning effect may be executable during a notification effect that notifies a big win (or small win) in the variable effect. The specific winning effect may be executable even after the notification effect that notifies a big win (or small win) in the variable effect has begun. The specific winning effect may be executable during an operation effect immediately before the notification effect in the variable effect. The specific winning effect may be executable during a specific notification that issues a warning to the player.

[0291] Furthermore, the likelihood of a specific winning effect appearing and the expected level of its occurrence may be changed based on the player's input. For example, while waiting for a customer, a customization screen for setting the effects may be displayed in response to an operation of the effect button 17 or another operating means, and customization settings may be made on the customization screen to change the likelihood of a specific winning effect appearing and the expected level of its occurrence (such as a specific winning sound effect, a specific winning light-emitting effect, and a specific winning vibration effect). For example, the specific winning sound effect, the specific winning light-emitting effect, and the specific winning vibration effect may each be set to ON / OFF. When set to ON, the specific winning effect can be executed when a pending winning occurs for which a specific pre-determined result has been obtained. When set to OFF, the execution of the specific winning effect is restricted even when a pending winning occurs for which a specific pre-determined result has been obtained. Furthermore, the player may be able to set the expected level of occurrence for each of the specific winning sound effect, the specific winning light-emitting effect, and the specific winning vibration effect. In addition, during the variable presentation, customization settings may be made to change the likelihood of a specific winning presentation appearing or the expected level, depending on the operation of the presentation button 17 or other operating means, without going through the customization screen.

[0292] The customization setting may be performed not only for the effect at the time of a specific win, but also for other effects. For example, the ease of executing the pattern highlighting effect when the variable stops may differ depending on whether or not the customization setting is performed. The ease of executing the highlighting effect for the movable role object may differ depending on whether or not the customization setting is performed. Furthermore, the ease of executing the highlighting effect for the character and the highlighting effect for the object may differ depending on whether or not the customization setting is performed.

[0293] It should be noted that there are multiple types of settings for the specific winning effect, and the expectation level when the specific winning effect is executed and the type of effect executed thereafter may differ depending on the type of setting. For example, if setting A is set by a player, when the specific winning effect is executed, the probability of the winning notification effect being executed may be a first expectation level, and the first winning notification effect (for example, a winning notification effect due to a seven-symbol alignment) may be more likely to be executed, and the second winning notification effect (a winning notification effect other than the first winning notification effect) may be less likely to be executed. Also, when setting A is set, when the specific winning effect is executed, the possibility of the second winning notification effect being executed may be 0%, and in the event of a jackpot, the first winning notification effect may always be executed. Furthermore, when setting B is set, when a specific winning effect is executed, the first winning notification effect and the second winning notification effect can be executed, and the probability of the first winning notification effect or the second winning notification effect being executed may be a second expectation level that is lower (or higher) than the first expectation level.

[0294] A specific winning light-emitting effect may be produced together with the specific winning sound effect. The specific winning light-emitting effect may be an effect in which the light-emitting means emits light at a first cycle during a first period from the time of the pending winning, and then emits light at a second cycle longer than the first cycle during a second period after the first period. The second cycle of light emission may be produced for a predetermined period (e.g., 5 seconds) from the time of the pending winning, or may be produced until a predetermined timing in the change of the pre-read target (e.g., the start of the change or the start of the reach effect). Furthermore, the specific winning light-emitting effect may be an effect in which the light-emitting means emits light periodically during a first period from the time of the pending winning, and then a continuous light-emitting effect in which the light-emitting means continuously emits light during a second period after the first period. The continuous light-emitting effect may be produced for a predetermined period (e.g., 5 seconds) from the time of the pending winning, or may be produced until a predetermined timing in the change of the pre-read target (e.g., the start of the change or the start of the reach effect).

[0295] Furthermore, the light-emitting effect at the time of a specific win may be a continuous light-emitting effect in which the light-emitting means continuously emits light during a first period from the time of the pending win, and a cyclic light-emitting effect in which the light-emitting means emits light periodically during a second period after the first period. In this case, the cyclic light-emitting effect may be performed for only a predetermined period (for example, 5 seconds), or may be performed until a predetermined timing in the fluctuation of the pre-read target (for example, at the start of the fluctuation or the start of the reach effect).

[0296] Specific winning sound data relating to the specific winning sound effect and specific winning light pattern data relating to the specific winning light effect are stored in advance, and when the specific winning sound effect is executed, the specific winning sound data is played only once, and when the specific winning light effect is executed, the specific winning light pattern data may be played repeatedly multiple times.

[0297] During the first mode (e.g., normal mode), a first specific winning sound may be output as the specific winning sound effect, and during the second mode (e.g., first specific mode or second specific mode), a second specific winning sound may be output as the specific winning sound effect. Furthermore, during the first mode, the first specific winning sound may be output as the specific winning sound effect, and the specific winning light-up effect may be continued even after a reserved winning is achieved. For example, when the first mode is set, the specific winning light-up effect may be continued until the specific pre-read target changes. Meanwhile, during the second mode, the second specific winning sound may be output as the specific winning sound effect, and the specific winning light-up effect may be performed only for a predetermined period after the reserved winning is achieved, and may not be continued until the specific pre-read target changes.

[0298] Also, during the first mode, there may be times when a first specific winning sound is output as the specific winning sound effect, and times when a second specific winning sound different from the first specific winning sound (a sound that may be the same as or different from the specific winning sound in the second mode) is output. The type of the specific winning light-emitting effect may be the same when the first specific winning sound is output and when the second specific winning sound is output.

[0299] In addition, when multiple look-ahead effects overlap, an effect with a predetermined expectation level or higher (for example, SP reach or SPSP reach) may be always performed in the look-ahead target change. For example, if a predetermined look-ahead notice image is displayed on the image display device 70 or 71 at the time of or after the reserved win in addition to the specific winning sound effect and the specific winning light-emitting effect, an effect with a predetermined expectation level or higher may be confirmed in the look-ahead target change.

[0300] In addition, when a specific winning sound effect and a specific winning light-emitting effect are performed, the reserved icon related to the specific pre-read target may be displayed in a special shape, in a normal form, or in a special form. The reserved icon of the special shape may also have a normal form and a special form, and when a specific winning sound effect and a specific winning light-emitting effect are performed, the reserved icon of the special shape may be easily changed to the special form.

[0301] In addition, when the specific winning sound effect and the specific winning light effect are performed, a special light effect with a high expectation may be easily executed in the pre-read target change. The special light effect is an effect in which the frame lighting device 10 and the board lighting device 74 emit light in a special manner.

