Gaming machine

The gaming machine addresses the lack of interestingness in conventional effects by implementing determination and symbol display controls to create varying expectation presentations, enhancing player engagement and entertainment.

JP2026083197APending Publication Date: 2026-05-19SANSEI R&D KK
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2026-02-27
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

Conventional gaming machines lack sufficient interestingness in their effects, necessitating an enhancement in player engagement and anticipation through effect control.

Method used

A gaming machine with determination means for special games, symbol display control, performance control, and pre-determination mechanisms to vary the probability and manner of effect symbol display, creating different expectation presentations based on prior determinations.

Benefits of technology

Enhances player engagement by varying the probability and manner of effect symbol display, increasing the entertaining and engaging nature of the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a gaming machine capable of executing highly entertaining and engaging performances. [Solution] The performance control means provided by the gaming machine is capable of executing related performances related to the display of changing performance symbols, and is also capable of executing a first expectation performance and a second expectation performance that make the player expect the performance symbols to stop and display in a specific manner to notify that a special game is being played. The possibility of the performance manner of the related performance changing differs depending on whether the first expectation performance is being executed, whether the second expectation performance is being executed, or whether neither of these expectation performances is being executed. Furthermore, the possibility of the performance symbols stopping and displaying in a specific manner differs depending on whether the first expectation performance is being executed, whether the second expectation performance is being executed, or whether neither of these expectation performances is being executed.
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Description

Technical Field

[0001] The present invention relates to a gaming machine provided with effect control means for controlling effects.

Background Art

[0002] For example, in a gaming machine such as a pachinko machine, when a game ball wins in a start port, it is determined whether to execute a special game advantageous to the player, and after a special symbol is variably displayed, a special symbol indicating the result of the above determination is stopped and displayed. Among this type of gaming machine, there are those that variably display an effect symbol in accordance with the variable display of a special symbol, stop and display the effect symbol in a manner that notifies the result of the above determination in accordance with the stop display of the special symbol, and execute an icon change effect that changes a hold icon or the color of the icon based on the result of a preliminary determination executed prior to the above determination (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, the effects performed by conventional gaming machines do not necessarily have sufficient interestingness, and further improvement in interestingness is required.

[0005] Therefore, an object of the present invention is to provide a gaming machine capable of executing an effect with high interestingness.

Means for Solving the Problems

[0006] The gaming machine according to the first invention for solving the above problems is determination means for determining whether to execute a special game advantageous to the player, When the above determination is made, a symbol display control means is provided which causes a special symbol to be displayed in a variable manner on a predetermined symbol display means, and then stops displaying the special symbol indicating the result of the determination. When the special game is executed and a special symbol indicating that the determination means has determined to be executed is stopped and displayed on the symbol display means, the special game execution means executes the special game, A means for reserving the right to make the aforementioned determination up to a predetermined number, A pre-determination means that performs a pre-determination on whether or not to perform the special game before the determination is made on the right that has been reserved by the reservation means, It comprises a performance control means for controlling the performance, The aforementioned performance control means is The special symbol is displayed in a variable manner, and the performance symbol is displayed in a variable manner in conjunction with the special symbol's stop, and the performance symbol is displayed in a manner that notifies the result of the judgment, It is possible to perform related effects related to the display of the aforementioned effect symbols, Based on the results of the prior determination, it is possible to perform an expectation-based presentation that makes the audience expect the special game to be executed by stopping and displaying the performance symbols in a specific manner. The aforementioned expectation presentation includes a first expectation presentation and a second expectation presentation that is different from the first expectation presentation. The possibility of the performance mode of the related performance changing differs depending on whether the first expectation performance is being performed, the second expectation performance is being performed, or neither the first nor the second expectation performance is being performed. The present invention is characterized in that the probability of the performance symbols stopping and being displayed in the specified manner differs from that of the case when the first expectation performance is performed, when the second expectation performance is performed, and when neither the first nor the second expectation performance is performed.

[0007] According to this gaming machine, the probability of the related effects changing differs depending on whether the first expectation effect is being performed, whether the second expectation effect is being performed, or whether neither the first nor the second expectation effect is being performed. Therefore, by appropriately controlling the execution of each expectation effect, it is possible to effectively increase the player's expectation regarding changes in the related effects' presentation. Furthermore, the probability of the effect symbols stopping and being displayed in a specific manner differs depending on whether the first expectation effect is being performed, whether the second expectation effect is being performed, or whether neither the first nor the second expectation effect is being performed. Therefore, by appropriately controlling the execution of each expectation effect, it is possible to effectively increase the player's expectation regarding the effect symbols stopping and being displayed in a specific manner. [Effects of the Invention]

[0008] This invention makes it possible to perform highly entertaining and engaging performances. [Brief explanation of the drawing]

[0009] [Figure 1] Front view of gaming machine 1 [Figure 2] Front view of game board 2 [Figure 3] Enlarged view of the main display unit 40 in Figure 2. [Figure 4] Block diagram showing an example of the configuration of the control device installed in the gaming machine 1. [Figure 5] Diagram illustrating the game state of gaming machine 1. [Figure 6] An explanatory diagram illustrating the flow of events during normal gameplay. [Figure 7] An explanatory diagram for describing the button press animation during a reach. [Figure 8] Screen diagram showing a specific example of a suggestive presentation. [Figure 9] This diagram explains the relationship between the display color of the suggestive image and the probability of the suggestive effect occurring. [Figure 10] Screen diagram showing a specific example of the staged presentation in the first presentation pattern. [Figure 11] Screen diagram showing a specific example of the stage performance of the second performance pattern [Figure 12] Explanatory diagram for explaining the storage area of the main RAM 83 and the information stored in each storage area [Figure 13] Flowchart exemplifying the interrupt processing executed in the main control board 80 [Figure 14] Detailed flowchart of the sensor detection process in step S2 of FIG. 13 [Figure 15] Detailed flowchart of the preliminary determination process in steps S211 and S219 of FIG. 14 [Figure 16] Detailed flowchart of the special symbol process in step S3 of FIG. 13 [Figure 17] Detailed flowchart of the big win determination process in step S308 of FIG. 16 [Figure 18] Detailed flowchart of the variable pattern selection process in step S309 of FIG. 16 [Figure 19] Detailed flowchart of the special symbol stop time process in step S317 of FIG. 16 [Figure 20] Flowchart exemplifying the game state setting process executed when the big win game ends in the main control board 80 [Figure 21] Flowchart exemplifying the interrupt processing executed in the sub-control board 90 [Figure 22] Detailed flowchart of the command reception process in step S10 of FIG. 21 [Figure 23] Detailed flowchart of the pending command reception process in step S13 of FIG. 22 [Figure 24] Detailed flowchart of the variable start command reception process in step S16 of FIG. 22 [Figure 25] Detailed flowchart of the variable performance pattern setting process in step S163 of FIG. 24 [Figure 26] Detailed flowchart of the preview performance pattern setting process in step S164 of FIG. 24 [Figure 27]A flowchart illustrating the interrupt processing performed on the image and sound control board 100. [Figure 28] Detailed flowchart of the image display control process in step S71, Figure 27 [Figure 29] Schematic diagrams of the first performance component 61 and the second performance component 62. [Figure 30] Block diagram showing an example of the configuration of the control device included in the gaming machine 1 according to the second embodiment. [Figure 31] An explanatory diagram illustrating the probability and characteristics of jackpots in various in-game animations (Part 1) [Figure 32] An explanatory diagram illustrating the probability and characteristics of jackpots in various in-game animations (Part 2) [Figure 33] A screen diagram showing a specific example of a charge animation that constitutes a reliability indication animation. [Figure 34] Screen diagram showing a specific example of a pre-announcement cut-in effect. [Figure 35] A time chart to explain the charge animation and the pre-announcement cut-in animation. [Figure 36] This diagram illustrates specific examples of corresponding animations for animations that suggest reliability. [Figure 37] An explanatory diagram illustrating the flow of a series of effects, including the action effects of the first and second special effects components 61 and 62. [Figure 38] An explanatory diagram illustrating the sequence of effects that make up a special variation effect. [Figure 39] Screenshot (Part 1) showing a specific example of a special variation effect. [Figure 40] Screenshot (Part 2) showing a specific example of a special variation effect. [Figure 41] An explanatory diagram illustrating the characteristics of various effects performed during special variation effects. [Figure 42] An explanatory diagram illustrating the flow of a series of effects that make up the first route and the second route. [Figure 43] An explanatory diagram illustrating the reliability and characteristics of jackpots, such as route-based presentations. [Figure 44] Diagram illustrating specific examples of events that suggest a guaranteed success. [Figure 45]An explanatory diagram (Part 1) illustrating the flow of a series of effects, including related effects, that are associated with the display of changing symbols. [Figure 46] An explanatory diagram (part 2) illustrating the flow of a series of effects, including related effects, that are associated with the display of changing symbols. [Figure 47] Screen diagram (Part 1) showing a concrete example of a series of effects, including related effects. [Figure 48] Screen diagram (part 2) showing a concrete example of a series of effects, including related effects. [Figure 49] An explanatory diagram illustrating the probability and characteristics of big wins in related effects and other features. [Modes for carrying out the invention]

[0010] [First Embodiment] Hereinafter, a game machine (pachinko game machine) 1 according to the first embodiment of the present invention will be described with reference to the drawings as appropriate.

[0011] [Example configuration of gaming machine 1] First, an example of the configuration of the gaming machine 1 will be described with reference to Figures 1 and 2. Here, Figure 1 is a front view of the gaming machine 1, and Figure 2 is a front view of the game board 2. As shown in Figures 1 and 2, the gaming machine 1 comprises a gaming machine frame 30 and a game board 2 mounted within the gaming machine frame 30. The gaming machine frame 30 is composed of a front frame 31 having a decorative surface, a main frame for mounting the game board 2, etc., and an outer frame for fixing the gaming machine 1 to the island equipment in the hall. The front frame 31 supports a glass plate that is arranged parallel to the game board 2 at a predetermined distance, and this glass plate and the game board 2 form a game area 3 through which game balls can flow.

[0012] As shown in Figure 1, the front frame 31 is provided with a launching handle 32 for launching game balls, an upper tray 33 for storing game balls supplied to a launching device (not shown), and a lower tray 34 for storing game balls that cannot be stored in the upper tray 33. When a player grips the launching handle 32 and rotates it clockwise, the game balls stored in the upper tray 33 are guided to the launching device and launched with a launching force corresponding to the rotation angle of the launching handle 32. The launched game balls move along the rail member 4 located on the left side of the game area 3, and are then guided to the upper position of the game area 3. There, they flow down the game area 3 along the game board 2, changing their direction of movement by coming into contact with game pins, windmills, etc., provided in the game area 3.

[0013] Furthermore, a ball return prevention piece 6 is provided at the end of the rail member 4, which prevents game balls that have entered the game area 3 from returning to the launching device. In addition, a stop button is provided in close proximity to the launching handle 32, allowing the player to temporarily stop the launch of game balls without having to return the launching handle 32 to its initial position by operating this stop button.

[0014] When a player rotates the launch handle 32 by a small angle ("left shot"), the game ball is launched with a relatively weak launch force, and this game ball flows down the left game area 3L. On the other hand, when a player rotates the launch handle 32 by a large angle ("right shot"), the game ball is launched with a relatively strong launch force, and this game ball moves along the rail member 4 located to the upper right of the center decorative body 10 before flowing down the right game area 3R.

[0015] In the left game area 3L, the path through which the game balls pass is provided with a first start opening 21, a second start opening 22, an opening / closing member 23, and three general prize openings 24 as mechanisms related to winning and determining the outcome (see Figure 2). In the right game area 3R, the path through which the game balls pass is provided with the above-mentioned second start opening 22, opening / closing member 23, one general prize opening 24, a gate 25, a first large prize opening 26, an opening / closing member 27, a second large prize opening 28, and an opening / closing member 29 as mechanisms related to winning and determining the outcome (see Figure 2).

[0016] Game balls launched from the launching device may enter one of the following locations as they flow down the game area 3 along the game board 2: the first starting port 21, the second starting port 22, the general prize port 24, the first major prize port 26, or the second major prize port 28. In this case, a predetermined number of prize balls corresponding to the location where the ball entered are dispensed into the upper tray 33 or the lower tray 34. Game balls that do not enter any of these locations are discharged from the game area 3 through an outlet formed at the lower end of the game board 2.

[0017] A center ornament 10 is provided in the opening formed in the center of the game board 2. This center ornament 10 is composed of a stage section 11 having a game ball rolling surface on which game balls can roll, and a warp section 12 with a warp entrance and a warp exit at both ends. Game balls flowing down the left game area 3L may enter the warp section 12 from the warp entrance, and these game balls are discharged from the warp exit and guided to the stage section 11. Guide grooves are formed at the left and right center of the stage section 11 to guide game balls rolling on the stage section 11 toward the first start opening 21. For this reason, game balls guided to the stage section 11 via the warp section 12 are more likely to enter the first start opening 21 than game balls flowing down the left game area 3L without passing through the warp section 12.

[0018] The first starting port 21 is a starting area that is always open. The second starting port 22 is a starting area that is closed when the opening / closing member 23, which is a normal electric mechanism, is not operating, and is opened when the opening / closing member 23 operates. In the game machine 1, when a game ball enters the first starting port 21 (or the second starting port 22), it is determined whether or not to execute a special game (jackpot game) that is advantageous to the player. Then, in the first special symbol display 41 (or the second special symbol display 42), which will be described later, symbols are displayed in a changing manner, and a symbol indicating the result of the above determination (jackpot symbol or losing symbol) is displayed in a stopped state. If a jackpot symbol is displayed in a stopped state, a jackpot game is executed that opens the first large prize port 26 or the second large prize port 28. If a losing symbol is displayed in a stopped state, the jackpot game is not executed.

[0019] In the following explanation, the judgment performed in response to a game ball entering the first starting opening 21 will be referred to as the "first special symbol judgment," the judgment performed in response to a game ball entering the second starting opening 22 will be referred to as the "second special symbol judgment," and these will be collectively referred to as the "special symbol judgment."

[0020] The first large prize slot 26 is a special prize area that is opened according to the result of the special symbol judgment. An opening / closing member 27, which is a plate that opens and closes the first large prize slot 26, is provided at the opening of the first large prize slot 26. The first large prize slot 26 is normally closed by this opening / closing member 27. However, when a predetermined jackpot symbol is stopped and displayed on the first special symbol indicator 41 (or the second special symbol indicator 42), a jackpot game is executed in which the opening / closing member 27 is activated to open the first large prize slot 26. During this jackpot game, a long opening round game is performed multiple times in which the opening / closing member 27 maintains an open position (see Figure 2) that opens the first large prize slot 26 and then returns to a closed position that closes the first large prize slot 26. In this embodiment, each long opening round game that opens the first large prize slot 26 continues until 10 game balls enter the first large prize slot 26, or until 25 seconds have elapsed since the first large prize slot 26 was opened.

[0021] The second large prize slot 28 is a special prize area that is opened according to the result of the special symbol judgment. An opening / closing member 29, which is a wing-type member that opens and closes the second large prize slot 28, is provided at the opening of the second large prize slot 28. Normally, the second large prize slot 28 is closed by this opening / closing member 29. However, when a predetermined jackpot symbol is stopped and displayed on the first special symbol indicator 41 (or the second special symbol indicator 42), a jackpot game is executed in which the opening / closing member 29 is activated to open the second large prize slot 28. During this jackpot game, a long opening round game is performed multiple times in which the opening / closing member 29 maintains an open position (see Figure 2) that opens the second large prize slot 28 and then returns to a closed position that closes the second large prize slot 28. In this embodiment, each long opening round game that opens the second large prize slot 28 continues until 10 game balls enter the second large prize slot 28, or until 25 seconds have elapsed since the second large prize slot 28 was opened.

[0022] Thus, during a jackpot, multiple long-opening rounds are played in which the first large prize slot 26 (or the second large prize slot 28) is opened for an extended period. Therefore, by shooting to the right during a jackpot, players can obtain more prize balls than when a jackpot is not occurring.

[0023] For the sake of explanation, Figure 2 shows the state in which the opening / closing members 27 and 29 are in the open position, opening the large prize slots 26 and 28, when the performance symbols are being displayed on the display screen 70 of the image display device 7. However, in reality, the opening / closing members 27 and 29 are never in the open position while the performance symbols are being displayed. Also, in long-opening round games, either the first large prize slot 26 or the second large prize slot 28 is used, so in reality, these large prize slots are not opened simultaneously as shown in Figure 2. Furthermore, which of the two large prize slots, the first large prize slot 26 or the second large prize slot 28, is used to play a jackpot is predetermined according to the type of jackpot.

[0024] An opening / closing member 23 (see Figure 2) is positioned close to the second start port 22. This opening / closing member 23 can change its position between a closed position, where it closes the second start port 22, and an open position, where it opens the second start port 22 (see Figure 2).

[0025] The second starting opening 22 is normally closed by the opening / closing member 23. However, when a game ball shot by a player to the right passes through the gate 25, although no prize balls are dispensed, a decision is made as to whether or not to open the second starting opening 22. If it is decided to open the second starting opening 22, the opening / closing member 23 maintains an open position for a predetermined time and then returns to a closed position a predetermined number of times. In this way, the second starting opening 22 is difficult for game balls to pass through when the opening / closing member 23 is not operating, but becomes easy for game balls to pass through when the opening / closing member 23 is operating.

[0026] In the following explanation, the judgment performed when a game ball passes through gate 25 will be referred to as "normal symbol judgment".

[0027] The general prize slot 24 is always open, just like the first starting slot 21, and dispenses a predetermined number of prize balls when a game ball enters it. However, unlike the first starting slot 21, no judgment is made when a game ball enters the general prize slot 24.

[0028] [Example configuration of the main display unit 40] Figure 3 is an enlarged view of the main display unit 40 in Figure 2. As illustrated in Figure 3, the main display unit 40 is composed of a first special symbol display unit 41, a second special symbol display unit 42, a regular symbol display unit 43, a first special symbol hold display unit 44, a second special symbol hold display unit 45, a regular symbol hold display unit 46, a round display unit 47, a game status display unit 48, a launch direction display unit 49, and the like.

[0029] The first special symbol indicator 41 is composed of eight LEDs, indicated by "i" to "p". When a first special symbol determination is made, the indicator displays a changing symbol and then stops the symbol indicating the determination result of the first special symbol determination, thereby notifying the determination result of the first special symbol determination. Specifically, for example, the changing symbol is displayed by lighting up the eight LEDs in sequence, and the stopped symbol is displayed by lighting up each LED for a predetermined set time (for example, 0.6 seconds) in a combination corresponding to the determination result of the first special symbol determination. If the determination result of the first special symbol determination is "jackpot", as the changing symbol display ends, for example, some of the eight LEDs will light up and the rest will turn off, resulting in a special symbol 1 jackpot pattern. However, during the changing symbol display, the eight LEDs will not indicate the special symbol 1 jackpot pattern. For example, the illumination pattern of the eight LEDs 0.1 seconds before the changing symbol display ends will be different from the special symbol 1 jackpot pattern.

[0030] The second special symbol indicator 42 is composed of eight LEDs labeled "a" to "h". When a second special symbol determination is made, the indicator displays a changing symbol and then stops the symbol indicating the determination result of the second special symbol determination, thereby notifying the determination result of the second special symbol determination. Specifically, for example, the changing symbol is displayed by sequentially lighting up the eight LEDs, and the stopped symbol is displayed by lighting up each LED for a predetermined set time (e.g., 0.6 seconds) in a combination corresponding to the determination result of the second special symbol determination. If the determination result of the second special symbol determination is "jackpot", as the changing symbol display ends, for example, some of the eight LEDs will light up and the rest will turn off, resulting in a special symbol 2 jackpot pattern. However, during the changing symbol display, the eight LEDs do not indicate the special symbol 2 jackpot pattern. For example, the illumination pattern of the eight LEDs 0.1 seconds before the changing symbol display ends is different from the special symbol 2 jackpot pattern.

[0031] The first special symbol indicator 41 (or the second special symbol indicator 42) displays either a "jackpot symbol" indicating a jackpot or a "losing symbol" indicating a loss, as symbols indicating the result of the first special symbol judgment (or second special symbol judgment). In the gaming machine 1, multiple jackpot symbols are available, each different from the other, depending on the type of jackpot. When a jackpot symbol is displayed, a jackpot game is played in which the first or second large prize slot 26 or 28 is opened in an opening pattern corresponding to the type of jackpot symbol.

[0032] The normal symbol indicator 43 is composed of two LEDs indicated by "s" and "t". When a normal symbol is determined, the indicator displays a changing symbol and then stops the symbol indicating the result of the normal symbol determination, thereby notifying the player of the determination result. Specifically, for example, the two LEDs are lit alternately to display a changing symbol, and the symbol is stopped by lighting each LED for a predetermined time (for example, 0.5 seconds) in a lighting pattern corresponding to the result of the normal symbol determination. If a winning symbol is displayed as stopped, an auxiliary game is performed in which the opening / closing member 23 is operated in an opening pattern corresponding to the current game state to open the second start opening 22.

[0033] In the following explanation, the symbols displayed on the first special symbol indicator 41 and the second special symbol indicator 42 will be referred to as "special symbols," and the symbols displayed on the regular symbol indicator 43 will be referred to as "regular symbols." In addition, the special symbols displayed on the first special symbol indicator 41 may be referred to as "first special symbols," and the special symbols displayed on the second special symbol indicator 42 may be referred to as "second special symbols" to distinguish between the two.

[0034] The first special symbol hold indicator 44 is composed of two LEDs labeled "u" and "v", and the lighting pattern of these LEDs indicates the number of holds for the first special symbol judgment. The second special symbol hold indicator 45 is composed of two LEDs labeled "w" and "x", and the lighting pattern of these LEDs indicates the number of holds for the second special symbol judgment. In this embodiment, the upper limit for the number of holds in each of these is set to "4". The regular symbol hold indicator 46 is composed of two LEDs labeled "q" and "r", and the lighting pattern of these LEDs indicates the number of holds for the regular symbol judgment.

[0035] The round indicator 47 displays the number of rounds in the long-open round game that is executed in accordance with the jackpot corresponding to the jackpot when a jackpot symbol is stopped and displayed on the first special symbol indicator 41 or the second special symbol indicator 42. The round indicator 47 is composed of LEDs for 4R, 6R, 8R, and 10R, and the number of rounds in the long-open round game is indicated when any of these LEDs light up.

[0036] The game state indicator 48 is composed of three LEDs labeled "a1 to a3", and the lighting pattern of these LEDs indicates the game state of the game machine 1. The launch direction indicator 49 is composed of two LEDs labeled "y to z", and the lighting pattern of these LEDs indicates the launch direction of the game ball. That is, it indicates whether the player should shoot to the left or to the right.

[0037] [Example of the configuration of the performance features included in gaming machine 1] As illustrated in Figures 1 and 2, the game board 2 and the front frame 31 are equipped with various elements for performing different effects, including decorative elements 13, movable decorative elements 14, frame lamps 37, speakers 38, effect indicators 125, first special effect symbol hold indicator 126, second special effect symbol hold indicator 127, etc. In addition, an image display device 7 is provided at the rear of the game board 2.

[0038] The decorative component 13 incorporates a panel lamp 5 (see Figure 4) which has multiple LEDs, and various light effects can be created by changing the lighting and flashing patterns of each LED or by changing the light color of each LED.

[0039] The movable decorative member 14 is positioned in front of the image display device 7 and behind the decorative member 13. The movable decorative member 14 has multiple LEDs built in, and the movable decorative member 14 performs predetermined effects through both its own movement and / or light. In this embodiment, a predetermined space is provided between the game board 2 and the display screen 70 of the image display device 7 in which the movable decorative member 14 can operate, and the movable decorative member 14 is configured to move up and down along the display screen 70. Normally, the movable decorative member 14 is positioned in an initial position (see Figure 2) in which most of it is hidden behind the decorative member 13 and only the lower end of the movable decorative member 14 is visible. In contrast, the movable decorative member 14, for example, when a preview effect with a relatively high probability of a jackpot is executed using the image display device 7 or speaker 38, or when it suggests a jackpot, emits light in a predetermined light emission pattern and drops to an operating position that covers most of the display screen 70.

[0040] The frame lamp 37 is composed of multiple LEDs built into various locations on the front frame 31, and various lighting effects are created by changing the lighting and flashing patterns of each LED, or by changing the light color of each LED.

[0041] The image display device 7 is a liquid crystal display device that displays performance images on its display screen 70, and the player can view the display screen 70 through an opening formed in the center of the game board 2. The display screen 70 displays performance images that include various display objects such as performance symbols that notify the result of the special symbol judgment, characters and items, hold images (hold icons) that are displayed in the same number as the number of holds for the first special symbol judgment (or second special symbol judgment), and variation indication images (the said icon) that indicate that the special symbol is currently changing. Note that the image display device 7 is not limited to a liquid crystal display device, but may be other image display devices such as an EL display device, as long as it is capable of displaying performance images.

[0042] The speaker 38 outputs sound effects such as music, voices, and sound effects in sync with or asynchronously with the display effects performed on the display screen 70 to create sound effects.

[0043] The performance indicator 125 is composed of two LEDs and displays changing symbols in accordance with the changing display of special symbols and performance symbols, and displays a stopped symbol indicating the result of the special symbol judgment in accordance with the stopping display of special symbols and performance symbols. The performance indicator 125 indicates the result of the special symbol judgment by the combination of lighting and extinguishing of each LED and the lighting color.

[0044] The first special symbol hold indicator 126 is composed of two LEDs, and the combination of lighting and extinguishing of each LED displays the same number of holds for the first special symbol judgment as displayed on the first special symbol hold indicator 44. The second special symbol hold indicator 127 is composed of two LEDs, and the combination of lighting and extinguishing of each LED displays the same number of holds for the second special symbol judgment as displayed on the second special symbol hold indicator 45.

[0045] [Example of the configuration of the input means provided by the gaming machine 1] As illustrated in Figure 1, the front frame 31 is provided with a first performance button 35 and a second performance button 36 as input means that can be used by the player. The first performance button 35 is a push button for inputting operation information by pressing it. The second performance button 36 is a push button for inputting operation information by grasping the gripping part of the second performance button 36 and pressing it down. In the gaming machine 1, performances may be displayed in response to the operation of the first performance button 35 or the second performance button 36.

[0046] Furthermore, the first performance button 35 incorporates a first performance button lamp 352 (see Figure 4) consisting of multiple LEDs that illuminate the first performance button 35, and the second performance button 36 incorporates a second performance button lamp 362 (see Figure 4) consisting of multiple LEDs that illuminate the second performance button 36. In the gaming machine 1, the first performance button lamp 352 illuminates in one of several colors to prompt the player to operate the first performance button 35 during the valid period when the operation of the first performance button 35 is effective. In addition, the first performance button 35 incorporates a vibration motor 353 (see Figure 4) consisting of an eccentric motor that vibrates the first performance button 35, and in the gaming machine 1, a jackpot is announced when the performance symbols that announce a jackpot are displayed on the display screen 70, and the first performance button 35 vibrates in conjunction with this. Furthermore, in the gaming machine 1, the second effect button lamp 362 lights up in one of several colors to prompt the player to operate the second effect button 36 during the valid period when the operation of the second effect button 36 is valid.

[0047] The configuration of the input means is not limited to that exemplified in this embodiment, and may be other. For example, in this embodiment, the case in which the gaming machine 1 has two input means is described, but there may be one or three or more input means. Furthermore, the input means is not limited to push buttons, but may also be other things such as a touch panel capable of detecting the player's touch operation, an optical sensor capable of detecting the player's hand held over the display screen 70, a joystick that can be moved forward, backward, left, and right to specify position and direction, or an input means that the player can grasp and change posture with.

[0048] [Configuration of the control device provided by the gaming machine 1] Figure 4 is a block diagram showing an example of the configuration of the control device provided by the gaming machine 1. A control device for controlling the operation of the gaming machine 1 is provided on the back of the game board 2. As illustrated in Figure 4, the control device of the gaming machine 1 consists of a main control board 80 that controls the progress of the game using game balls, a sub-control board 90 that comprehensively controls the effects based on information from the main control board 80, an image and sound control board 100 that controls the effects using images and sounds, and a lamp control board 120 that controls the effects using various lamps and movable members. In this embodiment, the main control board 80 functions as a game control unit that controls the progress of the game, and the sub-control board 90, the image and sound control board 100, and the lamp control board 120 function as effect control units that control the effects. Note that the configuration of the control device is not limited to this, and for example, the sub-control board 90, the image and sound control board 100, and the lamp control board 120 may be composed of a single board.

[0049] <Example configuration of the main control board 80> The main control board 80 includes a main CPU 81, a main ROM 82, and a main RAM 83. The main CPU 81 performs various calculations related to judgment and the number of prize balls to be paid out based on the program stored in the main ROM 82. The main RAM 83 is used as a storage area for temporarily storing various data used by the main CPU 81 when executing the above program, and as a work area for data processing, etc.

[0050] The main control board 80 is connected to the first start port sensor 211, the second start port sensor 221, the gate sensor 251, the first major prize port sensor 261, the second major prize port sensor 281, the general prize port sensor 241, the second start port solenoid 222, the first major prize port solenoid 262, and the second major prize port solenoid 282. Although the gaming machine 1 of this embodiment is equipped with four general prize port sensors 241 corresponding to the four general prize ports 24, only one general prize port sensor 241 is shown in Figure 4 for the sake of explanation.

[0051] The first start port sensor 211 detects when a game ball enters the first start port 21 and outputs a detection signal to the main control board 80. The second start port sensor 221 detects when a game ball enters the second start port 22 and outputs a detection signal to the main control board 80. The gate sensor 251 detects when a game ball passes through the gate 25 and outputs a detection signal to the main control board 80. The first large prize port sensor 261 detects when a game ball enters the first large prize port 26 and outputs a detection signal to the main control board 80. The second large prize port sensor 281 detects when a game ball enters the second large prize port 28 and outputs a detection signal to the main control board 80. The general prize port sensor 241 detects when a game ball enters the general prize port 24 and outputs a detection signal to the main control board 80.

[0052] The second start port solenoid 222 is an electric solenoid connected to the opening / closing member 23 so as to be able to transmit driving force, and operates the opening / closing member 23 based on a control signal from the main control board 80 to open and close the second start port 22. The first large prize port solenoid 262 is an electric solenoid connected to the opening / closing member 27 so as to be able to transmit driving force, and operates the opening / closing member 27 based on a control signal from the main control board 80 to open and close the first large prize port 26. The second large prize port solenoid 282 is an electric solenoid connected to the opening / closing member 29 so as to be able to transmit driving force, and operates the opening / closing member 29 based on a control signal from the main control board 80 to open and close the second large prize port 28.

[0053] Although not shown in the diagram, the gaming machine 1 is equipped with a payout control board that controls a drive motor that sends game balls from a ball tank located on the back side of the game board 2 to supply game balls to the upper tray 33 or lower tray 34. When the main CPU 81 receives detection signals from the first start port sensor 211, the second start port sensor 221, the first large prize port sensor 261, the second large prize port sensor 281, or the general prize port sensor 241, it instructs the payout control board to pay out a predetermined number of prize balls corresponding to the location where the game ball has entered, and also manages the number of prize balls to be paid out based on the information from the payout control board.

[0054] Furthermore, the main CPU 81 acquires various random numbers as acquired information when a detection signal is input from the first start port sensor 211, and uses the acquired random numbers to perform a first special symbol determination. Also, the main CPU 81 acquires various random numbers as acquired information when a detection signal is input from the second start port sensor 221, and uses the acquired random numbers to perform a second special symbol determination. Here, the various random numbers specifically refer to the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number.

[0055] The jackpot random number is used to determine whether it is a jackpot or a miss. The symbol random number is used to determine the type of jackpot (such as the number of rounds in the jackpot game or the game state after the jackpot game ends) when it is determined to be a jackpot. The reach random number is used to determine whether a reach animation is performed or not when it is determined to be a miss. The variation pattern random number is used to determine the variation pattern of the special symbols when they are displayed in a variation state.

[0056] The main CPU 81 acquires these random numbers when a game ball enters the first starting slot 21 (or second starting slot 22), and first determines whether to execute a jackpot game based on whether the acquired jackpot random number matches a predetermined random number (winning value) stored in the main ROM 82. If it is determined to execute a jackpot game based on the fact that the jackpot random number matches a winning value, the type of jackpot is determined based on which of the predetermined random numbers (which are compared with the symbol random number) stored in the main ROM 82 matches the symbol random number acquired along with the jackpot random number.

[0057] Here, examples of the types of jackpots include the "4R probability variation jackpot," in which the game is controlled in a probability variation state after a jackpot game that includes 4 long-opening rounds; the "6R probability variation jackpot," in which the game is controlled in a probability variation state after a jackpot game that includes 6 long-opening rounds; the "8R probability variation jackpot," in which the game is controlled in a probability variation state after a jackpot game that includes 8 long-opening rounds; and the "10R probability variation jackpot," in which the game is controlled in a probability variation state after a jackpot game that includes 10 long-opening rounds.

[0058] On the other hand, if the main CPU 81 determines that it will not perform a jackpot game based on the fact that the acquired jackpot random number does not match the winning value, it decides whether to perform a reach animation or a no-reach animation based on whether the reach random number acquired along with the jackpot random number matches a predetermined random number (a random number corresponding to a reach) stored in the main ROM 82 (which is compared with the reach random number). In addition, regardless of the result of the determination based on the jackpot random number, the main CPU 81 determines the variation pattern of the special symbols when displaying them based on the variation pattern random number acquired along with the jackpot random number. This determines the variation time of the special symbols.

[0059] When the main CPU 81 determines that it is time to execute a jackpot game and has determined the type of jackpot, it controls the opening and closing of the first large prize slot 26 (or the second large prize slot 28) via the first large prize slot solenoid 262 (or the second large prize slot solenoid 282) to execute a jackpot game according to the type of jackpot.

[0060] Furthermore, the main CPU 81 acquires a random number (normal symbol random number) when it receives a detection signal from the gate sensor 251, and uses the acquired normal symbol random number to perform normal symbol determination. If the result of this normal symbol determination determines that the second start opening 22 should be opened, the CPU 81 controls the opening and closing of the second start opening 22 via the second start opening solenoid 222 to perform an auxiliary game that opens the second start opening 22.

[0061] Furthermore, the main control board 80 is connected to a first special symbol indicator 41, a second special symbol indicator 42, a regular symbol indicator 43, a first special symbol hold indicator 44, a second special symbol hold indicator 45, a regular symbol hold indicator 46, a round indicator 47, a game status indicator 48, and a launch direction indicator 49.

[0062] The main CPU 81 controls these displays 41 to 49 that constitute the main display unit 40 to execute the display processing described above based on Figure 3.

[0063] <Example configuration of sub-control board 90> The sub-control board 90 includes a sub-CPU 91, sub-ROM 92, sub-RAM 93, and RTC (real-time clock) 94. The sub-CPU 91 performs calculations to control the performance based on the program stored in the sub-ROM 92. The sub-RAM 93 is used as a storage area to temporarily store various data used by the sub-CPU 91 when executing the above program, and as a work area for data processing. The RTC 94 measures the current date and time.

[0064] A first performance button detection sensor 351 is connected to the sub-control board 90, which outputs operation information (operation signal) to the sub-control board 90 when the first performance button 35 (see Figure 1) is operated (pressed). For example, the operating member of the first performance button 35, which is pressed by the player, is provided with a light-shielding piece, and the first performance button detection sensor 351 is composed of a photo interrupter that detects the light-shielding piece when the operating member is positioned in the pressed-down operating position and outputs the detection signal (operation signal) to the sub-control board 90. The sub-CPU 91 can determine that the first performance button 35 has been "single-pressed" based on the fact that an operation signal from the first performance button detection sensor 351 has been input once during the valid period. The sub-CPU 91 can also determine that the first performance button 35 has been "pressed repeatedly" based on the fact that an operation signal from the first performance button detection sensor 351 has been input multiple times intermittently during the valid period. Furthermore, the first performance button detection sensor 351 outputs operation information (return signal) to the sub-control board 90 when the operating member of the first performance button 35, which was being operated (pressed), returns from the operating position to its initial position. Therefore, the sub-CPU 91 can determine that the first performance button 35 is being "long-pressed" based on the fact that no return signal has been input even after a predetermined time (for example, 0.8 seconds) has elapsed since the operation signal from the first performance button detection sensor 351 was input.

[0065] Furthermore, a second performance button detection sensor 361 is connected to the sub-control board 90, which outputs operation information (operation signal) to the sub-control board 90 when the second performance button 36 (see Figure 1) is operated. The operating member of the second performance button 36, which is pushed forward by the player, is provided with a light-shielding piece, and the second performance button detection sensor 361 is composed of a photo interrupter that detects the light-shielding piece when the operating member is positioned in the pressed operating position and outputs a detection signal (operation signal) to the sub-control board 90.

[0066] The sub-CPU 91 sets the performance content based on game information such as special symbol judgment, normal symbol judgment, and jackpot gameplay transmitted from the main control board 80. In doing so, it may also accept input of operation information from the first performance button 35 and the second performance button 36 and set the performance content according to that operation information. The sub-CPU 91 sends commands to the image and sound control board 100 and the lamp control board 120 to instruct them to execute the performance content that has been set.