[0302] Furthermore, as the specific winning effects, in addition to the specific winning sound effects and the specific winning light effects, a pre-reading preview image effect in which a predetermined pre-reading preview image is continuously displayed on the image display device 70 or 71 until the specific pre-reading target changes, and a pre-reading audio effect in which a predetermined audio is continuously output until the specific pre-reading target changes may be performed. For example, if a new pre-reading win (a win for pre-reading 2) with a specific pre-determined result occurs while reserve 1 is present during the special pattern change, a specific winning effect may be performed in response to the win for reserve 2. Furthermore, if a third pre-reading win (a win for reserve 3) with a specific pre-determined result occurs during the change of the same special pattern, a second specific winning effect may be performed in response to the win for reserve 3. In this case, only the specific winning sound effect is performed during the second specific winning effect, and the specific winning light effects, pre-reading preview image effect, and pre-reading audio effect associated with the second specific winning effect may not be performed. In this case, the specific winning light-emitting effect, the foreseeable preview image effect, and the foreseeable preview sound effect related to the first specific winning effect continue to be performed. After the special symbol variation has ended and the special symbol related to Reserve 1 is varying, the presentation mode of the foreseeable preview image effect related to the first specific winning effect may change to a mode with a higher expectation. Furthermore, while the special symbol related to Reserve 1 is varying, the foreseeable preview sound effect may also change to a mode with a higher expectation. Meanwhile, the specific winning light-emitting effect related to the first specific winning effect that continues to be performed may be unlikely to change to a mode with a higher expectation, and the possibility of this change may be 0%. In other words, the foreseeable preview image effect and the foreseeable preview sound effect of the specific winning effect may be configured to easily change to a mode with a higher expectation thereafter, while the specific winning light-emitting effect of the specific winning effect may be configured to be unlikely (or not) to change to a mode with a higher expectation thereafter.

[0303] Furthermore, if a reserved win with a specific pre-determined result occurs during the reach effect of the variation of a specific pre-read target that triggers the execution of a specific winning effect, a specific winning effect may be performed in response to the reserved win. Even at the end of the reach effect of the variation of a specific pre-read target, if a reserved win with a specific pre-determined result occurs, a specific winning effect may be performed in response to the reserved win. For example, if a reach miss occurs at the end of the reach effect of the variation of a specific pre-read target, after the reach miss, the effect pattern becomes difficult to see and a predetermined image is displayed on the entire screen, and then the effect pattern becomes visible, a specific winning effect may be performed in response to a new reserved win while the predetermined image is being displayed. Furthermore, for example, when a jackpot is announced at the end of the reach effect of the variation of a specific pre-read target, a specific winning effect may be performed in response to the new reserved win.

[0304] Furthermore, for example, if a specific winning effect, such as a specific winning sound effect, a specific winning light effect, and a specific winning accessory effect, is simultaneously performed as a specific winning effect upon a first reserved winning, and then after these specific winning sound effects, specific winning light effect, and specific winning accessory effect have ended and before the start of the fluctuation of the specific pre-read target that triggered the execution of the specific winning effect, a second reserved winning effect with a specific pre-determined result occurs, the execution of the specific winning effect (specific winning sound effect, specific winning light effect, and specific winning accessory effect) based on the second reserved winning may be restricted. In this case, the execution-restricted specific winning effect may be executed at the start of the fluctuation of the restricted pre-read target. In other words, the execution timing of the specific winning effect may be shifted from the time of the reserved winning to the start of the fluctuation related to the reserved.

[0305] (Emphasis on stage direction) The emphasis effect related to the stage effect is an effect that emphasizes the stage effect. The stage effect includes multiple stages, and the expectation level varies depending on the stage. The stage effect is an effect in which the expectation level increases gradually, and is an effect that can change from a first expectation level to a second expectation level. For example, the stage effect may include a first stage to a third stage, and if the first stage is reached, it indicates a first expectation level, if the second stage is reached, it indicates a second expectation level higher than the first expectation level, and if the third stage is reached, it indicates a third expectation level higher than the second expectation level. Note that in the stage effect, the expectation level may decrease gradually. For example, the stage effect may be a pseudo-sequential preview effect (hereinafter referred to as a pseudo-consecutive effect) in which the effect symbols are changed multiple times in a pseudo manner. The pseudo-consecutive effect is an effect in which at least one of the three effect symbols that have started to change is temporarily stopped, and then the three effect symbols are changed again. For example, after temporarily stopping at least one of the three effect symbols, the pseudo consecutive symbol suggesting a pseudo consecutive symbol may be temporarily stopped, and the three effect symbols may be changed again. Also, without temporarily stopping at least one of the three effect symbols that have started to change, the pseudo consecutive symbol may be temporarily stopped, and the three effect symbols may be changed again.

[0306] The staged effect may also be an effect that gradually changes the display mode (size, color, pattern, etc.) of an image. In this case, the highlighting effect related to the staged effect may be an effect image displayed around the gradually changing image, a sound output together with the image display, a light emission effect, a vibration effect, etc. The staged effect may also be an effect that gradually displays a plurality of images, for example, a first image is displayed as a first stage, a second image is displayed as a second stage, and a third image is displayed as a third stage. In this case, the highlighting effect related to the staged effect may be an effect image added to each image, a sound output together with the image display, a light emission effect, a vibration effect, etc. For example, a white effect may be displayed in the first stage, a blue effect in the second stage, a green effect in the third stage, and a red effect in the fourth stage.

[0307] For example, if the stage effect is a pseudo-consecutive effect in which the effect symbols are changed multiple times in a pseudo manner, the highlight effect for the stage effect is a pseudo-consecutive highlight effect that highlights the pseudo-consecutive effect. The pseudo-consecutive highlight effect may be performed, for example, when the pseudo-consecutive effect stops, or when the pseudo-consecutive effect stops and the three effect symbols change again. The pseudo-consecutive highlight effect may be an effect in which an effect image is displayed around the pseudo-consecutive effect, a sound output when the pseudo-consecutive effect stops, a light-emitting effect using a light-emitting means that is performed when the pseudo-consecutive effect stops, or a vibration effect that is performed when the pseudo-consecutive effect stops. The pseudo-consecutive highlight effect may be an image that highlights the pseudo-consecutive effect count display, indicating that a pseudo-consecutive effect is occurring. For example, when the second pseudo-change in the pseudo-consecutive effect starts, a blue effect may be displayed on the pseudo-consecutive effect symbol, and a similar blue effect may be displayed on the screen during the second pseudo-change. In addition, when the third pseudo-variation in the pseudo-consecutive repetition begins, a red effect is displayed on the pseudo-consecutive repetition pattern, and a similar red effect may be displayed on the screen during the third pseudo-variation.