[0067] <Example configuration of the image and sound control board 100> The image and sound control board 100 controls the image display by the image display device 7 and the output of sound effects by the speaker 38. In this embodiment, the image and sound control board 100 includes an image and sound control CPU 101, a control ROM 102, a control RAM 103, a VDP (Video Display Processor) 104, a CGROM 105, a VRAM 106, an audio DSP (Digital Signal Processor) 107, an audio ROM 108, an SDRAM 109, and an amplifier 110.

[0068] The control ROM 102 is composed of a mask ROM and stores various tables, including the control program for the image and sound control CPU 101, a display list generation program for generating a display list, and a display list creation table used in the process of creating the display list. Here, the display list consists of a set of commands for instructing the execution of drawing on a frame-by-frame basis and includes various parameters such as the type of image to be drawn, the position (coordinates) where the image is drawn, the display priority, the display magnification, the rotation angle, and the transparency. The control RAM 103 is used as a storage area for temporarily storing various data used by the image and sound control CPU 101 when executing the above control program, and as a work area for data processing.

[0069] The image and sound control CPU 101 instructs the VDP 104 to display the image data (performance data) stored in the CGROM 105 on the image display device 7, based on the control program, various tables such as the display list creation table, and commands received from the sub-control board 90. This instruction is mainly performed by outputting the display list. The image and sound control CPU 101 also instructs the sound DSP 107 to output the sound data stored in the sound ROM 108 from the speaker 38.

[0070] CGROM105 stores the necessary performance data for executing performances associated with the display of special symbols and performances associated with jackpot games. This CGROM105 is composed of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed sprite data (a single image file) consisting of a collection of pixel information for a predetermined range of pixels (e.g., 32x32 pixels), movie data consisting of a collection of multiple image files, etc. The pixel information consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. In addition, CGROM105 stores uncompressed palette data, etc., in which color number information that specifies a color number is associated with display color information for actually displaying the color.

[0071] Furthermore, it is also possible to compress only a portion of the image data stored in CGROM105. Various known compression methods, such as MPEG4, can be used to compress the movie data.

[0072] VRAM106 is composed of SRAM that can write and read image data at high speed, and although not shown in the diagram, it is configured to include a display list memory area, an expanded memory area, a frame buffer, etc.

[0073] The display list storage area temporarily stores the display list output from the image and sound control CPU 101. The decompression storage area stores the image data that has been decompressed after being read from the CGROM 105. The frame buffer is a frame buffer used for both drawing and displaying the image data shown on the display screen 70.

[0074] The VDP104 decompresses the image data stored in the CGROM105 in a compressed state and stores the decompressed image data in the decompression storage area. The VDP104 also uses the image data stored in the decompression storage area to perform drawing processing on the frame buffer based on the display list stored in the display list storage area. The VDP104 also generates an RGB signal, which is a video signal indicating the color of the image, from the image data stored in the frame buffer and outputs the generated RGB signal to the image display device 7.

[0075] The audio DSP 107 is connected to an audio ROM 108, an SDRAM 109, and an amplifier 110. The audio ROM 108 stores various audio data related to music, voices, sound effects, warning sounds, etc. The SDRAM 109 is used as a workspace for data processing by the audio DSP 107. The audio DSP 107 reads audio data corresponding to instructions from the image and audio control CPU 101 from the audio ROM 108 to the SDRAM 109, performs data processing, and outputs the processed audio data to the speaker 38 (via the amplifier 110). The amplifier 110 adjusts the volume according to instructions regarding volume obtained from the image and audio control CPU 101 via the audio DSP 107 and outputs the audio data to the speaker 38.

[0076] In this embodiment, we describe a case where the VDP is responsible for rendering management and the audio DSP is responsible for sound management. However, in other embodiments, a configuration in which the VDP is responsible for both rendering management and sound management may be adopted. In this case, it is not necessary to provide a separate audio DSP.

[0077] <Example configuration of lamp control board 120> The lamp control board 120 includes a lamp CPU 121, a lamp ROM 122, and a lamp RAM 123, and is connected to a frame lamp 37, a panel lamp 5, a movable decorative member 14, a performance indicator 125, a first special effect hold indicator 126, a second special effect hold indicator 127, a first performance button lamp 352, a second performance button lamp 362, and a vibration motor 353. The lamp ROM 122 stores programs executed by the lamp CPU 121, light emission pattern data, operation pattern data, vibration pattern data, etc. Here, the light emission pattern data is data indicating the light emission patterns of the LEDs built into the frame lamp 37, panel lamp 5, and movable decorative member 14. The operation pattern data is data indicating the operation patterns of the movable decorative member 14, etc. The vibration pattern data is data indicating the vibration pattern of the first performance button 35, which vibrates due to the driving force of the vibration motor 353.

[0078] The lamp CPU 121 performs calculations to control the operation of the frame lamp 37, the panel lamp 5, the movable decorative member 14, the performance indicator 125, the first special feature hold indicator 126, the second special feature hold indicator 127, etc., based on the program stored in the lamp ROM 122.

[0079] The lamp CPU 121 reads light emission pattern data corresponding to commands received from the sub-control board 90 from the light emission pattern data stored in the lamp ROM 122 into the lamp RAM 123, and controls the illumination of the frame lamp 37, the panel lamp 5, the LEDs built into the movable decorative member 14, the first performance button lamp 352, and the second performance button lamp 362. The lamp CPU 121 also reads operation pattern data corresponding to commands received from the sub-control board 90 from the operation pattern data stored in the lamp ROM 122 into the lamp RAM 123, and controls the drive of the motor that operates the movable decorative member 14. In addition, the lamp CPU 121 reads vibration pattern data corresponding to commands received from the sub-control board 90 from the vibration pattern data stored in the lamp ROM 122 into the lamp RAM 123, and controls the drive of the vibration motor 353.

[0080] Furthermore, the lamp CPU 121 controls the display of changing and stopping symbols on the performance indicator 125 based on commands from the sub-control board 90. The lamp CPU 121 also controls the display of the number of reserved symbols related to the first special symbol determination by the first special symbol reserved indicator 126 and the display of the number of reserved symbols related to the second special symbol determination by the second special symbol reserved indicator 127, based on commands from the sub-control board 90.

[0081] [Regarding the game state] Next, with reference to Figure 5, the game states and game flow of the gaming machine 1 will be explained. Here, Figure 5 is an explanatory diagram for explaining the game states of the gaming machine 1. As illustrated in Figure 5, in this embodiment, the gaming machine 1 is controlled to play in one of three game states: "normal game state," "probability variation game state," and "time reduction game state."

[0082] The "normal game state" is a game state in which special symbol judgment is performed in a low-probability state where the probability of executing a jackpot game is relatively low, and support functions that assist in the entry of game balls into the second start opening 22 (functions commonly called "electric support") are not provided. In the normal game state, the probability of executing a jackpot game by special symbol judgment is set to a relatively low probability (for example, 1 / 200). In addition, the probability of opening the second start opening 22 by normal symbol judgment is set to a relatively low probability (for example, 1 / 11), the variation time of normal symbols is set to a relatively long time (for example, 20 seconds), and the opening time of the second start opening 22 when it is determined to open is set to a relatively short time (for example, 0.1 seconds x 1 time).

[0083] The "probability variation game state" is a game state in which special symbol judgment is performed in a high-probability state where the probability of executing a jackpot game is relatively high, and the above support functions are added. In other words, in the probability variation game state, the probability of executing a jackpot game by special symbol judgment is set to a relatively high probability (for example, 1 / 80). In addition, the probability of opening the second start gate 22 by normal symbol judgment is set to a relatively high probability (for example, 11 / 11), the variation time of normal symbols is set to a relatively short time (for example, 1.5 seconds), and the opening time of the second start gate 22 when it is determined to open is set to a relatively long time (for example, 1.5 seconds x 3 times).

[0084] The "Shortened Play Mode" is a play mode in which special symbol judgment is performed in the low-probability state described above, and the support functions described above are added. In other words, in the shortened play mode, the probability of determining that a jackpot game will be executed by special symbol judgment is set to a relatively low probability (for example, 1 / 200). Also, the probability of determining that the second start port 22 will be opened by normal symbol judgment is set to a relatively high probability (for example, 11 / 11), the variation time of the normal symbols is set to a relatively short time (for example, 1.5 seconds), and the opening time of the second start port 22 when it is determined that it will be opened is set to a relatively long time (for example, 1.5 seconds x 3 times).

[0085] When comparing these game states with respect to the variation time of special symbols, the variation time of special symbols in the "probability variation game state" and "time-saving game state" tends to be set to be relatively shorter compared to the variation time of special symbols in the "normal game state". It goes without saying that the probability of being judged to perform a special game (jackpot probability), the probability of being judged to open the second start port 22 (winning probability of normal symbol judgment), the variation time of normal symbols, and the opening time of the second start port 22, as shown in the description of each game state, are merely examples, and other probabilities and times may also be used.

[0086] In the following explanation, the state in which it is easy for game balls to enter the second starting opening 22 due to the presence of the above-mentioned support function will be referred to as the "high base state," and the state in which it is difficult for game balls to enter the second starting opening 22 due to the absence of the support function will be referred to as the "low base state."

[0087] [How to play the game] When a player shoots a game ball to the right, it may not enter the first starting opening 21 but may enter the second starting opening 22. However, in a low base state, the second starting opening 22 is difficult to open, and even if it is opened, the opening time is extremely short. For this reason, when the game is controlled in a low base state (which corresponds to the "normal game state" in this embodiment), the player will play by shooting to the left, aiming for the first starting opening 21.

[0088] When a game ball shot to the left during normal gameplay enters the first starting opening 21, the first special symbol judgment is performed. After the first special symbol is displayed in a rotating pattern, either a jackpot symbol or a losing symbol is displayed as the first special symbol indicating the judgment result of the first special symbol judgment.

[0089] If a losing symbol is displayed at the stop, the jackpot game will not be played, and the game state will not change. On the other hand, if a jackpot symbol is displayed as the first special symbol, a jackpot game will be played for a predetermined number of long-open rounds corresponding to that jackpot symbol. After the jackpot game ends, the game will be controlled in either a probability variation game state or a time-saving game state.

[0090] Furthermore, there are two types of jackpot symbols (special symbols) that indicate a jackpot when the special symbol judgment result is a jackpot: the "probability change symbol" which indicates a probability change jackpot, and the "regular symbol" which indicates a regular jackpot. When the result of the first special symbol judgment in the regular game state is a jackpot, if the "probability change symbol" is displayed as the jackpot symbol that indicates a jackpot, the game will be controlled in the probability change game state after the jackpot game ends. If the "regular symbol" is displayed as the jackpot symbol that indicates a jackpot, the game will be controlled in the time-saving game state after the jackpot game ends (see Figure 5).

[0091] Furthermore, when the game state transitions to a probability variation game state or a time-saving game state following the end of a big win, that is, when it transitions from a low base state to a high base state, the above-mentioned support function that facilitates the entry of game balls into the second start opening 22 makes it easier for game balls to enter the second start opening 22 than the first start opening 21. For this reason, when the game is controlled in a high base state (in this embodiment, this corresponds to a "probability variation game state" or a "time-saving game state"), the player will play by shooting to the right, aiming for the second start opening 22. For this reason, when the game is controlled in a probability variation game state or a time-saving game state, the second special symbol judgment is basically performed.

[0092] Furthermore, the gaming machine 1 of this embodiment is configured so that the probability variation game state continues in effect until the next jackpot. If the "probability variation symbol" is displayed as the second special symbol during this probability variation game state, the game is controlled again in the probability variation game state after the jackpot game ends. On the other hand, if the "normal symbol" is displayed as the second special symbol during the probability variation game state, the game is controlled in the time-saving game state after the jackpot game ends.

[0093] Furthermore, if the "probability change symbol" is displayed as the second special symbol during the time-saving game state, the game will be controlled in the probability change game state after the jackpot game ends. If the "normal symbol" is displayed as the second special symbol, the game will be controlled again in the time-saving game state after the jackpot game ends. On the other hand, if a jackpot does not occur even after a predetermined number of second special symbol judgments (or first special symbol judgments) (100 times in this embodiment) during the time-saving game state, the game state will be returned from the time-saving game state to the normal game state.

[0094] [About the variable animations] Next, we will explain the variation effects that occur using the display screen 70, etc., when the first special symbol is displayed in a variation state and then stopped.

[0095] In the game machine 1, when a game ball enters the first start opening 21 and the first special symbol judgment is performed, the first special symbol is displayed in a variable manner on the first special symbol display 41, and then the first special symbol indicating the judgment result of the first special symbol judgment is displayed in a stopped manner. The display screen 70 is provided with a performance symbol display area 73 (see Figure 2) where a performance symbol that notifies the judgment result of the first special symbol judgment is displayed, and on the display screen 70, a variable performance is performed, including the variable display of the performance symbol, in conjunction with the variable display of the first special symbol (see Figure 2). Then, when the first special symbol (and performance symbol) is displayed in a variable manner for a variable time corresponding to the variable pattern selected when the first special symbol judgment was performed, the first special symbol is displayed in a stopped manner, and the performance symbol indicating the judgment result of the first special symbol judgment is displayed in a stopped manner.

[0096] During the display of these changing symbols, a so-called "reach" effect may occur. Specifically, in the display area 73 of the display screen 70, for example, a portion of the symbol rows of the symbols, in which the numbers 1 to 9 are written vertically in a continuous sequence from bottom to top, are displayed horizontally in three columns. When the changing display of the first special symbol begins, these symbol rows are displayed in a scrolling manner, for example, by scrolling from top to bottom (see Figure 2, for example). In contrast, when a reach effect occurs, before all the symbols are displayed to stop, for example, the symbols in the left column (left symbols) and the symbols in the right column (right symbols) are pseudo-stopped sequentially or simultaneously, without stopping completely. Figure 2 illustrates a state in which three symbols are pseudo-stopped as the left symbols, and three symbols are pseudo-stopped as the right symbols, while the middle column of symbols continues to scroll. In addition, a pseudo-stop is a type of animation where the symbols are swayed in place without moving them much. In the following explanation, the term "pseudo-stop" may be used to distinguish it from a true stop (sometimes simply called a "stop display"), which completely freezes the symbols.

[0097] When the same symbols appear to stop on the active payline as the left and right symbols, a "reach" is established, and a reach animation is performed that makes the player anticipate that three identical symbols will line up. This reach animation, for example, involves scrolling the middle row of symbols while the reach symbols (left and right symbols) are stopped, and finally stopping a middle symbol that is either the same as the reach symbols or a different middle symbol on the active payline to announce whether it is a win or a loss.

[0098] While a detailed explanation will be omitted, these reach-out sequences utilize other display objects such as characters and items in addition to the symbols used in the sequence. Furthermore, in the following explanation, the sequences that occur before a reach is achieved in a spinning sequence where a reach-out sequence is performed may be referred to as "pre-reach sequences."

[0099] The types of reach animations will be described in detail later, but if the result of the first special symbol judgment is "miss," three animation symbols indicating a reach miss (for example, "323") will pseudo-stop to notify the player of the miss, and these three animation symbols will then actually stop as the miss symbol is displayed as the first special symbol. On the other hand, if the result of the first special symbol judgment is "miss" and no reach animation is performed, three animation symbols indicating a scattered number (for example, "629") will pseudo-stop to notify the player of the miss, and these three animation symbols will then actually stop as the miss symbol is displayed as the first special symbol. In this way, if it is determined that a jackpot game will not be performed, a miss notification animation is performed in which three animation symbols indicating a reach miss or a scattered number will pseudo-stop before actually stopping to notify the player of the miss (that a jackpot game will not be performed).

[0100] If this losing notification animation is executed, the jackpot game will not be played. If the right to determine the first special symbol is reserved, the first special symbol and the animation symbol will be displayed for a predetermined confirmation time (for example, 0.6 seconds), and then the determination of the first special symbol will be performed, and the next variation display of the first special symbol will begin.

[0101] On the other hand, if the result of the first special symbol judgment is "jackpot," a reach animation is usually performed while the first special symbol is being displayed, and three special symbols showing matching numbers (for example, "333") are pseudo-stopped to announce the jackpot. Then, as the jackpot symbol is displayed as the first special symbol, these three special symbols actually stop. In this way, if it is determined that a jackpot game will be played, a win notification animation is performed in which the three special symbols are pseudo-stopped in a manner indicating a jackpot, and then actually stopped to announce the jackpot (that a jackpot game will be played). When this win notification animation is performed, the jackpot game is played.

[0102] [Screen configuration of display screen 70] Figure 2 illustrates the screen configuration of the display screen 70 in normal gameplay. When the game is controlled in normal gameplay, a hold icon display area 71, the icon display area 72, and the performance symbol display area 73 are formed on the display screen 70, as illustrated in Figure 2. The performance symbol display area 73 is a display area in which the left symbol constituting the left column of symbols, the middle symbol constituting the middle column of symbols, and the right symbol constituting the right column of symbols are displayed, as described above.

[0103] <Hold icon display area 71> The hold icon display area 71 (see Figure 2) is a display area where a hold icon is displayed to indicate that the first special symbol judgment is pending. In the game machine 1, if a game ball enters the first start port 21 in a situation where the special symbol judgment and the special symbol fluctuation display cannot be started immediately, such as when the special symbol fluctuation display is in progress or during a jackpot game, the right to judge the first special symbol is pending up to a predetermined number (four in this embodiment).

[0104] Thus, when the right to determine the first special symbol is reserved, the number of reserved icons in the reserved icon display area 71 is the same as the number of reserved first special symbol determinations indicated by the first special symbol reserved indicator 44. Figure 2 shows an example where two reserved icons are displayed in the reserved icon display area 71 to indicate that the number of reserved first special symbol determinations is "2".

[0105] Furthermore, if a reserve icon is displayed in the reserve icon display area 71 when a highly reliable reach animation, such as the SPSP reach described later (see Figure 6(I)), is being performed, not only will the display area used for the reach animation be limited, but the display of the reserve icon may also reduce the excitement of the reach animation. For this reason, in the gaming machine 1 of this embodiment, the display objects and reserve icons that make up the reserve icon display area 71 are displayed during the pre-reach animation and during the normal reach described later, while the display objects and reserve icons that make up the reserve icon display area 71 are removed from the display screen 70 during other reach animations that have a higher probability of winning than the normal reach.

[0106] Furthermore, when the game is controlled in the normal game state, the game ball will not enter the second start port 22 in principle. For this reason, in the normal game state, the right to judge the second special symbol is not reserved in principle, and the reserved icon related to the judgment of the second special symbol is not displayed on the display screen 70, nor is a display area for displaying this reserved icon formed.