[0308] Furthermore, when the staged effect is an effect in which the display mode of the image is changed stepwise, the highlighting effect for the staged effect may be an effect image or the like displayed around the image corresponding to each step. For example, in the first step, a predetermined image may be displayed in white, or a white effect may be displayed around the predetermined image. In the second step, a predetermined image may be displayed in blue, or a blue effect may be displayed around the predetermined image. In the third step, a predetermined image may be displayed in green, or a green effect may be displayed around the predetermined image. In the fourth step, a predetermined image may be displayed in red, or a red effect may be displayed around the predetermined image.

[0309] When an emphasis effect on the stage effect is performed, the stage effect may be likely to change to the next stage. For example, when an emphasis effect on the stage effect is performed at the first stage in the stage effect, it may suggest that the stage effect will progress to the second stage. Furthermore, when an emphasis effect on the stage effect is performed at the first stage in the stage effect, it may suggest that the stage effect will progress to the second stage, and further suggest that there is a high possibility that the stage effect will progress to the third stage thereafter.

[0310] In addition, in the Nth stage of the stage presentation, there are times when an emphasis effect on the presentation pattern is performed, times when the emphasis effect is not performed and a miss is announced, and times when the presentation progresses to the N+1th stage and an emphasis effect on the presentation pattern is performed, and the presentation style may be different between the emphasis effect in the Nth stage presentation and the emphasis effect in the N+1th stage presentation. Also, there may be a plurality of characters including a first character and a second character with a higher expectation than the first character, and characters may be displayed in each stage of the stage presentation, and the second character may be more likely to appear in the N+1th stage of the stage presentation than in the Nth stage.

[0311] (Emphasis on the production design) The highlighting effect for the performance symbol is an effect that highlights the performance symbol. The highlighting effect for the performance symbol may be, for example, an effect that displays an effect image suggesting the degree of expectation around the performance symbol (or superimposed on the performance symbol), an effect that changes the display mode (size or color) of the performance symbol itself, an effect that moves an image inside the performance symbol (for example, at least a part of a character), an effect that changes the brightness of the performance symbol, etc. Furthermore, the highlighting effect for the performance symbol may include an effect that operates the movable role object 73 so as to overlap or not overlap with the display area of ​​the performance symbol, a light-emitting effect that causes a light-emitting means to emit light in synchronization with the operation of the performance symbol, an effect that outputs a predetermined sound in synchronization with the operation of the performance symbol, and a vibration effect that vibrates the performance button device 16 or the launch handle 15 in synchronization with the operation of the performance symbol. For example, highlighting effects relating to the effect pattern may include highlighting the effect pattern by changing its size, such as by enlarging or reducing it, making the effect pattern emit light or having a character included in the effect pattern perform an action, displaying an effect on the effect pattern itself or around the effect pattern, displaying an effect in the background of the effect pattern, making the effect pattern itself crack or tear, etc. Also, highlighting effects relating to the effect pattern may include making a predetermined light-emitting means (for example, a frame lamp, a board lamp, or effect button 17) emit light in a color similar to the effect or in a predetermined color, or outputting a predetermined sound, in conjunction with displaying an effect on the effect pattern.

[0312] The highlighting effects relating to the display symbols include a symbol highlighting effect at the start of change that is performed when the display symbol starts to change, a symbol highlighting effect at the stop of change that is performed when the display symbol stops changing, a reach teasing highlighting effect that is performed before a reach is established, a reach symbol highlighting effect that is performed on a reach symbol, and a big win symbol highlighting effect that is performed when the display symbol is displayed in a manner indicating a big win or a small win.

[0313] The start-of-change symbol highlighting effect is an effect that displays a symbol in a different manner than usual when the symbol starts to change, suggesting high expectations for the current or subsequent change. For example, the start-of-change symbol highlighting effect may include displaying an effect on the symbol that starts to change, displaying an effect on a background image, illuminating a predetermined light-emitting device (e.g., a frame lamp, a board lamp, or the effect button 17) in a color similar to the effect or a predetermined color in conjunction with the effect display, illuminating a light-emitting device at a predetermined cycle, or outputting a predetermined sound. The start-of-change symbol highlighting effect is performed based on the results of a special symbol determination or a prior determination. The start-of-change symbol highlighting effect may have multiple modes depending on the level of expectation. For example, there may be a first mode of start-of-change symbol highlighting effect and a second mode of start-of-change symbol highlighting effect with a higher expectation level than the first mode. A vibration effect that vibrates the effect button 17 may be performed in conjunction with the start-of-change symbol highlighting effect. When the second mode of the symbol emphasis effect at the start of fluctuation is performed, the vibration effect may be more likely to be performed than when the first mode of the symbol emphasis effect at the start of fluctuation is performed. Also, depending on the mode of the symbol emphasis effect at the start of fluctuation, a sound may be output, or a light emitting effect may be performed in which a light emitting means is made to emit light.

[0314] The variation start symbol highlighting effect can be executed in any of the normal mode, the first specific mode, and the second specific mode. The ease of executing the variation start symbol highlighting effect may differ depending on the effect mode. For example, the variation start symbol highlighting effect may be executed more easily (or more difficultly) in the normal mode than in the first specific mode or the second specific mode.

[0315] The symbol emphasis effect when a variation stops is an effect that emphasizes the symbols in a different manner than usual when multiple symbols stop varying (when multiple symbols temporarily stop), and is executed when a specific symbol combination indicating a loss (e.g., a chance symbol) stops. The symbol emphasis effect when a variation stops is an effect that suggests a high degree of expectation in the current or future variation effect, and is executed based on the results of a preliminary judgment or a special symbol judgment. For example, when three symbols temporarily stop and a loss is announced, the symbol emphasis effect when a variation stops may include an effect displayed on at least one of the three symbols, an effect displayed on a background image, lighting up a predetermined light-emitting means (e.g., a frame lamp, a board lamp, or the effect button 17) in a color similar to the effect or a predetermined color in conjunction with the effect display, lighting up a light-emitting means at a predetermined cycle, or outputting a predetermined sound. The symbol emphasis effect when a variation stops can be implemented in multiple ways depending on the degree of expectation. For example, there may be a first mode symbol highlighting effect when fluctuation stops, and a second mode symbol highlighting effect when fluctuation stops, which has a higher expectation level than the first mode. When the first chance symbol stops, the first mode symbol highlighting effect is performed, and when the second chance symbol stops, which has a higher expectation level than the first chance symbol, the second mode symbol highlighting effect is performed. A vibration effect that vibrates the effect button 17 may be performed in conjunction with the symbol highlighting effect when fluctuation stops. When the second mode symbol highlighting effect when fluctuation stops is performed, the vibration effect may be more likely to be performed than when the first mode symbol highlighting effect when fluctuation stops is performed. Furthermore, a sound corresponding to the expectation level may be output together with the symbol highlighting effect when fluctuation stops, or a light-emitting effect that causes the light-emitting means to light up may be performed. Note that the execution of the symbol highlighting effect when fluctuation stops may be limited while the effect symbol is stopped and displayed.