[0107] <Icon display area 72> The icon display area 72 is a display area that displays the icon as a variation suggestion image that indicates that the first special symbol is being displayed in a variation state. The icon is displayed in the icon display area 72 when the variation state of the first special symbol begins, and is removed from the icon display area 72 when, for example, the first special symbol is displayed in a stopped state. However, the timing of the removal of the icon is not limited to this, and the icon may be removed while the variation state of the first special symbol is being displayed, for example, when the SPSP reach develops or in the middle of the SPSP reach, as described later.

[0108] Incidentally, if a game ball enters the first start opening 21 while the special symbol variation display is not being performed and the right to determine the special symbol is not reserved, the icon will be displayed in the icon display area 72 as the variation display of the first special symbol begins. On the other hand, if a reserved icon is displayed in the reserved icon display area 71, and the variation display of the symbol corresponding to the icon displayed in the icon display area 72 ends, the first special symbol determination corresponding to the earliest reserved icon displayed in the reserved icon display area 71 (the reserved icon displayed in the position closest to the icon display area 72) will be performed. Then, as the variation display of the first special symbol begins in response to the execution of this first special symbol determination, the earliest reserved icon will shift from the reserved icon display area 71 to the icon display area 72 and be displayed as the new icon. In this way, the reserved icon that has shifted to the icon display area 72 (in this case, the icon) will be displayed larger than when it was displayed in the reserved icon display area 71 (see Figure 2). Therefore, it is possible to make the player pay more attention to the icon displayed in the icon display area 72 than to the hold icon displayed in the hold icon display area 71.

[0109] Furthermore, if a different hold icon from the first hold icon mentioned above is displayed in the hold icon display area 71, as the first hold icon shifts to the icon display area 72, the other hold icons in the hold icon display area 71 will shift toward the icon display area 72. As is clear from the above explanation, in the gaming machine 1, the icon corresponding to the hold icon that was displayed in the hold icon display area 71 may be displayed in the icon display area 72. Therefore, in the following explanation, when there is no distinction between the hold icon and the icon in question, they may be collectively referred to simply as "icons."

[0110] (Regarding the icon change animation) By the way, the hold icon is usually displayed as a white hold icon (the default hold icon). However, when a hold icon is displayed in the hold icon display area 71, an icon change animation may occur in which the color of the hold icon changes. When this icon change animation occurs, the white hold icon changes to a hold icon of a color that suggests the probability of a big win, such as blue, green, or red. The colors that suggest the probability of a big win, as exemplified here, are listed in order from the lowest probability of a big win to the highest probability of a big win. Red is more likely to be selected when the result of the first special symbol judgment corresponding to that red hold icon is a "big win," or when it is a "miss" but the special symbol's variation time is set to a relatively long time. Green is more likely to be selected when it is a "big win," or when it is a "miss" but the special symbol's variation time is set to a medium time. Blue is more likely to be selected when it is a "miss," or when it is a "miss" and the special symbol's variation time is set to a relatively short time. In this embodiment, the probability of hitting the jackpot is set to approximately 1% for white hold icons, approximately 3% for blue hold icons, approximately 15% for green hold icons, and approximately 45% for red hold icons.

[0111] In this explanation, we have described an example where an icon change effect occurs in which the display color of a hold icon changes only once when it is displayed in the hold icon display area 71. However, in the gaming machine 1 of this embodiment, other icon change effects may also occur. That is, for example, when a white hold icon is displayed in the hold icon display area 71, it may change to a blue hold icon, and then to a green hold icon, so an icon change effect may occur in which the display color of a single hold icon changes multiple times. In addition, when a white hold icon that has shifted from the hold icon display area 71 to the icon display area 72 is displayed as that icon, an icon change effect may occur in which its display color changes.

[0112] In addition, there are cases where the display color of the icon changes in both the hold icon display area 71 and the icon display area 72, such as when the display color of the hold icon displayed in the hold icon display area 71 changes, and then the display color of that hold icon changes when it shifts to the icon display area 72 and is displayed as that icon. There are also cases where the hold icon is displayed in a color other than white from the beginning (for example, blue), or where the display color of a hold icon whose initial color is other than white is changed.

[0113] As described above, the gaming machine 1 of this embodiment displays reserved information on the display screen 70 indicating that the right to determine a special symbol is reserved, and the display manner of the reserved information can be changed. In the following description, reserved icons that are displayed in a color other than white, or such icons, may be referred to as "special icons" to distinguish them from normal reserved icons that are displayed in white, or such icons.

[0114] [Variations on display control of pending information] The display control of the pending information is not limited to the example given in this embodiment, but may also be as follows. That is, in this embodiment, for the sake of explanation, the display colors of the icons (pending icon and the icon in question) are described as being four colors: white, blue, green, and red. However, in other embodiments, other colors may be available, such as gold, which suggests an even higher probability of a jackpot than red, or rainbow colors, which are selected only when a "jackpot" is achieved.

[0115] Furthermore, in this embodiment, the example described is an icon change effect that changes the display color of an icon (such as a hold icon or the icon itself). However, the icon change effect is not limited to the effect exemplified in this embodiment, as long as it changes the display manner of the icon. It may also be an icon change effect that changes the shape or size of the icon, or an icon change effect that changes the display color in addition to the shape or size of the icon, etc.

[0116] Furthermore, in this embodiment, we will describe a case in which, in addition to an icon change animation targeting the hold icon displayed in the hold icon display area 71, an icon change animation targeting the same icon displayed in the icon display area 72 can be performed. However, in other embodiments, a configuration may be adopted in which only the former icon change animation can be performed without providing the icon display area 72 (without displaying the icon).

[0117] Furthermore, in this embodiment, a case is described as one in which a hold icon as hold information is displayed on the display screen 70 and the display color of the hold icon is changed. In contrast, in other embodiments, for example, four color LEDs whose emission color can be changed may be provided, and the same number of LEDs as the number of holds in the first special symbol judgment may be lit, and the display manner of the hold information may be changed by changing the emission color of any of the LEDs.

[0118] [Flow of the effects accompanying the display of the first special symbol] Next, referring to Figure 6, we will explain the flow of the effects associated with the display of the first special symbol's variation during normal gameplay. Here, Figure 6 is an explanatory diagram illustrating the flow of the effects associated with the display of the first special symbol's variation during normal gameplay.

[0119] When the first special symbol determination is performed during normal gameplay, the first special symbol is displayed in a variable position on the first special symbol display unit 41, and the first special symbol indicating the result of the first special symbol determination is displayed in a fixed position. In response to this, on the display screen 70, as the variable display of the first special symbol begins, the variable display of three symbol rows in the performance symbol display area 73 begins (see Figure 6(A)). Specifically, in the performance symbol display area 73, for example, a portion of the symbol row of performance symbols, in which the numbers "1" to "9" are written vertically in a continuous sequence from bottom to top, is displayed horizontally in three columns. As the variable display of the first special symbol begins, the scrolling display of the three symbol rows begins so that these symbol rows scroll from top to bottom.

[0120] Here, if the result of the first special symbol judgment performed at the start of the first special symbol's variation display is "miss" and it is decided not to perform the reach animation, then at the end of the first special symbol's variation display, three animation symbols indicating scattered numbers (for example, "458") are pseudo-stopped, and as the losing symbol is displayed as the first special symbol, these three animation symbols are actually stopped in a miss notification animation (see Figure 6(B)).

[0121] On the other hand, if the result of the first special symbol judgment is a "jackpot," or if it is a "miss" but it has been decided to perform a reach animation, a pre-reach animation is performed during the display of the first special symbol's variation, for example, by pseudo-stopping the left symbol on the active line in the animation symbol display area 73, and then slowly scrolling the symbol column on the right so that the right symbol, which is common to the left symbol, moves onto the active line (see Figure 6(C)). As a result of this pre-reach animation, if the common left and right symbols pseudo-stop on the active line, a reach is established (see Figure 6(D) and Figure 2).

[0122] In this way, when the same symbols as the left and right symbols stop in a pseudo-stop and a reach is established, a reach animation is performed that makes the player expect that the same symbols as these symbols (reach symbols) will stop on an active line in the middle row. In this embodiment, as illustrated in Figure 6, there are six types of reach animations that can be performed in conjunction with the display of the first special symbol's variation during normal gameplay: a normal reach, the first SP first half reach, the second SP first half reach, the first SP second half reach, the second SP second half reach, and the SPSP reach.

[0123] Normal reach (see Figure 6(E)) is the reach animation with the lowest probability of winning a jackpot among the six types of reach animations mentioned above (for example, probability of winning a jackpot: approximately 1%). This normal reach animation has a shorter execution time compared to other reach animations, and when a reach is established, the normal reach is performed first. When this normal reach is performed, once a reach is established, the scrolling speed of the middle row of symbols gradually decreases, and a scrolling display of the middle row of symbols is shown between the left and right symbols that form the reach, which simulates stopping either the same middle symbol as the reach symbol or a different middle symbol than the reach symbol.

[0124] Here, if a variable animation pattern is set to announce the win or loss during a normal reach, the win or loss announcement animation (win announcement animation or loss announcement animation) will be performed at the end of the normal reach (see Figure 6(F)). Specifically, if the result of the first special symbol judgment is a "jackpot", the animation will pseudo-stop the same middle symbol as the reach symbol on the active line to pseudo-stop the animation symbols that show a repeating number (for example, "222"), and then the win announcement animation will be performed by stopping these animation symbols as they are. On the other hand, if the result of the first special symbol judgment is a "loss", the animation will pseudo-stop a different middle symbol from the reach symbol on the active line to pseudo-stop the animation symbols that show a reach loss (for example, "232"), and then the loss announcement animation will be performed by stopping these animation symbols as they are.

[0125] On the other hand, if a variable animation pattern is set that allows a normal reach to develop into another reach animation, the following animation will be performed. For example, a normal reach (see Figure 6(E)) can develop into the first SP first half reach and the second SP first half reach (see Figure 6(G)). In the gaming machine 1 of this embodiment, two types of SP reaches are provided: the first SP reach and the second SP reach.

[0126] The 1st SP Reach consists of the 1st SP First Half Reach (see Figure 6(G)) and the 1st SP Second Half Reach (see Figure 6(K)). There are cases where the 1st SP First Half Reach develops into the 1st SP Second Half Reach and the win / loss notification is performed in the 1st SP Second Half Reach (see Figure 6(G),(K),(J)); where the 1st SP First Half Reach develops into an SPSP Reach and the win / loss notification is performed in the SPSP Reach (see Figure 6(G),(I),(J)); and where the 1st SP First Half Reach does not develop into the 1st SP Second Half Reach (or SPSP Reach) but the win / loss notification is performed in the 1st SP First Half Reach (see Figure 6(G),(F)).

[0127] On the other hand, the 2nd SP Reach consists of the 2nd SP First Half Reach (see Figure 6(G)) and the 2nd SP Second Half Reach (see Figure 6(H)). There are cases where the 2nd SP First Half Reach develops into the 2nd SP Second Half Reach and the win / loss notification is performed in the 2nd SP Second Half Reach (see Figures 6(G), (H), (F)), and cases where the 2nd SP First Half Reach does not develop into the 2nd SP Second Half Reach and the win / loss notification is performed in the 2nd SP First Half Reach (see Figures 6(G), (F)).

[0128] Thus, the difference between the two lies in the fact that the first SP first half reach has two possible developments: the first SP second half reach and the SPSP reach, while the second SP first half reach only has one possible development: the second SP second half reach.

[0129] The first SP first half reach and the second SP first half reach are reach sequences with the second lowest probability of winning a jackpot after the normal reach. In this embodiment, the probability of winning a jackpot for the first SP first half reach is set to approximately 5%, and the probability of winning a jackpot for the second SP first half reach is set to approximately 3%. Therefore, when a normal reach progresses to one of these SP first half reaches, in most cases, one of these SP first half reaches will not progress to another reach sequence, and a losing notification sequence will be displayed in one of these SP first half reaches. However, there is a relatively low probability that a winning notification sequence will be displayed in one of these SP first half reaches, or that one of these SP first half reaches will progress to another reach sequence, and a win / loss notification sequence will be displayed in the subsequent reach sequence.

[0130] In the gaming machine 1 of this embodiment, when a normal reach develops into an SP reach, the first SP first half reach and the second SP first half reach are started simultaneously (see Figures 6(G) and 7(A)), and this state in which these SP first half reaches are executed simultaneously continues for a predetermined time (for example, 20 seconds). Specifically, as illustrated in Figure 8(A), the first SP first half reach performance image, which is the performance image related to the first SP first half reach, is displayed in the upper area of ​​the display screen 70, and the second SP first half reach performance image, which is the performance image related to the second SP first half reach, is displayed in the lower area of ​​the display screen 70, and this state continues for a predetermined time.

[0131] In this manner, after 12 seconds have elapsed since the two SP first half reaches started simultaneously, the first SP first half reach animation image and the second SP first half reach animation image are alternately highlighted. Figure 8(I) illustrates the state in which the first SP first half reach animation image is highlighted. After 5 seconds have elapsed since this alternating highlighting began, the state in which one of the SP first half reach animation images is highlighted is maintained for several seconds (for example, 3 seconds), thereby confirming the selection of one of the SP first half reaches. As a result, the SP first half reach animation image related to the selected SP first half reach is displayed in full screen on the display screen 70, and the SP first half reach animation image related to the other SP first half reach is removed from the display screen 70. Through this series of animations, the state changes from one in which two SP first half reaches are executed simultaneously to one in which only one of the SP first half reaches is executed.

[0132] In this embodiment of the gaming machine 1, the probability of winning a jackpot in the second half of the second SP reach, which develops from the first half of the second SP reach, is set to approximately 15%, the probability of winning a jackpot in the second half of the first SP reach, which develops from the first half of the first SP reach, is set to approximately 18%, and the probability of winning a jackpot in the SPSP reach, which also develops from the first half of the first SP reach, is set to approximately 35%.

[0133] Thus, the probability of a jackpot being won in the second half of the 1st SP reach and the SPSP reach is set to a higher value than the probability of a jackpot being won in the second half of the 2nd SP reach. For this reason, as mentioned above, by simultaneously displaying the first half of the 1st SP reach and the first half of the 2nd SP reach animation images and highlighting these SP first half reach animation images alternately, it is possible to make the player expect that the first half of the 1st SP reach will be selected and then develop into the SPSP reach (or the second half of the 1st SP reach), resulting in a high level of visual effect. Furthermore, if the first half of the 1st SP reach is not selected, there is a possibility that the second half of the 2nd SP reach will be selected and then develop into the second half of the 2nd SP reach. For this reason, it is considered that the player's expectation of a jackpot will not significantly decrease even if the first half of the 1st SP reach is not selected.

[0134] Furthermore, depending on the variation pattern of the first special symbol selected at the start of the symbol variation, it may be possible to directly develop from a normal reach to an SPSP reach without going through the SP first half reach (see Figures 6(E) and (I)). This can surprise players who were expecting the normal reach to not develop into the SP first half reach (the first SP first half reach and the second SP first half reach), and can effectively increase the players' anticipation for a big win.

[0135] Furthermore, during the pre-reach animation (see Figure 6(C)), a full rotation animation (see Figure 6(L)) may begin when three rows of symbols, such as "111", "222", "333", and "444", are aligned, and each row of symbols scrolls. This full rotation animation is performed only if the result of the first special symbol judgment, which was performed when the first special symbol began to change, is a "jackpot," and not if it is a "miss." Therefore, if the full rotation animation occurs, the miss notification animation will not be performed afterward, and the win notification animation (see Figure 6(M)) will always be performed.

[0136] [Button press effects and possibility indication effects during reach] Next, referring to Figures 7 to 9, we will explain the button-pressing animation during a reach that is performed after the SP first half reach has been completed, and the possibility-suggesting animation that is performed when two SP first half reaches are occurring simultaneously. Here, Figure 7 is an explanatory diagram for explaining the button-pressing animation during a reach. Figure 8 is a screen diagram showing a specific example of the possibility-suggesting animation. Figure 9 is an explanatory diagram for explaining the relationship between the display color of the possibility-suggesting image and the probability of the suggestion animation occurring. Note that in Figure 8, for the sake of explanation, the illustration of the icon that indicates that the first special symbol is currently being displayed in a variation state during normal gameplay, and the reserve icon that indicates that the right to judge the first special symbol is reserved, have been omitted.

[0137] When a reach sequence develops from a normal reach (see Figure 6(E)), two SP first-half reaches (the first SP first-half reach and the second SP first-half reach) begin simultaneously (see Figure 7(S-1)). When two SP first-half reaches begin simultaneously in this way, as illustrated in Figure 8(A), the first SP first-half reach sequence image, which represents the background image and characters related to the first SP first-half reach, and the three rows of small symbols displayed are shown in the upper area of ​​the display screen 70, while the second SP first-half reach sequence image, which represents the background image and characters related to the second SP first-half reach, and the three rows of small symbols displayed are shown in the lower area of ​​the display screen 70.

[0138] Next, a first-effect button operation prompting action is performed to encourage the player to operate the first-effect button 35 (see Figure 7(S-2)). Specifically, as illustrated in Figure 8(B), an image of the first-effect button 35, and an effective period gauge indicating the remaining time during which the operation of the first-effect button 35 is valid are displayed in the central area of ​​the display screen 70.

[0139] If a player operates the first performance button 35 during the effective period of such a first performance button operation promotion performance, the first possibility suggestion performance is executed (see Figure 7(S-3)). In the gaming machine 1 of this embodiment, based on the judgment result of the first special symbol judgment by the main CPU 81 in the normal game state, an SPSP reach (an example of a suggestion performance) that suggests that there is a possibility of executing a jackpot game can be executed during the display of the variation of the first special symbol corresponding to the first special symbol judgment. The first possibility suggestion performance is a performance that displays a first possibility suggestion image that suggests that the possibility of executing this SPSP reach is of a first degree. When this first possibility suggestion animation is performed, in response to the operation of the first animation button 35 in response to the first animation button operation prompt animation (in this case, a single press), an animation showing an explosion occurring in the central area of ​​the display screen 70 is performed (see Figure 8(C)), followed by an animation showing the smoke from the explosion disappearing and the blue text "23%" (an example of the first degree) (first possibility suggestion image) being revealed (see Figure 8(D)).

[0140] In this way, as an operation-response animation corresponding to the operation of the first animation button 35, a first possibility indication animation is performed, which displays a first possibility indication image with the number "23%" in blue letters. Therefore, the player can easily recognize that at this stage, there is a 23% probability of developing into an SPSP reach. Furthermore, since the number "23%" shown in the first possibility indication image is a relatively low value for the probability of developing into an SPSP reach, the number "23%" is displayed in blue. Therefore, the player can intuitively recognize that the probability of developing into an SPSP reach is relatively low based on both the magnitude of the number shown in the first possibility indication image and the color of its display.

[0141] Incidentally, in the gaming machine 1 of the present embodiment, as is clear from the notation in FIG. 6, although it develops from the first half of the first SP reach to the SPSP reach, a configuration is adopted in which it does not develop from the first half of the second SP reach to the SPSP reach. Therefore, it can also be said that the first possibility suggestion effect is an effect that suggests the probability of how much the first half of the first SP reach (performed prior to the SPSP reach) is selected. However, even if it develops to the first half of the first SP reach, there are cases where it develops from the first half of the first SP reach to the second half of the first SP reach (not the SPSP reach) or where the winning / losing notification effect is performed in the first half of the first SP reach without developing to other reach effects. Therefore, in the above example, it does not mean that the probability of developing to the first half of the first SP reach is 23%.

[0142] Incidentally, in the present embodiment, when the validity period of the first effect button operation promotion effect (see FIG. 7(S-2) and FIG. 8(B)) ends without the first effect button 35 being operated during the validity period, at the timing when the validity period ends, the first possibility suggestion effect common to the case where the first effect button 35 is operated is executed. However, if the first effect button 35 is not operated within the validity period, the first possibility suggestion effect may not be executed. In this case, if it is set to execute the second possibility suggestion effect after the first possibility suggestion effect, only the second possibility suggestion effect may be executed, or the second possibility suggestion effect may not be executed if the first possibility suggestion effect is not executed.

[0143] Also, Fig. 8(D) illustrates a state where a first possibility suggestion image representing the number "23%" is displayed, but this is merely an example. For example, there may be cases where a first possibility suggestion image representing the number "5%" is displayed, or a first possibility suggestion image representing the number "38%" is displayed, or a first possibility suggestion image representing the number "100%" is displayed. Also, the display color of the number represented by the first possibility suggestion image is not limited to blue. There may be cases where a first possibility suggestion image representing a green number is displayed, or a first possibility suggestion image representing a red number is displayed, or a first possibility suggestion image representing a gold number is displayed, or a first possibility suggestion image representing a rainbow-colored number is displayed (see Fig. 9). The display color of this first possibility suggestion image (and the second possibility suggestion image described later) will be described in detail later based on Fig. 9.

[0144] Subsequently, when the second possibility suggestion effect is performed after the first possibility suggestion effect, in other words, when it is set at the start of the symbol change to change the first possibility suggestion image to the second possibility suggestion image, a group notice is executed as an opportunity effect to change the first possibility suggestion image to the second possibility suggestion image (see Fig. 7(S-4)). Specifically, as illustrated in Figs. 8(E) to (G), an effect display representing a state where a number of characters move leftward on the display screen 70 is performed. Since the effect image representing this number of characters is superimposed on the first possibility suggestion image, the first possibility suggestion image cannot be visually recognized during the execution of the group notice (see Fig. 8(F)).

[0145] Following the end of this group announcement, the second possibility suggestion sequence begins (see Figure 7(S-5)). The second possibility suggestion sequence displays a second possibility suggestion image that indicates the probability of an SPSP reach being performed is at a second level (higher than the first level indicated by the first possibility suggestion image). In other words, the second possibility suggestion sequence can be described as a sequence that displays a second possibility suggestion image showing a number obtained by adding a predetermined number to the number shown in the first possibility suggestion image. Figures 8(G) and (H) illustrate the second possibility suggestion sequence, which displays a second possibility suggestion image showing the red number "63%".

[0146] As is clear from the notation in Figures 8(E) to (G), in the gaming machine 1 of this embodiment, when a group announcement is executed, a change effect is performed in which the first possibility suggestion image changes to a second possibility suggestion image that indicates a second level of possibility, which is higher than the first level, indicating that the possibility of an SPSP reach being executed is higher. Therefore, players who saw the first possibility suggestion image and thought that the possibility of developing an SPSP reach was low are given the impression that the possibility of developing an SPSP reach has increased, and are greatly encouraged to expect an SPSP reach to occur. As a result, it is possible to effectively increase the player's expectation of winning a jackpot.

[0147] In this embodiment of the gaming machine 1, the probability of a jackpot in the group prediction is set to 40%, and the number "23%" shown in the first possibility suggestion image is added to the same number "40%" as the probability of a jackpot in the group prediction, resulting in the display of a second possibility suggestion image showing the number "63%" (see Figures 8(D)~(H)). Therefore, players can easily recognize that the probability of developing into an SPSP reach is 63% based on the second possibility suggestion image, and can also recognize the probability of a jackpot in the group prediction based on the difference between the number shown in the second possibility suggestion image and the number shown in the first possibility suggestion image (=63-23).

[0148] Up to this point, we have explained using the example of a situation where two SP first-half reach sequences are occurring simultaneously, and a change animation occurs where the first possibility suggestion image changes to the second possibility suggestion image, triggered by the execution of the group announcement. However, there are also cases where the animations shown in Figure 7(S-6) and later are executed without the group announcement shown in Figure 7(S-4) or the second possibility suggestion animation shown in Figure 7(S-5). In addition, although not shown in Figure 7, there are also cases where the group announcement is executed without the first possibility suggestion animation or the second possibility suggestion animation being executed.

[0149] If a second possibility suggestion animation (see Figure 7(S-5)) is performed, displaying a second possibility suggestion image, or if no group announcement or second possibility suggestion animation is performed after the first possibility suggestion animation (see Figure 7(S-3)), the two SP first half reach animation images will be highlighted alternately (see Figure 7(S-6)). Figure 8(I) illustrates the situation where the first SP first half reach animation image is highlighted immediately after the second possibility suggestion animation (see Figure 8(H)) is performed. By repeatedly highlighting the first SP first half reach animation image and the second SP first half reach animation image alternately, the player can intuitively recognize that one of the SP first half reaches will be selected.

[0150] Here, when the variation display of the first special symbol begins, if the sub-CPU 91 selects a variation pattern that develops a normal reach into the first SP first half reach based on the variation pattern of the first special symbol selected by the main CPU 81, the first SP first half reach selection animation (see Figure 7 (S-7)) is executed. Specifically, instead of highlighting the first SP first half reach animation image and then immediately highlighting the second SP first half reach animation image, the first SP first half reach animation image is highlighted for several seconds, and then the second SP first half reach animation image is erased and the first SP first half reach animation image is displayed in full screen on the display screen 70.

[0151] This changes the state from one in which the first SP first half reach and the second SP first half reach are executed simultaneously, to one in which only the first SP first half reach is executed. When the state changes to one in which only the first SP first half reach is executed, a single-press prompting

[0152] Here, if the variation animation pattern set at the start of the current pattern variation is a variation animation pattern that develops from a normal reach (see Figure 6(E)) to the first SP first half reach (see Figure 6(G)) and then to an SPSP reach (see Figure 6(I)), then the following series of animations will be performed. Specifically, in response to a single press of the first animation button 35 during the valid period related to the first animation button single press promotion animation, a gimmick operation animation (an example of a specific input corresponding animation, see Figure 7(S-9)) will be performed. This gimmick operation animation will drop the movable decorative member 14 (see Figure 2) to an operating position that covers most of the display screen 70, display a predetermined animation image that depicts the operation of the movable decorative member 14 on the display screen 70 so that it can be seen from the area of ​​the display screen 70 not covered by the movable decorative member 14, and output a predetermined sound from the speaker 38.

[0153] As this gimmick action sequence ends and the movable decorative member 14 returns to its initial position, the SPSP Reach begins (see Figures 6(I) and 7(S-10)). Towards the end of the SPSP Reach, a second action button single-press prompt sequence (an example of a second input prompt sequence) is executed to encourage the player to press the second action button 36 (see Figure 7(S-11)). Specifically, the display screen 70 shows an image of the second action button 36, a validity period gauge indicating the remaining time for which the operation of the second action button 36 is valid, and the words "Press!" which indicate the operation of the second action button 36 that is being prompted to the player (in this case, a single press).

[0154] In response to this, if the second performance button 36 is operated during the validity period related to the second performance button single-press promotion performance, a win / loss notification performance (either a win notification performance or a loss notification performance) will be executed in accordance with that operation to announce the result of the first special symbol judgment (see Figures 6(J) and 7(S-12)). Even if the second performance button 36 is not operated during this validity period, the win / loss notification performance will be executed after the validity period ends.

[0155] Up to this point, we have described the sequence of events from the first SP early reach to the SPSP reach, and up to the win / loss notification at the end of the SPSP reach. However, the specific input response event that triggers the development to the SPSP reach is not limited to the gimmick operation event exemplified in this embodiment. For example, it may be an event that uses both or either the display screen 70 and the speaker 38 without using the movable decorative member 14.

[0156] Furthermore, in the second performance button single-press promotion performance (see Figure 7 (S-11)), the second performance button image is displayed as described above. However, for example, as a win / loss notification performance (see Figure 7 (S-12)), the second performance button image may be displayed using one of the following colors: a first display color (for example, the same color as the second performance button 36) that suggests a relatively low probability of the win notification performance being executed; a second performance button image expressed using a second display color (for example, red) that suggests a relatively high probability of the win notification performance being executed; or a second performance button image expressed using a third display color (for example, rainbow colors) that definitively indicates that the win notification performance will be executed. The display color of the second performance button image may be used to express the expected degree of execution of the win notification performance.

[0157] Alternatively, the system may display either a small second-effect button image representing a second-effect button 36 that suggests a relatively low probability of the winning notification animation being performed, or a large second-effect button image representing a second-effect button 36 that suggests a relatively high probability of the winning notification animation being performed, thereby expressing the expected probability of the winning notification animation being performed based on the size of the second-effect button 36 represented by the second-effect button image.

[0158] On the other hand, if the variation animation pattern set at the start of the current pattern variation is a variation animation pattern that develops from a normal reach (see Figure 6(E)) to the first SP first half reach (see Figure 6(G)) and then to the first SP second half reach (see Figure 6(K)), then in response to the operation (single press) of the first performance button 35 during the valid period related to the first performance button single press promotion animation (see Figure 7(S-8)), a failure animation (see Figure 7(S-13)) is executed, which displays a predetermined animation image indicating that the movable decorative member 14 failed to operate.

[0159] Furthermore, if the first performance button 35 is not pressed during the validity period related to the first performance button single-press promotion performance (see Figure 7(S-8)), a gimmick operation performance (see Figure 7(S-9)) or a failure performance (see Figure 7(S-13)) will be executed as the validity period ends.

[0160] If the failure animation described above is executed, the second half of the 1st SP reach begins (see Figure 7 (S-14)). Then, towards the end of the second half of the 1st SP reach, a 1st performance button mashing prompt animation (an example of a 3rd input prompt animation) is executed, prompting the player to mash the 1st performance button 35 (see Figure 7 (S-15)). Specifically, the display screen 70 shows an image of the 1st performance button 35, a validity period gauge showing the remaining time for which the operation of the 1st performance button 35 is valid, and the words "mash!" which represent the operation of the 1st performance button 35 that is being urged on the player (in this case, mashing).

[0161] Then, just as when the second performance button 36 is pressed once during the validity period related to the second performance button single-press promotion effect (see Figure 7 (S-11)), a win / loss notification effect (win notification effect or loss notification effect) that notifies the result of the first special symbol judgment is executed in response to repeated pressing of the first performance button 35 during the validity period related to the first performance button rapid-press promotion effect (see Figure 7 (S-15)) (see Figure 7 (S-12)).

[0162] In the first performance button mashing prompt (see Figure 7 (S-15)), the first performance button image is displayed as described above. However, for example, as a win / loss notification performance (see Figure 7 (S-12)), the first performance button image may be displayed using one of the following colors: a first display color (for example, the same color as the first performance button 35) that suggests a relatively low probability of the win notification performance being executed; a second display color (for example, red) that suggests a relatively high probability of the win notification performance being executed; or a third display color (for example, rainbow colors) that definitively indicates that the win notification performance will be executed. The display color of the first performance button image may be used to express the expected probability of the win notification performance being executed.

[0163] Furthermore, either a small-sized image of the first performance button 35, which suggests that the probability of the winning notification animation being performed is relatively low, or a large-sized image of the first performance button 35, which suggests that the probability of the winning notification animation being performed is relatively high, may be displayed, and the expected degree of execution of the winning notification animation may be expressed by the size of the first performance button 35 represented by the first performance button image. Also, if the probability of the winning notification animation being performed is relatively high, the vibration motor 353 may be started to vibrate the first performance button 35 when the effective period for the first performance button rapid-fire promotion animation (see Figure 7 (S-15)) begins, or the vibration motor 353 may be started to vibrate the first performance button 35 before the effective period begins.

[0164] As is clear from the explanation so far, in the gaming machine 1 of this embodiment, a gimmick operation performance may or may not be performed depending on the operation of the first performance button 35 during the execution of the first performance button single-press promotion performance (see Figures 7(S-8), (S-9), (S-13)). If the gimmick operation performance is performed, a second performance button single-press promotion performance (see Figure 7(S-11)) is performed to prompt the player to single-press the second performance button 36, and if the gimmick operation performance is not performed, a first performance button rapid-fire promotion performance (see Figure 7(S-15)) is performed to prompt the player to repeatedly press the first performance button 35.

[0165] Figure 7 illustrates the sequence of events in which the win / loss notification event (see Figure 7(S-12)) is executed in response to repeated pressing of the first action button 35 during the validity period of the first action button rapid-press promotion event (see Figure 7(S-15)), or in response to a single press of the second action button 36 during the validity period of the second action button single-press promotion event (see Figure 7(S-11)). However, although not shown in Figure 7, a win / loss suggestion event is executed prior to this win / loss notification event.

[0166] The win / loss indication effect is an effect that indicates whether or not it is a jackpot before the win / loss notification effect (win notification effect or loss notification effect). If the win notification effect is a win notification effect in which three symbols indicating matching numbers are pseudo-stopped before being actually stopped, the win / loss indication effect is performed by operating the movable decorative member 14 and displaying a predetermined effect image expressed using rainbow colors on the display screen 70. On the other hand, if the loss notification effect is a loss notification effect in which three symbols indicating a near-miss are pseudo-stopped before being actually stopped, the win / loss indication effect is performed by not operating the movable decorative member 14 and displaying an effect image on the display screen 70 that shows the surroundings in silence. Such win / loss indication effects or loss indication effects are also performed immediately before the win / loss notification effect (see Figure 7 (S-24)) described later.

[0167] Furthermore, in this embodiment, the game machine 1 is more likely to execute the animation prompting the operation of the second animation button 36 when the probability of a big win is high (for example, when the result of the first special symbol judgment is "big win" or when a variation pattern with a long variation time for the first special symbol is selected even if it is a "miss"), and conversely, it is less likely to execute when the probability of a big win is low (for example, when the result of the first special symbol judgment is "miss" and a variation pattern with a short variation time for the first special symbol is selected). Also, the probability of a big win is higher when the first SP first half reach develops into the SPSP reach than when the first SP second half reach develops from the first SP first half reach. Therefore, the probability of a winning notification being triggered is higher when the second button single-press prompt (see Figure 7 (S-11)) is triggered at the end of the SPSP reach that develops from the first SP first half reach, compared to when the first button rapid-press prompt (see Figure 7 (S-15)) is triggered at the end of the first SP second half reach that develops from the first SP first half reach.

[0168] On the other hand, if the sub-CPU 91 has selected a variation animation pattern that develops a normal reach into a second special first half reach when the first special symbol variation display begins, the second special first half reach selection animation (see Figure 7 (S-17)) will be executed. Specifically, instead of highlighting the first special first half reach animation image immediately after highlighting the second special first half reach animation image, the second special first half reach animation image will be highlighted for several seconds, and then the first special first half reach animation image will be erased and the second special first half reach animation image will be displayed in full screen on the display screen 70.

[0169] This changes the state from one in which the first SP first half reach and the second SP first half reach are executed simultaneously to one in which only the second SP first half reach is executed. When the state changes to one in which only the second SP first half reach is executed, the first performance button single-press prompting performance (an example of the fourth input prompting performance) is executed towards the end of the second SP first half reach (see Figure 7 (S-18)). Specifically, the display screen 70 shows an image of the first performance button 35, a validity period gauge showing the remaining validity period for operating the first performance button 35, and the words "Press!" which indicate the operation content of the first performance button 35 to prompt the player (in this case, a single press). Thus, in this embodiment, the first performance button single-press performance is performed in common with both the first SP first half reach selection performance and the second SP first half reach selection performance (see Figures 7 (S-8), (S-18)).

[0170] Here, if the variation animation pattern set at the start of the current pattern variation is a variation animation pattern that develops from a normal reach (see Figure 6(E)) to the first half of the second special reach (see Figure 6(G)) and executes a win / loss notification animation (see Figure 6(F)) in the first half of the second special reach, then in response to a single press of the first performance button 35 during the valid period related to the first performance button single press promotion animation (see Figure 7(S-18)), a failure animation (see Figure 7(S-19)) that notifies that the predetermined mission (for example, a mission to repel the enemy army) has been failed, and a win / loss notification animation (see Figure 7(S-20)) will be performed. Note that the win / loss notification animation here is basically a loss notification animation, but very rarely, a so-called revival animation may be performed following the failure animation, and finally a win notification animation may be executed.

[0171] On the other hand, if the variation animation pattern set at the start of the current pattern variation is a variation animation pattern that develops from a normal reach to the second SP first half reach (see Figure 6(G)) and then to the second SP second half reach (see Figure 6(H)), then in response to a single press of the first performance button 35 during the valid period related to the first performance button single press promotion animation (see Figure 7(S-18)), a success animation (see Figure 7(S-21)) will be performed to indicate that a predetermined mission (for example, a mission to repel enemy forces) has been successfully completed. If this success animation is performed, the second SP second half reach (see Figure 6(H)) will start immediately thereafter (see Figure 7(S-22)).

[0172] Furthermore, if the validity period for the first performance button single-press promotion performance (see Figure 7 (S-18)) ends without the first performance button 35 being pressed, a success performance or failure performance will be executed depending on the end of the validity period. In addition, the probability of a big win is higher when a success performance is executed and it develops into the second half of the second SP reach compared to when a failure performance is executed and the win / loss notification performance is performed at the end of the first half of the second SP reach. For this reason, for example, during the validity period for the first performance button single-press promotion performance (see Figure 7 (S-18)), instead of displaying the first performance button image in the first display mode which suggests that the probability of a success performance being executed is relatively low, a second display mode which suggests that the probability of a success performance being executed is relatively high may be displayed to increase the player's expectation that a success performance will be executed. Also, if the probability of a success performance being executed is relatively high, the vibration motor 353 may be started to drive before the start of the validity period or at the start of the validity period.

[0173] Towards the end of the second SP second half reach, a first performance button mashing prompt (an example of a fifth input prompting prompt) is executed, prompting the player to repeatedly press the first performance button 35 (see Figure 7 (S-23)). This first performance button mashing prompt is the same as the first performance button mashing prompt performed towards the end of the first SP second half reach (see Figure 7 (S-15)).