[0316] The symbol highlighting effect when the variation stops can be executed in any of the normal mode, the first specific mode, and the second specific mode. Note that the ease of executing the symbol highlighting effect when the variation stops may differ depending on the effect mode. For example, the symbol highlighting effect when the variation stops may be executed more easily (or more difficultly) in the normal mode than in the first specific mode or the second specific mode.

[0317] The reach stimulation effect is an effect performed on the effect symbols during a reach stimulation effect, which creates anticipation for whether two similar effect symbols will temporarily stop. For example, the reach stimulation effect may include effects such as displaying an effect on the effect symbol that is about to temporarily stop before a reach is established, displaying an effect on a background image, illuminating a predetermined light-emitting means (e.g., a frame lamp, a board lamp, or the effect button 17) in a color similar to the effect or a predetermined color in conjunction with the display of the effect, illuminating the light-emitting means at a predetermined cycle, or outputting a predetermined sound. For example, when a three-symbol symbol temporarily stops in the left area, a three-symbol symbol slowly moves from top to bottom of the main screen in the right area, creating a reach stimulation effect that creates anticipation for whether the three-symbol symbol will stop in the right area, an effect image is displayed for the three-symbol symbol before it stops in the right area, a predetermined sound is output, and the light-emitting means flashes. When the three-symbol symbol temporarily stops in the right area, the effect image is erased, and a reach is established. In addition, when a reach-enhancing effect is performed that creates anticipation as to whether the same effect pattern will temporarily stop in the left and right areas at the same time, an effect image may be displayed for the two effect patterns before they stop in the left and right areas, a predetermined sound may be output, and the light-emitting means may emit light at a predetermined cycle, as a reach-enhancing effect.

[0318] The reach stimulation emphasis effect may be executable in any of the normal mode, the first specific mode, and the second specific mode. The ease of executing the reach stimulation emphasis effect may differ depending on the effect mode. For example, the reach stimulation emphasis effect may be easier (or harder) to execute in the first specific mode or the second specific mode than in the normal mode. The ease of executing the reach stimulation emphasis effect may be the same in the normal mode, the first specific mode, or the second specific mode. Furthermore, when a specific winning effect is performed, the reach stimulation emphasis effect may be executed more easily in response to a change in a specific predictive target than when the specific winning effect is not performed. In the first specific mode or the second specific mode, when a specific winning effect is performed, the reach stimulation emphasis effect may be executed more easily in response to a change in a specific predictive target than when the specific winning effect is not performed. In the normal mode, the probability of executing the reach stimulation emphasis effect may be the same whether or not the specific winning effect is performed. The rate at which the reach stimulation emphasis effect is executed when a specific winning effect is performed in the first specific mode or the second specific mode may be higher than the rate at which the reach stimulation emphasis effect is executed when a specific winning effect is performed in the normal mode.

[0319] In addition, in the reach stimulation effect, an effect may be performed in which at least one of the left and right effect symbols vibrates while moving at a slow speed, creating anticipation as to whether or not it will stop. In the reach stimulation effect, an operation effect may be performed in which a button image resembling the effect button 17 is displayed, and the button image may be flashed, and an illumination effect may be performed in which the effect button 17 flashes or lights up. In addition, the same reach stimulation emphasis effect may be performed between the first effect symbol (e.g., symbol 2) and the second effect symbol (e.g., symbol 4), and a different reach stimulation emphasis effect may be performed between the first effect symbol (e.g., symbol 2) and the third effect symbol (e.g., symbol 7). Such stimulation effects may be more easily performed in the first specific mode or the second specific mode than in the normal mode. In addition, in the first specific mode or the second specific mode, the same reach stimulation emphasis effect may be performed between the first effect symbol, the second effect symbol, and the third effect symbol. On the other hand, in the normal mode, the first and second effect symbols may produce the same reach-promoting emphasis effect, and the first and third effect symbols may produce different reach-promoting emphasis effects. Conversely, in the normal mode, the first, second, and third effect symbols may produce the same reach-promoting emphasis effect, while in the first specific mode or the second specific mode, the first and second effect symbols may produce the same reach-promoting emphasis effect, and the first and third effect symbols may produce different reach-promoting emphasis effects.

[0320] The reach symbol highlighting effect is an emphasis effect performed on the reach symbol. For example, the reach symbol highlighting effect may include an effect displayed on at least one of two same-type effect symbols temporarily stopped on the left and right, an effect displayed on a background image, an effect displayed on a background image, an effect displayed on a predetermined light-emitting means (e.g., a frame lamp, a board lamp, or the effect button 17) illuminating in a color similar to the effect or a predetermined color in conjunction with the effect display, an effect displayed on a light-emitting means at a predetermined cycle, or an effect output of a predetermined sound. The reach symbol highlighting effect includes a first reach symbol highlighting effect and a second reach symbol highlighting effect. The first reach symbol highlighting effect is an effect that highlights the same type of effect symbols (reach symbols) temporarily stopped on the left and right when the same type of effect symbols temporarily stop on the left and right and a reach is established. The first reach symbol highlighting effect may be, for example, an effect image that spans the left and right reach symbols when a reach is established, an effect image that displays an effect image on each of the left and right reach symbols, or the like. Furthermore, the first reach symbol highlighting effect may be an effect of outputting a predetermined reach establishment sound, an illumination effect by a predetermined light-emitting means, or a vibration effect of vibrating the effect button 17. The second reach symbol highlighting effect is an effect of highlighting the reach symbol during the reach symbol effect after the reach symbol is established. For example, the second reach symbol highlighting effect may be an effect of displaying an effect image suggesting the degree of expectation on the reach symbol temporarily stopped on the left and right during the reach symbol effect, an effect of changing the reach symbol to another reach symbol with a higher degree of expectation, an effect of illuminating a predetermined light-emitting means, or a vibration effect of vibrating the effect button 17. The duration of highlighting the effect symbol in the second reach symbol highlighting effect may be longer than that in the first reach symbol highlighting effect.