[0174] Then, in response to the repeated pressing of the first performance button 35 during the validity period related to the first performance button mashing promotion performance (see Figure 7 (S-23)), the aforementioned win / loss indication performance (win indication performance or loss indication performance) is performed, and after that, a win / loss notification performance (win notification performance or loss notification performance) is executed to announce the result of the first special symbol judgment (see Figure 7 (S-24)).

[0175] Up to this point, we have explained various button effects during a reach, referring to Figure 7 and other figures. If we arrange these button effects during a reach in order from those with a high probability of triggering a win notification effect in response to those with a low probability, the order is as follows: second effect single-press button promotion effect (see Figure 7 (S-11)), first effect rapid-press button promotion effect (see Figure 7 (S-15)), first effect rapid-press button promotion effect (see Figure 7 (S-23)), and first effect single-press button promotion effect (see Figure 7 (S-18)).

[0176] Figure 9 illustrates the correspondence between the display colors of the possibility suggestion images (first possibility suggestion image and second possibility suggestion image) and the probability of the suggestion effect occurring (in this embodiment, the probability of developing into an SPSP reach). As described above based on Figure 8, etc., in the gaming machine 1 of this embodiment, there is a first case in which two possibility suggestion effects, the first possibility suggestion effect (see Figure 8(D)) and the second possibility suggestion effect (see Figure 8(H)), are executed, and a second case in which the second possibility suggestion effect is not executed after the first possibility suggestion effect is executed. In the first case, the second possibility suggestion image displayed by the second possibility suggestion effect becomes the final possibility suggestion image. On the other hand, in the second case, the first possibility suggestion image displayed by the first possibility suggestion effect becomes the final possibility suggestion image.

[0177] As illustrated in Figure 9, if the final possibility suggestion image is displayed in blue, the probability of developing into an SPSP reach is approximately 3%. Therefore, the possibility of the first SP first half reach selection animation (see Figure 7(S-7)) or the gimmick operation animation (see Figure 7(S-9)) being performed is extremely low, and in most cases, the second SP first half reach selection animation (see Figure 7(S-17)) will be performed.

[0178] Furthermore, as illustrated in Figure 9, if the final probability suggestion image is displayed in green, the probability of developing into an SPSP reach is approximately 18%. Therefore, when two SP first-half reaches are executed simultaneously, the first SP first-half reach selection animation will be performed approximately once every five times. Also, as illustrated in Figure 9, if the final probability suggestion image is displayed in red, the probability of developing into an SPSP reach is approximately 45%. Therefore, when two SP first-half reaches are executed simultaneously, the first SP first-half reach selection animation will be performed approximately once every two times.

[0179] Furthermore, as illustrated in Figure 9, if the final possibility suggestion image is displayed in gold or rainbow colors, the probability of developing into an SPSP reach is 100%. If two SP first-half reaches are executed simultaneously, the first SP first-half reach selection animation will always be performed, followed by the gimmick operation animation. Note that the possibility suggestion animation that displays a rainbow-colored possibility suggestion image functions as a so-called confirmation animation. After the rainbow-colored possibility suggestion image is displayed, the first SP first-half reach selection animation and the gimmick operation animation will always be performed, followed by the win notification animation.

[0180] (Regarding gaming machine 1 that allows the execution of button-pressing animations during a reach) Up to this point, we have described the button-pressing animations performed during a reach in the gaming machine 1 of this embodiment, with reference to Figures 6 and 7, etc. A gaming machine 1 capable of performing such button-pressing animations during a reach can be considered as the following type of gaming machine.

[0181] A determination means (for example, the main CPU 81 that performs the jackpot determination process in step S308 of Figure 16) that determines whether or not to execute a special game that is advantageous to the player (for example, a jackpot game), If the determination means determines that the special game should be executed, the special game execution means (main CPU 81 which executes the opening and closing control process of the big prize slot in step S6 of Figure 13) executes the special game, It includes a performance control means (for example, a sub-CPU 91) for controlling the performance, The aforementioned performance control means is Based on the result of the above determination, it is possible to execute a first input prompting effect that encourages the player to input to the input means (for example, a first effect button single-press prompting effect: see Figure 7 (S-8)), and a notification effect that notifies the player that the special game will be executed (for example, a win notification effect). Depending on the input to the input means during the execution of the first input prompting effect, a specific input corresponding effect (for example, a gimmick operation effect: see Figure 7(S-9)) may or may not be executed. If the aforementioned specific input response performance is executed, a second input prompting performance (for example, a second performance button single-press prompting performance: see Figure 7(S-11)) is executed to prompt the player to input to the input means, and if the aforementioned specific input response performance is not executed (for example, if the failure performance exemplified in Figure 7(S-13) is executed), a third input prompting performance (for example, a first performance button rapid-fire prompting performance: see Figure 7(S-15)) is executed to prompt the player to input to the input means. A gaming machine characterized in that the probability of the notification effect being executed differs depending on whether the third input prompting effect is executed or the second input prompting effect is executed (for example, the probability of the winning notification effect being executed is higher when the second effect button single-press prompting effect in Figure 7(S-11) is executed compared to when the first effect button rapid-press prompting effect in Figure 7(S-15) is executed).

[0182] According to the gaming machine 1 of this embodiment, in response to input for the first input prompting effect, if a specific input corresponding effect is executed, the second input prompting effect is executed; if a specific input effect (e.g., a gimmick operation effect) is not executed, the third input prompting effect is executed. The probability of a notification effect (announcing that a special game will be played) being executed differs depending on whether the input prompting effect performed after the first input prompting effect is the second input prompting effect or the third input prompting effect. Therefore, it is possible to effectively notify players of which input prompting effect will be executed and the likelihood of a notification effect being executed based on the presence or absence of a specific input effect, thereby achieving a high level of effect. Furthermore, players can infer the likelihood of a notification effect being executed based on the presence or absence of a specific input effect. Therefore, it is possible to effectively encourage players who expect a notification effect to be executed to input into the input means for the first input prompting effect.

[0183] Furthermore, the gaming machine 1 of this embodiment can also be considered as the following gaming machine. The aforementioned performance control means is Based on the result of the above determination, a fourth input prompting effect (for example, a first effect button single-press prompting effect: see Figure 7 (S-18)) can be executed to prompt the player to input to the input means. A gaming machine characterized in that, after the execution of the fourth input prompting effect, it is possible to execute a fifth input prompting effect (for example, the first button mashing prompting effect: see Figure 7(S-23)) which is an effect that prompts the player to make an input to the input means and is common to the third input prompting effect (for example, the first button mashing prompting effect: see Figure 7(S-15)).

[0184] According to this gaming machine, if the fourth input prompt animation is executed, the fifth input prompt animation, which is the same as the third input prompt animation that is executed when the specific input corresponding animation is not executed, will be executed afterward. Therefore, players can easily recognize that the second input prompt animation is executed when the specific input corresponding animation is executed, and in other cases, the input prompt animation will be the third or fifth input prompt animation. Thus, it is possible to effectively suppress the problem that the flow of the animations becomes complicated by executing a variety of input prompt animations, which could actually reduce the effectiveness of the animations.

[0185] Furthermore, the gaming machine 1 of this embodiment can also be considered as the following gaming machine. The gaming machine is characterized in that the fourth input prompting effect (see, for example, Figure 7(S-18)) is an effect that prompts the player to make an input that is the same as the input prompted by the first input prompting effect (see Figure 7(S-8)).

[0186] According to this gaming machine, the fourth input prompting sequence (for example, the first sequence button single-press prompting sequence: see Figure 7 (S-18)), which is followed by the execution of the fifth input prompting sequence, prompts the player to perform an input that is the same as the first sequence button single-press prompting sequence (for example, the first sequence button single-press prompting sequence: see Figure 7 (S-8)), which is followed by the execution of the second or third input prompting sequence. In this way, although the input prompted to the player is the same for the fourth input prompting sequence and the first input prompting sequence, the subsequent input prompting sequences performed are different. Therefore, by standardizing the initial input prompting sequence to the player, it is possible to suppress the complexity of the sequences, while diversifying the subsequent input prompting sequences to increase the variety of sequences and achieve a high level of performance effect.

[0187] Furthermore, the gaming machine 1 of this embodiment can also be considered as the following gaming machine. A gaming machine characterized in that the notification effect is more likely to be performed when the second input prompting effect (for example, the second effect button single-press prompting effect: see Figure 7 (S-11)) is performed than when the fifth input prompting effect (for example, the first effect button rapid-pressing prompting effect: see Figure 7 (S-23)) is performed.

[0188] According to this gaming machine, the likelihood of a special game being played is higher when the specific input-dependent animation and the second input-promoting animation are performed compared to when the fourth input-promoting animation and the fifth input-promoting animation are performed. Therefore, it is possible to effectively increase the player's expectation that the specific input-dependent animation will be performed, and effectively suppress problems such as a decrease in the entertainment value of the series of animations due to the failure to input a signal for the first input-promoting animation.

[0189] (Other configurations related to button press effects during reach) Regarding the button animation during the reach, the following configuration may be adopted. That is, in this embodiment, the case in which two types of SP first half reaches, the first SP first half reach and the second SP first half reach, are executed simultaneously was described as an example, but in other embodiments, these two types of SP first half reaches are not executed simultaneously, and a configuration may be adopted in which the normal reach develops into either the first SP first half reach or the second SP first half reach.

[0190] Furthermore, in this embodiment, we will explain using the example of a case where two types of SP first half reaches, the first SP first half reach and the second SP first half reach, are provided as SP first half reaches. However, there may be one type of SP first half reach, or there may be three or more types. If there is only one type of SP first half reach, it is conceivable that during the execution of that SP first half reach, the first performance button single-press promotion performance (see Figure 7(S-8)) or the first performance button single-press promotion performance (see Figure 7(S-18)) may be executed in a manner that prevents the player from determining which of the two first performance button single-press promotion performances is being executed.

[0191] In a configuration where the player can easily identify that the first single-button press promotion animation (see Figure 7(S-18)) is being performed, the game will not develop into an SPSP reach after this animation is performed. Therefore, performing this first single-button press promotion animation may actually decrease the player's expectation of winning a jackpot. In contrast, if the above configuration is adopted, in which the first single-button press promotion animation shown in Figure 7(S-18) is performed in a manner indistinguishable from the first single-button press promotion animation shown in Figure 7(S-8), it becomes difficult to identify that the game will not develop into an SPSP reach based on the latter first single-button press promotion animation. Thus, it is possible to effectively suppress the problem of the player's expectation of winning a jackpot decreasing when the latter first single-button press promotion animation is performed.

[0192] Furthermore, in this embodiment, the first single-press button prompting effect exemplified in Figure 7(S-18) is described as an example in which the effect prompts the player to perform an operation that is the same as the operation prompted by the first single-press button prompting effect exemplified in Figure 7(S-8). In contrast, in other embodiments, the first single-press button prompting effect exemplified in Figure 7(S-18) may be an operation prompting effect that prompts the player to perform an operation different from the operation prompted by the first single-press button prompting effect exemplified in Figure 7(S-8) (for example, a long press).

[0193] Furthermore, in this embodiment, when comparing the first button-pressing prompt Furthermore, a configuration may be adopted in which, during the effective period of the first performance button mashing promotion performance exemplified in Figure 7(S-23), the vibration motor 353 is not driven, and during the effective period of the first performance button mashing promotion performance exemplified in Figure 7(S-15), there are cases where the vibration motor 353 is driven to vibrate the first performance button 35 and cases where it is not.

[0194] Furthermore, in this embodiment, as illustrated in Figure 7, the explanation will be given using a case where button effects using the first effect button 35 and button effects using the second effect button 36 (see Figure 7(S-11)) are mixed. However, for example, a configuration in which the first effect button 35 is provided but the second effect button 36 is not provided may be used, in which all input prompting effects illustrated in Figure 7 will prompt the player to perform various operations on the first effect button 35. Also, it goes without saying that the input content prompted to the player by each input prompting effect illustrated in Figure 7 is merely an example, and other inputs may be used.

[0195] (Regarding gaming machine 1 capable of performing possibility-suggestion sequences) Furthermore, the gaming machine 1 of this embodiment, which is capable of performing the possibility-suggestion presentation described based on Figures 7 to 9, can be considered as the following gaming machine.

[0196] A determination means (for example, the main CPU 81 that performs the jackpot determination process in step S308 of Figure 16) that determines whether or not to execute a special game that is advantageous to the player (for example, a jackpot game), If the determination means determines that the special game should be executed, the special game execution means (main CPU 81 which executes the opening and closing control process of the big prize slot in step S6 of Figure 13) executes the special game, It includes a performance control means (for example, a sub-CPU 91) for controlling the performance, The aforementioned performance control means is Based on the determination result of the determination means, it is possible to perform an indicational animation (for example, SPSP Reach) that suggests that the special game may be executed. A gaming machine characterized in that it can display a first possibility suggestion image that suggests there is a first degree (for example, 23%) that the suggestion effect will be performed (see, for example, Figure 8(D)), and in response to the execution of a predetermined trigger effect (for example, a group announcement: see, Figure 8(E)), it can perform a change effect (see, for example, Figures 8(D) to (H)) that changes the first possibility suggestion image to a second possibility suggestion image (see, for example, Figure 8(H)) that suggests there is a second degree (for example, 63%) that is higher than the first degree that the suggestion effect will be performed.

[0197] In this gaming machine, the first possibility suggestion image, which indicates that the probability of the suggestion effect being performed is at a first degree, changes to the second possibility suggestion image, which indicates that the probability of the suggestion effect being performed is at a second degree (higher than the first degree) (see, for example, Figures 8(D) to (H)). As a result, it is possible to give the player the impression that the probability of the suggestion effect being performed has increased, and a high performance effect can be obtained through the synergistic effect of the change effect and the suggestion effect. In addition, since the first possibility suggestion image changes to the second possibility suggestion image in response to the execution of a trigger effect (for example, a group announcement: see Figures 8(E) to (G)), the player can easily recognize that the first possibility suggestion image changes based on the trigger effect, and it is possible to effectively suppress the problem of the player missing the change from the first possibility suggestion image to the second possibility suggestion image, and thus not obtaining the full performance effect from executing the change effect.

[0198] (Other structures related to suggestive or alteration effects) Regarding suggestive or transformative effects, the following structure may be adopted. In other words, although this embodiment describes the case where the suggestive effect is an SPSP reach as an example, the suggestive effect is not limited to an SPSP reach as long as it is an effect that suggests that there is a possibility of a jackpot game being played. For example, it may be a reach effect other than an SPSP reach, a cut-in that displays a predetermined cut-in image on the display screen 70 at the end of an SPSP reach, or other effects such as a jackpot suggestive effect.

[0199] Furthermore, in this embodiment, we will explain using the example of a case where the first possibility suggestion image (see, for example, Figure 8(D)) sometimes changes to the second possibility suggestion image (see Figure 8(H)) and sometimes does not. However, in other embodiments, a configuration may be adopted in which, when the first possibility suggestion image is displayed, the first possibility suggestion image always changes to the second possibility suggestion image.

[0200] Furthermore, in this embodiment, we will describe a case in which the first possibility suggestion image changes to the second possibility suggestion image when a group announcement is made. However, the triggering effect is not limited to a group announcement, and may be other effects such as a character dialogue announcement in which a predetermined character appears and says a line such as "It's going to change!". In addition, regarding the triggering effect, it is also possible to prepare both a true triggering effect and a false triggering effect, and adopt a configuration in which the first possibility suggestion image changes to the second possibility suggestion image when the true triggering effect is made, and the first possibility suggestion image does not change to the second possibility suggestion image when the false triggering effect is made.

[0201] Furthermore, in this embodiment, we will explain the case in which the first possibility suggestion image is made invisible by a group announcement before the second possibility suggestion image is displayed. However, for example, a configuration may be adopted in which a predetermined character appears while the first possibility suggestion image is still visible, and in response to this character uttering a line such as "It's going to change!", the displayed first possibility suggestion image is changed to the second possibility suggestion image.

[0202] Furthermore, in this embodiment, we will describe a case in which the first possibility suggestion image changes to the second possibility suggestion image as a result of an effect (in this embodiment, a group announcement) that is not based on the player's operation.In contrast, in other embodiments, for example, while the first possibility suggestion image is displayed, a first effect button operation prompting effect is executed to prompt the player to operate the first effect button 35 (single press, rapid press, or long press), and the first possibility suggestion image changes to the second possibility suggestion image depending on whether the first effect button 35 is operated during the effective period related to this first effect button operation prompting effect.In this case, it is conceivable to adopt a configuration in which the first possibility suggestion image does not change to the second possibility suggestion image if the first effect button 35 is not operated during the effective period, or a configuration in which the first possibility suggestion image changes to the second possibility suggestion image as a result of the end of the effective period if the first effect button 35 is not operated.

[0203] Furthermore, in other embodiments, it is conceivable to adopt a configuration in which, when the first possibility suggestion image changes to the second possibility suggestion image, the probability of executing a high-reliability effect (for example, a cut-in effect that displays the cut-in image with the highest probability of winning among multiple cut-in images) is higher than when the first possibility suggestion image does not change to the second possibility suggestion image.

[0204] Furthermore, in this embodiment, we have described an example where a rainbow-colored probability suggestion image showing the number 100% is displayed to definitively not only indicate that the suggestion effect will definitely be executed, but also that the win notification effect will definitely be executed. However, even if the display color of the probability suggestion image is not rainbow-colored, a configuration may be adopted in which the win notification effect will definitely be executed if a probability suggestion image (first probability suggestion image or second probability suggestion image) showing a number that suggests a big win, such as "33%" or "77%", is displayed.

[0205] Furthermore, in this embodiment, we will explain using the example where the probability of executing the suggestion animation increases as the numbers shown in the first possibility suggestion image and the second possibility suggestion image increase. However, in other embodiments, a configuration may be adopted in which the probability of executing the suggestion animation increases as the numbers shown in the first possibility suggestion image and the second possibility suggestion image decrease.

[0206] Furthermore, in this embodiment, the degree of possibility of a suggestive presentation (SPSP Reach in this embodiment) being performed is described using as an example the case in which the magnitude and display color of the numbers shown in the first possibility suggestive image and the second possibility suggestive image are used to express the degree of possibility of a suggestive presentation being performed based on either the magnitude of the numbers or the display color.

[0207] Furthermore, the first possibility suggestion image, which indicates that the likelihood of the suggestion performance being performed is of a first degree, and the second possibility suggestion image, which indicates that the likelihood of the suggestion performance being performed is of a second degree, are not limited to those that express these possibilities numerically. For example, they may indicate the degree of likelihood of the suggestion performance being performed by the number of predetermined display objects, or they may indicate the degree of likelihood of the suggestion performance being performed by the degree of accumulation of the scales on a gauge shown in a gauge image in which multiple scales light up in sequence.

[0208] Furthermore, in this embodiment, the first possibility suggestion image and the second possibility suggestion image are described as being displayed during a period in which two SP first-half reaches are executed simultaneously. However, the timing of displaying these possibility suggestion images is not limited to the timing exemplified in this embodiment, and other timings are also possible. For example, the first possibility suggestion image and the second possibility suggestion image may be displayed during a normal reach. Alternatively, for example, the first possibility suggestion image may be displayed during a normal reach, and then a change animation may be generated during the execution period of the two SP first-half reaches to display the second possibility suggestion image. In this way, the display of each possibility suggestion image may occur during different reach animations.

[0209] [About the performance mode] In the gaming machine 1 of this embodiment, multiple normal performance modes are provided as performance modes when the game is controlled in the normal game state, including a first normal performance mode and a second normal performance mode, and the first normal performance mode and the second normal performance mode have the following characteristics.

[0210] In other words, when the performance is controlled in the first normal performance mode, performance symbols consisting only of numbers without character images are displayed in the performance symbol display area 73 (see Figure 2). On the other hand, when the performance is controlled in the second normal performance mode, performance symbols consisting of numbers and character images are displayed in the performance symbol display area 73 (see Figures 10 and 11). When the performance is controlled in the second normal performance mode, the following symbols are displayed in the performance symbol display area 73: Symbol 1, which consists of the number "1" and a character image representing character A; Symbol 2, which consists of the number "2" and a character image representing character B; Symbol 3, which consists of the number "3" and a character image representing character C; Symbol 4, which consists of the number "4" and a character image representing character D; Symbol 5, which consists of the number "5" and a character image representing character E; Symbol 6, which consists of the number "6" and a character image representing character F; Symbol 7, which consists of the number "7" and a character image representing character G; Symbol 8, which consists of the number "8" and a character image representing character H; and Symbol 9, which consists of the number "9" and a character image representing character I. Figure 10(A) illustrates the state in which Symbol 3, Symbol 6, and Symbol 2 have stopped in the second normal performance mode.

[0211] Furthermore, when the performance is controlled in the first normal performance mode, the performance symbol display area 73 (see Figure 2) displays a portion of the performance symbol sequences, in which the numbers "1" to "9" are written vertically from bottom to top, with each symbol sequence (left, middle, and right) displayed in three horizontal columns. Then, when the variation display of the first special symbol begins in the normal game state, the three symbol sequences scroll from top to bottom. Thus, when the performance is controlled in the first normal performance mode, the variation pattern of the performance symbols is a downward scroll.

[0212] On the other hand, when the performance is controlled in the second normal performance mode, in the performance symbol display area 73, each symbol row (upper row, middle row, and lower row) is displayed in three vertical rows so that a portion of the symbol rows of the performance symbols, in which the above symbols 1 to 9 are written continuously horizontally from left to right, is displayed (see, for example, Figure 10(A)). Then, as the display of the first special symbol variation in the normal game state begins, the scrolling display of the three symbol rows begins so that these symbol rows scroll from right to left (see, for example, Figure 10(B)). Thus, when the performance is controlled in the second normal performance mode, the variation of the performance symbols is a left-scrolling pattern.

[0213] [Stage-based presentation of the first presentation pattern] Next, with reference to Figure 10, we will describe the staged presentation of the first presentation pattern that is performed when the presentation is controlled in the second normal presentation mode during normal gameplay. Here, Figure 10 is a screen diagram showing a specific example of the staged presentation of the first presentation pattern. The staged presentation in this embodiment is a presentation that develops stepwise up to any stage below a predetermined stage (three stages in this embodiment), with each stage of the presentation being configured to display a presentation image representing a predetermined character speaking a line of dialogue (see, for example, Figures 10(C) to (E)).

[0214] Figure 10(A) illustrates a state in which three special symbols representing the scattered "362" combination have stopped in order to indicate that the result of the first special symbol judgment corresponding to the icon displayed in the icon display area 72 is "miss". Specifically, the figure illustrates a state in which the three symbols in the lower row of symbols (consisting of the number "3" and a character image representing character C) have stopped in the lower left area of ​​the special symbol display area 73, the six symbols in the middle row of symbols (consisting of the number "6" and a character image representing character F) have stopped in the central area of ​​the special symbol display area 73, and the two symbols in the upper row of symbols (consisting of the number "2" and a character image representing character B) have stopped in the upper right area of ​​the special symbol display area 73.

[0215] When a losing symbol is displayed as the first special symbol, and a predetermined confirmation time (0.6 seconds in this embodiment) has elapsed since the "362" scattered symbols stopped as described above, the main CPU 81 performs a first special symbol determination corresponding to the earliest held icon displayed in the held icon display area 71. In response, the sub-control board 90 performs a process based on the determination result of the first special symbol determination by the main CPU 81, determining whether or not to execute a staged performance, and if so, what kind of performance pattern to execute it using. Here, a specific example of a staged performance that is performed when it is decided to execute a staged performance of the first performance pattern that develops up to the third stage will be described.

[0216] When the first special symbol determination corresponding to the earliest pending icon displayed in the pending icon display area 71 (see Figure 10(A)) is performed, this pending icon shifts from the pending icon display area 71 to the corresponding icon display area 72, and the three rows of symbols displayed vertically in three columns begin to scroll to the left (see Figures 10(A) and (B)). When the leftward scrolling of the three rows of symbols (upper, middle, and lower) begins in this way, the lower row of symbols becomes temporarily hidden, and the first stage of the staged performance begins (see Figure 10(C)).

[0217] (First stage of production) In the first stage of the presentation, as illustrated in Figure 10(C), a visual representation is shown depicting character E asking the question, "What do you think?". Along with this, the voice of character E saying "What do you think?" is output from speaker 38. In this first stage of the presentation, the character image representing character E, which is part of the 5 symbols displayed in the second normal presentation mode, is used. Therefore, it is possible to give the player the impression that the 5 symbols are speaking, resulting in a highly effective presentation.

[0218] Furthermore, not only in the first stage of the presentation, but in the presentations of each stage, the character images that make up each presentation symbol from symbol 1 to symbol 9 displayed in the second normal presentation mode are used (see, for example, Figures 10(D) and (E)). Therefore, there is no need to prepare separate character images for the stage presentations, which helps to suppress the increased manufacturing cost of the gaming machine 1.

[0219] Furthermore, when the first stage of the performance, as illustrated in Figure 10(C), is being performed, the lower row of symbols is hidden, and the upper and middle rows of symbols are displayed as high-speed scrolling, making it impossible to clearly see the performance symbols that make up each row. In addition, the character E displayed in the first stage of the performance does not have a number attached to it. This prevents the player from mistakenly believing that the number 5 is stopped in the lower left area of ​​the performance symbol display area 73, while giving the player the impression that the number 5, which is composed of a character image representing character E, is performing the performance.

[0220] (Second stage of production) After a predetermined amount of time has elapsed since the start of the first stage of the performance, the upper row of symbols, in addition to the lower row of symbols, becomes invisible, and the second stage of the performance begins (see Figure 10(D)). In this second stage of the performance, as illustrated in Figure 10(D), while character E, who appeared in the first stage of the performance, remains on display, a visual effect is displayed showing character C saying the line, "One more time!". Accordingly, the voice of character C saying "One more time!" is output from speaker 38. In this second stage of the performance, the character image representing character C, which makes up the three symbols displayed in the second normal performance mode, is used. Therefore, it is possible to give the player the impression that the three symbols are speaking. This second stage of the performance is a visual effect that suggests that a so-called pseudo-consecutive win performance will be executed.

[0221] (Third stage of production) After a predetermined amount of time has elapsed since the start of the second stage of the performance, the third stage of the performance begins (see Figure 10(E)). In this third stage of the performance, as illustrated in Figure 10(E), while displaying character E, who appeared in the first and second stages of the performance, and character C, who appeared in the second stage of the performance, a visual effect is displayed showing character E uttering the line, "Hohen is coming too!". Accordingly, the voice of character E saying "Hohen is coming too!" is output from speaker 38. This third stage of the performance is intended to suggest that an icon change performance targeting the icon in question will be executed.

[0222] Up to this point, we have explained the staged presentation that develops up to the upper limit of the third stage, referring to Figures 10(C) to (E). However, there are also cases where the staged presentation ends at the second stage without developing to the third stage, or where the presentation ends at the first stage without executing the second stage or beyond.

[0223] When the staged presentation of the first presentation pattern exemplified in Figures 10(C) to (E) is executed, the following presentation takes place afterward. That is, upon completion of the third stage presentation, the presentation images related to the third stage presentation are removed from the display screen 70, and consequently, the upper row of symbols and the lower row of symbols are displayed again, and the high-speed left-scrolling display of the upper, middle, and lower rows resumes (see Figure 10(F)).

[0224] As the high-speed scrolling display of these three columns resumes, the icon change animation suggested by the third stage of the animation is executed (see Figures 10(E) to (F)). Specifically, as illustrated in Figures 10(E) to (F), an icon change animation is executed that changes the normal icon, which is displayed in white, to a special icon (for example, the same icon in green). If a special icon is already displayed as the icon in question when the third stage of the animation is being performed, an icon change animation will be executed that changes that special icon to a special icon with a higher display color.

[0225] Next, after a predetermined amount of time has elapsed since the high-speed scrolling of the three rows of symbols resumes, for example, the scrolling speed of the lower row of symbols gradually decreases, and the symbol 1 (which consists of a character image representing character A and the number "1") in the lower row of symbols pseudo-stops in the lower left area of ​​the symbol display area 73 (see Figure 10(G)). Then, the scrolling speed of the upper row of symbols gradually decreases, and the symbol 1 (which consists of a character image representing character A and the number "1") in the upper row of symbols pseudo-stops in the upper right area of ​​the symbol display area 73 (see Figure 10(H)). This results in a state where a reach is achieved with symbol 1.

[0226] In this case, normally the normal reach described above would start based on Figure 6(E), etc., but if the execution of a pseudo-consecutive reach is suggested by a staged performance (in the example shown in Figure 10, the second stage performance: see Figure 10(D)), the following performance will be performed. That is, with the two 1 symbols that form the reach pseudo-stopped, the middle symbol, which consists only of numbers without character images attached, pseudo-stops in the central area of ​​the display screen 70, and then rotates clockwise (rotates) with the vertical direction of the game machine 1 as the axis (see Figure 10(H)). Figure 10(H) illustrates the situation in which the 2 symbol is temporarily displayed during the process of the middle symbol rotating. This middle symbol changes to a middle symbol that represents a number that is "1" added with each rotation, such as the 2 symbol, the 3 symbol, the 4 symbol, and so on. Then, since the execution of a pseudo-consecutive win animation is suggested here, the middle symbol changes up to the 7 symbol, and this 7 symbol stops pseudo-in the central area of ​​the animation symbol display area 73 without changing to the 8 symbol (see Figure 10(I)).

[0227] This middle 7 symbol functions as a pseudo-consecutive symbol that signals the execution of a pseudo-consecutive symbol sequence. After the middle 7 symbol pseudo-stops in the middle column for a predetermined time, the left scrolling of the three rows of symbols resumes, and the second pseudo-consecutive symbol sequence begins.

[0228] [Stage-based presentation of the second presentation pattern] Next, referring to Figure 11, we will explain the staged presentation of the second presentation pattern that occurs when the presentation is controlled in the second normal presentation mode during normal gameplay. Here, Figure 11 is a screen diagram showing a specific example of the staged presentation of the second presentation pattern.

[0229] Figure 11(A), similar to Figure 10(B), illustrates the situation immediately after the left scrolling of the three symbol rows begins in the second normal performance mode, coinciding with the start of the variation display of the first special symbol in the normal gameplay state.

[0230] As described above, in the gaming machine 1 of this embodiment, the first special symbol that signals that the result of the first special symbol judgment in the normal game state is a jackpot is a "probability change symbol" and a "normal symbol". When the "probability change symbol" is displayed on the first special symbol display 41, the game is controlled in the probability change game state after the jackpot game ends, and when the "normal symbol" is displayed, the game is controlled in the time-saving game state after the jackpot game ends.

[0231] In contrast, the display screen 70 performs a variation effect that includes a variation display of the performance symbols in conjunction with the variation display of the first special symbol, based on the judgment result of the first special symbol judgment by the main CPU 81. This variation effect has two parts: the "first variation effect" and the "second variation effect". In this embodiment, nine performance symbols are provided for display on the display screen 70, regardless of whether or not character images are attached: symbols 1, 2, 3, 4, 5, 6, 7, 8, and 9. The "first variation effect" is a reach effect (hereinafter also referred to as "normal reach") that is performed when a reach is established with any even-numbered symbol (symbol 2, 4, 6, or 8) among these nine performance symbols. Furthermore, the "second variation effect" refers to a reach effect (hereinafter also called a "probability variation reach") that occurs when a reach is achieved with any of the odd-numbered symbols (symbol 1, symbol 3, symbol 5, symbol 7, or symbol 9) among the nine effect symbols mentioned above.

[0232] When the "probability change symbol" is displayed on the first special symbol display 41, and the game is controlled in a probability change game state (an example of the "second game state") after the jackpot game ends, the sub-CPU 91 executes a win notification sequence in the first or second variation sequence. Here, when the win notification sequence is executed in the second variation sequence, for example, when a probability change reach is performed with a 3 symbol reach, the three symbols showing the repeating number "333" are pseudo-stopped towards the end of this probability change reach, and as the "probability change symbol" is displayed as the first special symbol, the win notification sequence is executed to actually stop these three symbols. In this way, by performing a win notification sequence that pseudo-stops three common odd-number symbols before actually stopping them, the player can easily recognize that they have won a probability change jackpot.

[0233] Furthermore, as described above, if the game is controlled in a probability variation state after the end of a jackpot game, the sub-CPU 91 may also execute a win notification animation in the first spin animation. For example, if a reach is established with the number 4, a normal reach is performed, and at the end of this normal reach, three animation symbols showing the repeating number "444" are pseudo-stopped, and as the "probability variation symbol" is displayed as the first special symbol, a win notification animation is executed in which these three animation symbols are actually stopped. In this way, by performing a win notification animation in which three common even-numbered symbols are pseudo-stopped before being actually stopped, it is possible to make the player feel that the game is controlled in a time-saving game state after the end of a jackpot game. However, since the game is controlled in a probability variation state after the end of a jackpot game, the sub-CPU 91 executes a so-called probability variation upgrade animation during the jackpot game to notify the player that the game will be controlled in a probability variation state after the end of a jackpot game.

[0234] On the other hand, if the first special symbol display 41 stops displaying a "normal symbol," and the game is controlled in a time-saving game state (an example of the "first game state") after the jackpot game ends, the sub-CPU 91 executes a win notification sequence in the first variation sequence. For example, if a reach is established with the 2 symbol and a normal reach is performed, then at the end of this reach sequence, three symbols showing the repeating number "222" are pseudo-stopped, and as the "normal symbol" stops and is displayed as the first special symbol, a win notification sequence is executed in which these three symbols are actually stopped. In this way, by performing a win notification sequence in which three common even-numbered symbols are pseudo-stopped before being actually stopped, it is possible to clearly notify the player that the game will be controlled in a time-saving game state after the jackpot game ends.

[0235] Furthermore, the second variation sequence is a probability-increasing reach that occurs when an odd-numbered symbol combination is achieved, as described above. Therefore, if the game is controlled in a time-saving mode after a big win, the second variation sequence, which is a probability-increasing reach, will not be executed while the first special symbol corresponding to this big win is being displayed.

[0236] Returning to the explanation of Figure 11, when the second variation of the bonus round is performed after an odd-numbered symbol combination is achieved, the following sequence of events takes place. Specifically, after a predetermined amount of time has elapsed since the three vertically arranged rows of symbols began scrolling to the left (see Figure 11(A)), the bottom row of symbols becomes temporarily invisible, and the first stage of the stage sequence begins (see Figure 11(B)).

[0237] (First stage of production) In the production of the first stage, as illustrated in FIG. 11(B), a production display is performed to show the character F asking the question "Is it a normal reach?". That is, as the first variable production image related to the first variable production which is a normal reach, a production image showing the character F uttering the line "Is it a normal reach?" is displayed on the display screen 70. Along with this, the voice of the character F saying "Is it a normal reach?" is output from the speaker 38. In this production of the first stage, a character image representing the character F which constitutes the six symbols displayed in the second normal production mode is used. Therefore, it is possible to give the player an impression as if the six symbols are uttering lines, and a high production effect can be obtained. Note that this production of the first stage is a production suggesting that there is a possibility that the reach production is executed in a state where a reach by even-numbered symbols is established, as is clear from the line content of the character F.

[0238] (Production of the second stage) When a predetermined time has elapsed since the start of the production of the first stage, in addition to the following symbol row, the upper symbol row becomes non-displayed, and the production of the second stage starts (see FIG. 11(C)). In this production of the second stage, as illustrated in FIG. 11(C), with the character F who appeared in the production of the first stage still being displayed, a production display is performed to show the character A uttering the line "It's a certain-variation reach!". That is, as the second variable production image related to the second variable production which is a certain-variation reach, a production image showing the character A (the same as that added to one symbol) uttering the line "It's a certain-variation reach!" is displayed on the display screen 70. In this production of the second stage, a character image representing the character A which constitutes the one symbol displayed in the second normal production mode is used. Therefore, it is possible to give the player an impression as if the one symbol is uttering a line. Note that this production of the second stage is a production that definitely notifies that the reach production is executed in a state where a reach by odd-numbered symbols is established, as is clear from the line content of the character A.

[0239] (Production of the third stage) When a predetermined time has elapsed since the start of the second-stage presentation, the third-stage presentation starts (see FIG. 11(D)). In this third-stage presentation, as illustrated in FIG. 11(D), while displaying the character F who appeared in the first-stage and second-stage presentations and the character A who appeared in the second-stage presentation, a presentation display representing the character F uttering the line "It's hot, dog!" is performed. Along with this, the voice of the character F saying "It's hot, dog!" is output from the speaker 38. Note that this third-stage presentation is a presentation suggesting that there is a relatively high possibility that a winning notification presentation will be executed.