[0321] The reach symbol highlighting effect can be executed in any of the normal mode, the first specific mode, and the second specific mode. The ease of executing the reach symbol highlighting effect may differ depending on the effect mode. For example, the reach symbol highlighting effect may be executed more easily (or more difficultly) in the first specific mode or the second specific mode than in the normal mode. The execution rate of the reach symbol highlighting effect when a reach is established may be the same between the normal mode and the first specific mode or the second specific mode. The execution rate of the reach symbol highlighting effect when a reach is established may be the same between the normal mode and the first specific mode or the second specific mode. The execution rate of the reach symbol highlighting effect when a specific winning effect is executed may be higher in the variation of the predicted target than when a specific winning effect is not executed. The execution rate of the reach symbol highlighting effect when a specific winning effect is executed in the first specific mode or the second specific mode may be the same as the execution rate of the reach symbol highlighting effect when a specific winning effect is executed in the normal mode, or the former may be lower (or higher) than the latter.

[0322] The reach establishment sound output in the reach symbol highlighting effect may correspond to the reach symbols that temporarily stop on the left and right. For example, when a 2 symbol temporarily stops in the left and right areas as a reach symbol, a first reach establishment sound may be output. The first reach establishment sound may be the voice of a character corresponding to the character image that constitutes the 2 symbol. Also, when a 3 symbol temporarily stops in the left and right areas as a reach symbol, a second reach establishment sound may be output. The second reach establishment sound may be the voice of a character that corresponds to the character image that constitutes the 3 symbol.

[0323] The jackpot symbol highlighting effect includes an effect that highlights three of the same type of effect symbols (matching symbols) when three of the same type of effect symbols suggesting that a special game will be played are displayed in a visible state when a jackpot or small jackpot is won. The jackpot symbol highlighting effect also includes an effect that highlights a special effect symbol (for example, a single special effect symbol or a combination of special effect symbols that indicate a jackpot or small jackpot that is not a matching symbol) suggesting that a special game will be played when a jackpot or small jackpot is won. For example, the jackpot symbol highlighting effect may include an effect of displaying an effect image around or superimposed on at least one of the three of the same type of effect symbols suggesting that a special game will be played, or an effect of enlarging or reducing the effect symbol suggesting that a special game will be played. In addition, the jackpot symbol highlighting effect may include, along with the display of a symbol suggesting that a special game will be played, outputting a predetermined jackpot sound, illuminating a predetermined light-emitting means (for example, a frame lamp, a board lamp, or the effect button 17), illuminating the light-emitting means at a predetermined cycle, vibrating the effect button 17, and so on.

[0324] The jackpot symbol highlighting effect may be performed multiple times. For example, the jackpot symbol highlighting effect may include a first jackpot symbol highlighting effect and a second jackpot symbol highlighting effect performed after the first jackpot symbol highlighting effect. The first jackpot symbol highlighting effect may be an effect that highlights at least some of the multiple effect symbols that make up the matching symbol. For example, the first jackpot symbol highlighting effect may include effects such as enlarging or reducing at least some of the multiple effect symbols that make up the matching symbol, displaying an effect on at least one of the multiple effect symbols, illuminating a predetermined light-emitting means (e.g., a frame lamp, a panel lamp, or the effect button 17) in conjunction with the display of the effect, illuminating the light-emitting means at a predetermined cycle, outputting a predetermined sound, or vibrating the effect button 17. The second jackpot symbol highlighting effect may also be an effect that highlights each of the multiple effect symbols that make up the matching symbol. For example, the second jackpot symbol highlighting effect may include effects such as displaying an effect on each of the multiple effect symbols that make up the matching symbols without enlarging or reducing each of them, illuminating a predetermined light-emitting means (for example, a frame lamp, a board lamp, or effect button 17) in conjunction with the display of the effect, illuminating the light-emitting means at a predetermined cycle, outputting a predetermined sound, or vibrating effect button 17. Also, a vibration effect that vibrates effect button 17 is performed along with the first jackpot symbol highlighting effect, and then, when the second jackpot symbol highlighting effect is performed, the vibration effect may or may not be performed. If a vibration effect is performed when the second jackpot symbol highlighting effect is performed, the vibration pattern may be different from or the same as the vibration pattern when the first jackpot symbol highlighting effect is performed. Furthermore, when the first jackpot symbol highlighting effect is executed, the predetermined light emitting means may emit light in a first light emitting pattern, and when the second jackpot symbol highlighting effect is executed, the predetermined light emitting means may continue the first light emitting pattern or may emit light in a second light emitting pattern different from the first light emitting pattern. The first light emitting pattern may be a light emitting pattern that causes the light emitting means to emit light in a first cycle, and the second light emitting pattern may be a light emitting pattern that causes the light emitting means to emit light in a second cycle.

[0325] The first jackpot symbol highlighting effect and / or the second jackpot symbol highlighting effect may have a plurality of modes, and depending on the mode of the jackpot symbol highlighting effect, the possibility of transitioning to a state advantageous to the player may be suggested. For example, when the jackpot symbol highlighting effect of the second mode is performed, the possibility of transitioning to a state advantageous to the player may be higher than when the jackpot symbol highlighting effect of the first mode is performed.

[0326] Furthermore, after the first jackpot symbol highlighting effect and / or the second jackpot symbol highlighting effect are performed, the effect symbols suggesting that a special game will be played may change again, and a re-lottery effect may be performed to change the type of symbol combination. In the re-lottery effect, multiple sets of three identical effect symbols are displayed (for example, "333," "444," "555," etc.), creating an effect that makes the player anticipate which type of symbol combination will stop, and whether or not an advantageous special game will be played. In the re-lottery effect, a jackpot symbol highlighting effect may be performed on the stopped effect symbols. When a symbol combination stops in the re-lottery effect, the mode of the jackpot symbol highlighting effect may differ depending on the type of symbol that stops. For example, in the re-lottery effect, if even-numbered symbols stop in a pattern alignment, a first type of jackpot symbol emphasis effect may be performed, if odd-numbered symbols stop in a pattern alignment, a second type of jackpot symbol emphasis effect may be performed, and if 7 symbols stop in a pattern alignment, a third type of jackpot symbol emphasis effect may be performed. Also, after the first jackpot symbol emphasis effect and the second jackpot symbol emphasis effect are performed, a re-lottery effect may be performed, and a third jackpot symbol emphasis effect and a fourth jackpot symbol emphasis effect may be further performed on the effect symbols that have stopped in the re-lottery effect. The first jackpot symbol emphasis effect and the second jackpot symbol emphasis effect performed before the re-lottery effect and the third jackpot symbol emphasis effect and the fourth jackpot symbol emphasis effect performed after the re-lottery effect may be performed in at least a portion in the same manner. For example, the first jackpot symbol highlighting effect and the third jackpot symbol highlighting effect may include an effect in which the effect symbol is enlarged or reduced and a similar effect image is displayed. Also, the second jackpot symbol highlighting effect and the fourth jackpot symbol highlighting effect may include an effect in which the effect symbol is not enlarged or reduced and a similar effect image is displayed. Also, after the first jackpot symbol highlighting effect is performed, the second jackpot symbol highlighting effect may not be performed, and a re-lottery effect may be performed, after which the third jackpot symbol highlighting effect and the fourth jackpot symbol highlighting effect may be performed.

[0327] The jackpot symbol highlighting effect can be executed in any of the normal mode, the first specific mode, and the second specific mode. The ease of executing the jackpot symbol highlighting effect may differ depending on the effect mode. For example, when a symbol alignment stops, the jackpot symbol highlighting effect may be harder (or easier) to execute in the first specific mode or the second specific mode than in the normal mode. When a symbol alignment stops, the jackpot symbol highlighting effect may be harder (or easier) to execute in the second specific mode than in the first specific mode. When a symbol alignment stops, the execution rate of the jackpot symbol highlighting effect may be the same between the normal mode and the first specific mode or the second specific mode. The first specific mode or the second specific mode may be more likely to execute the jackpot symbol highlighting effect without executing the reach symbol highlighting effect than the normal mode. The second specific mode may be more likely to execute the jackpot symbol highlighting effect without executing the reach symbol highlighting effect than the first specific mode. Furthermore, when a specific winning effect is performed, the jackpot symbol highlight effect may be more likely to be executed in the fluctuation of the pre-read target than when the specific winning effect is not performed. When a specific winning effect is performed in the normal mode, the jackpot symbol highlight effect may be executed with a first probability, and when a specific winning effect is performed in the first specific mode or the second specific mode, the jackpot symbol highlight effect may be executed with a second probability higher than the first probability. Furthermore, when a specific winning effect is performed in the first specific mode, the jackpot symbol highlight effect may be executed with a third probability, and when a specific winning effect is performed in the second specific mode, the jackpot symbol highlight effect may be executed with a fourth probability higher (or lower) than the third probability.

[0328] The proportion of modes to be switched to after a special game may vary depending on the type of jackpot symbol highlighting effect. For example, when a first type of jackpot symbol highlighting effect is performed, it may suggest that a transition to the normal mode is easier than the first specific mode after a special game. When a second type of jackpot symbol highlighting effect is performed, it may suggest that a transition to the first specific mode is easier than the normal mode after a special game. When a third type of jackpot symbol highlighting effect is performed, it may suggest that a transition to the first specific mode will occur after a special game. When a fourth type of jackpot symbol highlighting effect is performed, it may suggest that a transition to the second specific mode will occur after a special game.

[0329] In addition, even if the odd-numbered symbols or the 7 symbols do not stop in the jackpot (or small jackpot) notification effect, a first promotion effect may be performed at the start of a special game, thereby transitioning to the first specific mode or the second specific mode after the special game. For example, at the start of a special game, one of the following images may be displayed as an image indicating the start of the special game: a first image indicating a high possibility of transitioning to the normal mode after the special game; a second image indicating a high possibility of transitioning to the first specific mode after the special game; or a third image indicating a transition to the second specific mode after the special game. The first promotion effect may be an effect in which the image indicating the start of the special game changes, for example, from the first image to the second image or the third image (or from the second image to the third image). Furthermore, in the first promotion effect, an odd-numbered symbol or a 7 symbol may be displayed, and a jackpot symbol highlighting effect may be performed to emphasize the symbol alignment. In addition, the first promotion effect may be performed via a progression effect, for example, in response to the destruction of a specified object, the image indicating the start of a special game may change to the second image or the third image, or an odd number pattern or a seven pattern may be displayed and a jackpot pattern emphasis effect may be performed to emphasize the pattern match.

[0330] Furthermore, even if an odd-numbered or seven-numbered combination does not stop during the jackpot (or small jackpot) notification effect, a second promotion effect may be performed during the special game, resulting in a transition to the first or second specific mode after the special game. For example, during the special game, one of a first image indicating a high probability of transition to the normal mode after the special game, a second image indicating a high probability of transition to the first specific mode after the special game, or a third image indicating a transition to the second specific mode after the special game is displayed. The second promotion effect may be, for example, a change from the first image to the second or third image (or from the second image to the third image) during the special game, or a change from the first image to the second or third image during the special game. Furthermore, in the second promotion effect, a jackpot symbol highlight effect may be performed to highlight the combination of odd-numbered or seven-numbered combinations. Also, for example, the second promotion effect may be performed via a progression effect, and in response to the destruction of a specified object, the first image may change to the second image or the third image, or the second image may change to the third image, or an odd number pattern or a seven pattern may be displayed and a jackpot pattern emphasis effect may be performed to emphasize the pattern alignment.

[0331] Furthermore, even if the odd-numbered symbols or the seven symbols do not stop in the jackpot (or small jackpot) notification effect, a third promotion effect may be performed at the end of the special game, resulting in a transition to the first or second specific mode after the special game. At the end of the special game, for example, one of a first image suggesting the start of the normal mode, a second image suggesting the start of the first specific mode, or a third image suggesting the start of the second specific mode is displayed, and the game transitions to the mode corresponding to the displayed image. The third promotion effect may be, for example, a change from the first image to the second or third image (or from the second image to the third image) at the end of the special game, or a display of the second or third image without displaying the first image at the end of the special game. Furthermore, in the third promotion effect, a jackpot symbol highlight effect may be performed to highlight the matching symbols along with the display of the odd-numbered symbols or the seven symbols. Also, for example, the third promotion effect may be performed via a progression effect, and in response to the destruction of a specified object, the first image may change to the second image or the third image, or the second image may change to the third image, or an odd number pattern or a seven pattern may be displayed and a jackpot pattern emphasis effect may be performed to emphasize the pattern alignment.

[0332] Furthermore, before the jackpot symbol highlighting effect, an operation effect prompting an operation of an operation means (e.g., effect button 17) may be executed, and if the operation is performed during the operation valid period of the operation effect, the jackpot symbol highlighting effect may be executed. In the operation effect, it is possible to reduce the brightness of the first light-emitting means (e.g., the light-emitting means of the effect button 17) and the second light-emitting means (e.g., the light-emitting means of the frame lighting device 10), and depending on the operation, it may be possible to execute a first light-emitting effect in which the first light-emitting means is illuminated and a second light-emitting effect in which the second light-emitting means is illuminated as the jackpot symbol highlighting effect. The first light-emitting effect may be executed for a first predetermined time, and then the first light-emitting effect may be terminated, and the second light-emitting effect may be executed for a second predetermined time longer than the first predetermined time, and then the second light-emitting effect may be terminated. The brightness of the first light-emitting means may be reduced first, and then the brightness of the second light-emitting means may be reduced later. Conversely, the brightness of the second light-emitting means may be reduced first, and then the brightness of the second light-emitting means may be reduced later. Furthermore, the brightness of the first light-emitting means and the second light-emitting means may be reduced simultaneously.

[0333] (Emphasis on the preview performance) The emphasis effect related to the preview effect is an effect that emphasizes the preview effect that is performed at various times in the variable effect. The preview effect is an effect that suggests the degree of expectation, and can be performed when the effect symbol is visible or difficult to see. The preview effect can be performed at any timing, for example, before the realization of a reach, during an N reach, during an SP reach, or during an SPSP reach. The preview effect may be, for example, an effect that displays a preview image, a dialogue preview (text effect and audio effect) in which a character speaks a line, a group preview, a step-up preview, a cut-in effect in which an image is displayed interrupting the execution of a specific effect, etc. The preview effect may also include an effect that suggests the possibility of a special game being played, and an effect that suggests that a special game will be played (so-called premium effect).

[0334] The highlighting effect related to the preview effect may be, for example, a display of a frame image surrounding the preview image, or a display of a frame image with a higher expectation level than usual (for example, a gold frame image or a red frame image). The highlighting effect related to the preview effect may also be an effect image displayed around or superimposed on the preview image. The highlighting effect related to the preview effect may also be a display of the preview image enlarging or reducing it, or a display of changing the brightness of the preview image. The highlighting effect related to the preview effect may also be a sound output in conjunction with the display of the preview image, a light-emitting effect that causes a predetermined light-emitting means to emit light, or a vibration effect that vibrates the effect button 17 or the handle. The highlighting effect related to the preview effect may also be a display of the dialogue characters in a manner with a higher expectation level than usual, a display of an effect on the dialogue characters, a display of a dialogue audio with a higher expectation level than usual, or the like. The highlighting effect related to the preview effect may also be a display of an effect in the group preview, a display of a specific character or object in the group preview, or a sound, light-emitting effect, vibration effect, or the like output in conjunction with the display of the group preview. In addition, the emphasis effect related to the preview effect may be an effect that displays an effect on the cut-in image in the cut-in preview, an effect that displays the color of the cut-in image in a color that is more promising than usual, an effect that displays a specific character or outputs the character's voice along with the display of the cut-in image, an illumination effect that illuminates a specified light-emitting means, a vibration effect that vibrates the effect button 17, etc.

[0335] The character used in the line preview may be the same as character A used in the character presentation. The display time of character A in the line preview is shorter than the display time of character A in the character presentation. Also, it is easier to execute an emphasis effect on the presentation pattern (for example, a jackpot pattern emphasis effect) when character A appears during the line preview in the variation presentation of 1 and character A appears in the character presentation than when character A appears during the line preview in the variation presentation of 1.

[0336] When an emphasis effect related to the corresponding display is executed, an emphasis effect related to the preview effect is more likely to be executed than when it is not executed. For example, when an effect image is displayed for a hold icon, a line preview is more likely to be performed in the variable effect corresponding to that hold icon than when it is not displayed, and a character effect and / or a sound effect with a higher expectation than usual may be more likely to be performed in the line preview. Also, for example, when a specific winning sound effect is executed in conjunction with the additional display of a hold icon, a line preview is more likely to be performed in the variable effect corresponding to that hold icon than when it is not executed, and a character effect and / or a sound effect with a higher expectation than usual may be more likely to be performed in the line preview.

[0337] When an emphasis effect on the effect pattern is being performed, the emphasis effect on the preview effect may be limited. Also, when an emphasis effect on the preview effect is being performed when the effect pattern is easily visible, the emphasis effect on the effect pattern may be limited.

[0338] Furthermore, the preview image and the emphasized image related to the preview image that are displayed when the performance pattern is difficult to see may be larger than the preview image and the emphasized image related to the preview image that are displayed when the performance pattern is easy to see. Also, the emphasized effect related to the preview effect may be more easily executed when the performance pattern is difficult to see than when the performance pattern is easy to see.

[0339] The effect mode may be changed more easily when the first emphasis effect is performed than when the second emphasis effect is performed. For example, the effect mode may be changed more easily when the emphasis effect related to the corresponding display is performed than when the symbol emphasis effect when the variation stops is performed. Furthermore, even with the same emphasis effect, the ease of mode change may differ depending on the mode. For example, the effect mode may be changed more easily (or more difficult) when the emphasis effect related to the corresponding display is performed in the first specific mode than when the emphasis effect related to the corresponding display is performed in the normal mode.

[0340] It is possible to execute a first light-emitting effect in which a predetermined light-emitting means emits light, a second light-emitting effect, and a third light-emitting effect, and the third light-emitting effect may be executed more easily when the first light-emitting effect and the second light-emitting effect are executed than when the second light-emitting effect is executed without executing the first light-emitting effect. For example, the first light-emitting effect may be an effect in which a predetermined light-emitting means emits light in accordance with a pending icon or a change in the icon, the second light-emitting effect may be an effect in which a predetermined light-emitting means emits light in a reach symbol highlighting effect, and the third light-emitting effect may be an effect in which a predetermined light-emitting means emits light in a jackpot symbol highlighting effect.

[0341] (Emphasis on operation direction) The operation effect highlights the operation effect. The operation effect highlights the operation effect. For example, the operation effect highlights the button image by enlarging or reducing the size of the button image, such as by enlarging or reducing the button image resembling the effect button 17, by illuminating the button image or by moving the button image, by displaying an effect on the button image itself or its periphery, by displaying an effect on the background of the button image, or by cracking or tearing the button image. For example, the operation effect highlights the button image to encourage the player to operate the effect button 17. This may include a change in the display mode of the button image, or a display of the button image in a mode with a higher expectation (e.g., red, a second size larger than the first size, a second shape) than the normal mode (e.g., white, a first size, a first shape). The operation effect highlights the operation effect by illuminating a predetermined light-emitting means (e.g., a frame lamp, a board lamp, or the light-emitting means of the effect button 17) in conjunction with the display of the button image. The expectation level may vary depending on the mode of the light-emitting effect. The emphasis effect on the operation effect may include a vibration effect that vibrates the effect button 17 along with the display of the button image. The vibration effect may have multiple vibration patterns according to the degree of expectation. The emphasis effect on the operation effect may also include a effect that outputs a predetermined sound along with the display of the button image. There may be multiple types of sounds output according to the degree of expectation.

[0342] Furthermore, as an emphasis effect on the operation effect, an effect may be performed in which a button image resembling the effect button 17 moves periodically. For example, the button image may move up and down, expand and contract repeatedly, or flash. Furthermore, as an emphasis effect on the operation effect, an effect may be performed in which the effect button 17 flashes or emits light in a specific light-emitting pattern. The button image may move periodically in a first cycle, and the effect button 17 may change periodically in a second cycle or emit light continuously.

[0343] Furthermore, before an operation effect is performed, an operation suggestion effect suggesting an operation effect may be performed. The operation suggestion effect is, for example, an effect that makes the player wonder whether an image simulating the effect button 17 will change from an unclear state to a clear state. If the image changes to a clear state, an operation effect is performed, and if the image does not change to a clear state, no operation effect is performed. The operation suggestion effect may also be an effect in which two images simulating the effect button 17 are displayed in a moving manner, making the player wonder whether they will overlap to complete the image simulating the effect button 17. If the image simulating the effect button 17 is completed, an operation effect is performed, and if the image simulating the effect button 17 is not completed, no operation effect is performed. The operation suggestion effect may also be an effect in which an image simulating the effect button 17 is displayed in a moving manner, making the player wonder whether it will stop at the center of the main screen. If the image simulating the effect button 17 stops at the center of the main screen, an operation effect is performed, and if the image simulating the effect button 17 does not stop at the center of the main screen, no operation effect is performed. During such an operation suggestion effect, an emphasis effect on the operation suggestion effect may be performed. For example, an effect may be performed as an operation suggestion effect, in which an image resembling the effect button 17 is displayed to raise the expectation of whether or not it will stop in the center of the screen, and an effect may be performed in which the effect button 17 periodically changes as an emphasis effect on the operation suggestion effect. In this case, the image resembling the effect button 17 does not have to change periodically. Furthermore, the period when the effect button 17 periodically changes in the emphasis effect on the operation suggestion effect may be shorter (or longer) than the period when the effect button 17 periodically changes in the operation effect performed after the operation suggestion effect.

[0344] Furthermore, for example, as an emphasis effect on the operation effect, there is a first button image imitating an operation means (for example, a white button image imitating the effect button 17) and a second button image imitating an operation means (for example, a red button image imitating the effect button 17, or an image imitating another operation means with higher expectations than the effect button 17), and while the first button image is displayed, the first display (for example, the operation of the button image, the display of a text image prompting the button operation, the operation of the text image, etc.) can be repeated. Also, while the second button image is displayed, the second display (for example, the operation of the button image, the operation of the text image, etc.) can be repeated. The number of times the first display is repeated during the effective operation period while the first button image is displayed may be different from or the same as the number of times the second display is repeated during the effective operation period while the second button image is displayed.

[0345] Furthermore, when a short press operation effect is executed, if a button image imitating the effect button 17, an image indicating the operation valid period, and an image indicating the operation method are displayed, an emphasis effect may be performed for the short press operation effect by displaying an image that emphasizes at least a part of these images. Furthermore, as emphasis effects for the short press operation effect, a sound effect according to the operation mode, a light emission effect that causes the effect button 17 to emit light in a first light emission pattern, a vibration effect that causes the effect button 17 to vibrate in a first vibration pattern, etc. may be performed.

[0346] Furthermore, when a long press operation effect is executed, if a button image imitating the effect button 17, an image indicating the operation valid period, and an image indicating the operation method are displayed, an emphasis effect for the long press operation effect may be performed by displaying an image that emphasizes at least a part of these images. The emphasis effect for the long press operation effect is a different form from the emphasis effect for the short press operation effect. Note that part of the emphasis effect for the long press operation effect may be the same form as part of the emphasis effect for the short press operation effect. The emphasis effect for the long press operation effect may include a sound effect according to the operation mode, a light emission effect in which the effect button 17 is made to emit light in a first light emission pattern or a second light emission pattern, a vibration effect in which the effect button 17 is made to vibrate in a first vibration pattern or a second vibration pattern, etc.

[0347] Furthermore, when a rapid-press operation effect is executed, if a button image imitating the effect button 17, an image indicating the operation valid period, and an image indicating the operation method are displayed, an emphasis effect for the rapid-press operation effect may be performed by displaying an image that emphasizes at least a part of these images. The emphasis effect for the rapid-press operation effect is a different form from the emphasis effect for the short press operation effect and the long press operation effect. Note that a part of the emphasis effect for the rapid-press operation effect may be the same form as a part of the emphasis effect for the short press operation effect and the long press operation effect. The emphasis effect for the rapid-press operation effect may include a sound effect according to the operation mode, a light emission effect in which the effect button 17 is illuminated in a first light emission pattern, a second light emission pattern, or a third light emission pattern, a vibration effect in w...

Claims

[Claim 1] A gaming machine capable of executing a special game advantageous to a player, A determination means for determining determination information; game control means for controlling the progress of the game and transmitting predetermined commands based on the determination result of the determination means; a storage means for storing the determination information; a pre-determination means for pre-determining the determination information before the determination by the determination means; A performance control means for controlling a performance based on a command from the game control means, The performance control means It is possible to perform a variation effect in which the identification display changes and then stops, A corresponding display corresponding to the determination information can be displayed, A first emphasis effect regarding the corresponding display can be executed based on a result of the preliminary determination or a result of the determination by the determination means, an object effect using a first object that suggests the possibility of a special game being played can be executed; A second emphasis effect that emphasizes the object effect can be executed, A progression effect can be executed for a second object that can progress from the first state to the second state, Before the progression effect is performed, a progression suggestion effect can be executed that suggests an image to be displayed after the progression effect, When the progression effect is performed, the second emphasis effect can be executed, In the gaming machine, when the first emphasis effect is executed, the second emphasis effect is more likely to be executed than when the first emphasis effect is not executed.

Citation Information

Patent Citations

  • Game machine

    JP2015096091A