[0240] Thus, when the third-stage presentation in the stage presentation is executed, thereafter, as described above based on FIG. 10(F), the upper symbol row and the lower symbol row are displayed again, and the left scroll display at high speed in the three rows of the upper, middle, and lower rows is restarted (see FIG. 11(E)). Then, when a predetermined time has elapsed since the restart of the left scroll display at high speed in the three symbol rows, for example, the scroll speed of the lower symbol row gradually decreases, and the seven symbols (composed of the character image representing the character G and the number "7") included in the lower symbol row pseudo-stop in the lower left area of the presentation symbol display area 73 (see FIG. 11(F)). Then, the scroll speed of the upper symbol row gradually decreases, and the seven symbols (composed of the character image representing the character G and the number "7") included in the upper symbol row pseudo-stop in the upper right area of the presentation symbol display area 73 (see FIG. 11(G)). As a result, a reach with seven symbols is established (see FIG. 11(H)). Note that in FIG. **********(H), a reach line including the characters "Scorching!" is superimposed on the lower left seven symbols and the upper right seven symbols so as to correspond to the third-stage presentation in the stage presentation (here, the presentation for displaying a presentation image suggesting a relatively high big win reliability: see FIG. 11(D)).

[0241] As shown in Figure 11(H), when a reach is achieved with the number 7, a normal reach (see Figure 6(E)) is performed, and a win notification animation may be performed towards the end of this normal reach. Furthermore, the animation for achieving a reach with the number 7 has a higher probability of triggering a win notification animation compared to a normal reach or a probability-changing reach with other odd-numbered symbols. For this reason, the possibility of a loss notification animation being performed towards the end of a normal reach is extremely low, and if a win notification animation is not performed towards the end of a normal reach, the normal reach will develop into an SP reach (the first SP first half reach or the second SP first half reach as exemplified in Figure 6(G)), and a win / loss notification animation (win notification animation or loss notification animation) will be performed in one of these SP first half reaches, the first SP second half reach, the second SP second half reach, or the SPSP reach.

[0242] Here, we have explained using Figure 11 as an example, where the first variation animation image related to a normal reach is displayed in the first stage of the animation. However, this first variation animation image may also be displayed in the second stage of the animation or in the third stage of the animation. If the first variation animation image is displayed in the third stage of the animation, the second variation animation image related to a probability-increasing reach will not be displayed (i.e., it is confirmed that a normal reach will be performed). In addition, if the first variation animation image related to a normal reach is displayed in the first or second stage of the animation in a staged animation, the second variation animation image related to a probability-increasing reach may not be displayed afterward. For example, in the gaming machine 1 of this embodiment, there is an animation pattern that takes place after the first stage of the animation, where character A says "That's right!" which affirms character F's line "Is it a normal reach?" (see Figure 11(B)) in the first stage of the animation. In this case, when the second stage of the animation is performed, it is confirmed that the game will develop into a normal reach. Therefore, in the third stage of the presentation, the second variation image related to the probability variation reach will not be displayed.

[0243] Furthermore, Figure 11 illustrates a case where the first variation animation image for a normal reach is displayed in the first stage of the animation, and the second variation animation image for a probability-increasing reach is displayed in the second stage, which is the next stage after the first stage. However, there are also cases where, after the first variation animation image is displayed in the first stage of the animation, the second variation animation image for a probability-increasing reach is displayed in the third stage of the animation. In such cases, the second stage of the animation may display an animation image that suggests that a pseudo-consecutive animation will be performed (see, for example, Figure 10(D)), or an animation image that suggests that an icon change animation targeting that icon will be performed (see, for example, Figure 10(E)).

[0244] Furthermore, Figure 11 illustrates the case where the second variation animation image related to a probability variation reach is displayed in the third stage of the animation. However, this second variation animation image may also be displayed in the first stage of the animation or in the second stage of the animation. A characteristic feature is that when the second variation animation image is displayed in the first stage of the animation, the first variation animation image related to a normal reach is not displayed.

[0245] (Regarding gaming machine 1 capable of performing staged effects) The gaming machine 1 of this embodiment, which is capable of executing the staged presentation of the second presentation pattern described based on Figure 11, can be considered as the following gaming machine.

[0246] A determination means (for example, the main CPU 81 that performs the jackpot determination process in step S308 of Figure 16) that determines whether or not to execute a special game that is advantageous to the player (for example, a jackpot game), A symbol display control means (main CPU 81 that executes the processes of steps S311 and S315 in Figure 16) causes a special symbol (for example, a first special symbol) to be displayed in a variable manner on a predetermined special symbol display means (for example, a first special symbol display 41), and then causes the special symbol indicating the determination result of the determination means to be displayed in a stopped state. When the special game is executed and a special symbol indicating that the determination means has determined to be executed is displayed in the special symbol display means, the special game execution means (main CPU 81 which executes the opening and closing control process of the big prize slot in step S6 of Figure 13) executes the special game, After the completion of the special game, a game control means (e.g., main CPU 81) controls the game in one of a plurality of game states, including a first game state (e.g., a time-saving game state) and a second game state that is more advantageous to the player than the first game state (e.g., a probability-increasing game state), It includes a performance control means (for example, a sub-CPU 91) for controlling the performance, The aforementioned performance control means is Based on the determination result of the determination means, it is possible to execute a variation effect including a variation display of the effect symbol accompanying the variation display of the special symbol, and a notification effect (for example, a win notification effect) that notifies that the special game will be executed. The aforementioned variation effects include a first variation effect (for example, a reach effect performed when a reach is achieved with even-numbered symbols: a normal reach) and a second variation effect that is different from the first variation effect (for example, a reach effect performed when a reach is achieved with odd-numbered symbols: a probability variation reach). The aforementioned performance control means is If the game is controlled in the second game state (for example, the probability variation game state) after the end of the special game, the notification effect will be executed in the first variation effect or the second variation effect. If the game is controlled in the first game state (for example, the time-saving game state) after the end of the special game, the notification effect is executed in the first variation effect, while the notification effect is not executed in the second variation effect. A gaming machine characterized in that, when the second variation effect is executed, it is possible to execute an image display effect that displays a first variation effect image relating to the first variation effect (for example, see Figure 11(B)) and then displays a second variation effect image relating to the second variation effect (for example, see Figure 11(C)).

[0247] According to this gaming machine, if a notification is performed during the first variation, the game may be controlled in either the first game state or the second game state after the special game ends. On the other hand, if a notification is performed during the second variation, the game may be controlled in the second game state after the special game ends, and it is never controlled in the first game state. In contrast, when the second variation is performed, the first variation image may be displayed before the second variation image (see Figures 11(B)~(C)). Therefore, it is possible to make players who anticipated that a notification might be performed during the first variation expect a notification to be performed during the second variation, thereby achieving a high level of visual effect.

[0248] (Other configurations related to the first and second variation animation images) The following configuration may be adopted for the first and second variation animation images. In other words, in this embodiment, the image display animation, in which the second variation animation image is displayed after the first variation animation image, will be described as an example of an animation performed in a normal game state. However, not limited to the normal game state, an image display animation similar to that exemplified in this embodiment may also be performed in a probability variation game state (or a time-saving game state) based on the judgment result of the second special symbol judgment. For example, if a normal jackpot occurs in a probability variation game state in which the second special symbol display 42 stops and displays a "normal symbol", the game will be controlled in a time-saving game state rather than a probability variation game state after the jackpot game ends. For this reason, the animation that displays the first variation animation image related to the reach animation, which is performed when a reach with an even number symbol is established, suggests that the probability variation game state may end, and can be said to be a major crisis for the player. In contrast, in a game state with a high probability of winning, by displaying a first variation image followed by a second variation image (related to a high probability reach that occurs when an odd-numbered symbol combination is formed), it is possible to give the player a sense of relief that the high probability of winning will not end, and to execute a highly entertaining effect that makes the player feel anxious before giving them a sense of relief.

[0249] Furthermore, in this embodiment, as illustrated in Figures 11(B) to (C), an image display animation is described as an example in which the display of the first variation animation image related to a normal reach is terminated, and then the second variation animation image related to a probability variation reach is displayed. In contrast, in other embodiments, an image display animation may be performed in which the second variation animation image is displayed while the first variation animation image is still displayed. Alternatively, an image display animation may be performed in which the first variation animation image is changed to the second variation animation image.

[0250] Furthermore, in this embodiment, the first variation animation image for a normal reach is described as an example of displaying a line spoken by a predetermined character (see, for example, Figure 11(B)). However, the first variation animation image is not limited to this, and may be other animation images, such as an animation image representing a card containing the number "2" which is reminiscent of a normal reach (a card corresponding to a normal reach that occurs when a reach with the number 2 is established), or an animation image representing a normal character corresponding to a normal reach.

[0251] Furthermore, in this embodiment, the second variation image related to the probability variation reach is described as an example of displaying a line spoken by a predetermined character (see, for example, Figure 11(C)). However, the second variation image is not limited to this, and may be other images such as an image representing a card containing the number "7" that suggests a probability variation reach (a card corresponding to a probability variation reach that occurs when a reach with the number 7 is established), or an image representing a probability variation character corresponding to a probability variation reach.

[0252] Furthermore, in this embodiment, we will explain using as an example the case in which a first variation animation image (see, for example, Figure 11(B)), a second variation animation image (see, for example, Figure 11(C)), an animation image suggesting that a pseudo-consecutive animation will be performed (see, for example, Figure 10(D)), an animation image suggesting that an icon change animation will be performed (see, for example, Figure 10(E)), and an animation image suggesting that the probability of a big win is relatively high (see, for example, Figure 11(D)) are displayed independently of the player's operation. In contrast, in other embodiments, a configuration may be adopted in which one of these animation images is displayed in response to the player's operation of the first animation button 35. When such a configuration is adopted, for example, a total number of operations determination animation is performed to determine the total number of operations that can be accepted by the player's operation of the first animation button 35. This total number of operations determination animation is configured as an animation that displays, for example, a button mark that mimics the first animation button 35, and the total number of operations such as "×1", "×2", or "×3" to the right of this button mark.

[0253] If a total operation count determination animation is performed that displays the total number of button marks and "×1" operations, one valid period is set. During this valid period, a first-stage button operation promotion animation is performed to prompt the player to operate the first-stage button 35. Depending on whether the first-stage button 35 is operated during the valid period, the first stage animation is performed and the stage animation ends at the first stage. Alternatively, if a total operation count determination animation is performed that displays the total number of button marks and "×2" operations, two intermittent valid periods are set. During each of these two valid periods, a first-stage button operation promotion animation is performed to prompt the player to operate the first-stage button 35. Depending on whether the first-stage button 35 is operated during the first valid period, the first stage animation is performed. Depending on whether the first-stage button 35 is operated during the second valid period, the second stage animation is performed and the stage animation ends at the second stage.

[0254] Furthermore, if a total operation count determination animation is performed that displays the button mark and the total number of operations "×3", three intermittent valid periods are set. In each of these three valid periods, a first-stage button operation promotion animation is performed to prompt the player to operate the first-stage button 35. If the first-stage button 35 is operated during the first valid period, the first stage animation is performed. If the first-stage button 35 is operated during the second valid period, the second stage animation is performed. If the first-stage button 35 is operated during the third valid period, the third stage animation is performed, and the stage animation ends at the maximum third stage.

[0255] If a configuration is adopted in which such a total number of operations determination animation is performed, and the animations for each stage of the stage animation are performed in response to the player's operation of the first animation button 35, then the higher the total number of operations announced by the total number of operations determination animation, the higher the stage animation will progress to, and the more likely it is that a second variation animation image related to a probability variation reach (see, for example, Figure 11(C)) or an animation image that suggests a relatively high probability of winning the jackpot (see, for example, Figure 11(D)) will be displayed.

[0256] Therefore, by executing a total operation count determination effect that notifies that the total number of operations is relatively large, it is possible to increase the operation opportunity of the first effect button 35 by the player, and effectively improve the player's expectation for the execution of the winning notification effect, and give the player a strong motivation to operate the first effect button 35.

[0257] Hereinafter, the RAM configuration of the main control board 80 for realizing the effects described based on the drawings of FIGS. 6 to 11 and the processing performed on each control board will be described.

[0258] [Configuration Example of Main RAM 83] FIG. 12 is an explanatory diagram for explaining the storage area of the main RAM 83 and the information stored in each storage area. As illustrated in FIG. 12(A), in the main RAM 83, as a storage area for storing acquisition information and the like obtained when a game ball wins in the first start port 21, a determination storage area 830, a special figure 1 · first hold storage area 831, a special figure 1 · second hold storage area 832, a special figure 1 · third hold storage area 833, and a special figure 1 · fourth hold storage area 834 are provided. Further, in the main RAM 83, as a storage area for storing acquisition information and the like obtained when a game ball wins in the second start port 22, the above determination storage area 830, a special figure 2 · first hold storage area 835, a special figure 2 · second hold storage area 836, a special figure 2 · third hold storage area 837, and a special figure 2 · fourth hold storage area 838 are provided.

[0259] The judgment memory area 830 is a memory area that stores various information used for special symbol judgment when the special symbol judgment is actually executed. Special Symbol 1, 1st Reserved Memory Area 831 to Special Symbol 1, 4th Reserved Memory Area 834 are memory areas that store various information related to the 1st special symbol judgment, and Special Symbol 2, 1st Reserved Memory Area 835 to Special Symbol 2, 4th Reserved Memory Area 838 are memory areas that store various information related to the 2nd special symbol judgment. When both the 1st and 2nd special symbol judgments are pending, the 2nd special symbol judgment is processed with priority over the 1st special symbol judgment. For this reason, when executing pending special symbol judgments, if the 2nd special symbol judgment is pending, the various information stored in Special Symbol 2, 1st Reserved Memory Area 835 is shifted to the judgment memory area 830, and if only the 1st special symbol judgment is pending, the various information stored in Special Symbol 1, 1st Reserved Memory Area 831 is shifted to the judgment memory area 830.

[0260] As illustrated in Figure 12(B), the reserved memory areas 831 to 838 are areas for storing information for reserving the right to determine special symbols, and each includes an area for storing a jackpot random number acquired by the main CPU 81, an area for storing a symbol random number, an area for storing a reach random number, an area for storing a variation pattern random number, and an area for storing pre-determination information which is information indicating the pre-determination result.

[0261] Here, the jackpot random number, symbol random number, reach random number, and variation pattern random number are as described above. The pre-determination information is information obtained by the pre-determination process (see Figure 15) described later, based on the jackpot random number, symbol random number, reach random number, and variation pattern random number. Specifically, the pre-determination information includes information on the entry point, information indicating whether the result of the special symbol judgment is a jackpot, information indicating what type of jackpot it is if it is a jackpot, information indicating the variation pattern of the special symbol, and information indicating the game state of the game machine 1. Here, the entry point information is information indicating whether the jackpot random number, symbol random number, reach random number, and variation pattern random number stored in the same reserve memory area were acquired when the game ball entered the first entry point 21 or when the game ball entered the second entry point 22. The pre-determination information, including this information, is stored in the same reserve memory area as the jackpot random numbers, symbol random numbers, reach random numbers, and variation pattern random numbers used in the pre-determination process.

[0262] In the game machine 1, each time a game ball enters the first starting port 21, the five pieces of information described in Figure 12(B) are stored in one of the special figure 1 first reserve memory area 831 to special figure 1 fourth reserve memory area 834, in order from special figure 1 first reserve memory area 831. Also, each time a game ball enters the second starting port 22, the same five pieces of information are stored in one of the special figure 2 first reserve memory area 835 to special figure 2 fourth reserve memory area 838, in order from special figure 2 first reserve memory area 835.

[0263] For example, if information is stored in the judgment memory area 830 and no information is stored in any of the special figure 1 first reserve memory areas 831 to special figure 1 fourth reserve memory areas 834, and a game ball enters the first start opening 21, then five pieces of information related to the judgment of the first special symbol, newly acquired in response to that entry, are stored in the special figure 1 first reserve memory area 831. Also, for example, if five pieces of information are stored in the judgment memory area 830, the special figure 1 first reserve memory area 831, and the special figure 1 second reserve memory area 832, and a game ball enters the first start opening 21, then five pieces of information related to the judgment of the first special symbol, newly acquired in response to that entry, are stored in the special figure 1 third reserve memory area 833.

[0264] Furthermore, when the first special symbol determination is performed, if the information stored in the special symbol 1 first reserved memory area 831 is shifted to the determination memory area 830, the information stored in the reserved memory areas related to the first special symbol determination from the special symbol 1 second reserved memory area 832 onwards is shifted to the special symbol 1 first reserved memory area 831. For example, if information is stored in each of the special symbol 1 first reserved memory areas 831 to the special symbol 1 third reserved memory area 833, and the information stored in the special symbol 1 first reserved memory area 831 is shifted to the determination memory area 830, the information stored in the special symbol 1 second reserved memory area 832 is shifted to the special symbol 1 first reserved memory area 831, and the information stored in the special symbol 1 third reserved memory area 833 is shifted to the special symbol 1 second reserved memory area 832.

[0265] This type of information shifting is also performed in the special figure 2, first reserve storage area 835 to special figure 2, fourth reserve storage area 838, where information related to the second special figure determination is stored. In this embodiment of the gaming machine 1, when both the first special figure determination and the second special figure determination are reserved, that is, when information is stored in both the special figure 1, first reserve storage area 831 and the special figure 2, first reserve storage area 835, the shifting process targeting the special figure 2, first reserve storage area 835 to special figure 2, fourth reserve storage area 838 takes precedence over the shifting process targeting the special figure 1, first reserve storage area 831 to special figure 1, fourth reserve storage area 834.

[0266] Incidentally, even if a game ball enters the first start gate 21 or the second start gate 22 and various random numbers are acquired while a special symbol is being displayed or during a jackpot game, it is not possible to immediately perform a special symbol judgment or display the special symbol's variation. For this reason, when various random numbers are acquired under such circumstances, the main CPU 81 stores the acquired random numbers, etc., as information that reserves the right to judge a special symbol in one of the reserved memory areas 831 to 838, as described above. On the other hand, if a special symbol is not being displayed, a special symbol judgment is not being reserved, and a jackpot game is not in progress, the main CPU 81 directly stores the various random numbers, etc., acquired as a result of the ball entering the start gate in the judgment memory area 830.

[0267] [Interrupt processing by main control board 80] Next, the interrupt processing performed on the main control board 80 will be explained with reference to Figure 13. Here, Figure 13 is a flowchart illustrating the interrupt processing performed on the main control board 80. During normal operation, excluding special cases such as power-on or power-off, the main control board 80 repeatedly executes the series of processes illustrated in Figure 13 at regular intervals (for example, 4 milliseconds). The processing of the main control board 80, as described based on the flowchart from Figure 13 onward, is performed according to instructions issued by the main CPU 81 based on the program stored in the main ROM 82.

[0268] First, the main CPU 81 performs a random number update process (step S1) to update various random numbers, including jackpot random numbers, symbol random numbers, reach random numbers, variation pattern random numbers, and normal symbol random numbers. Each time step S1 is performed, the jackpot random numbers, symbol random numbers, reach random numbers, variation pattern random numbers, and normal symbol random numbers are incremented by "1". A loop counter is used as the counter for this step S1 process, and each random number is reset to "0" and updated after reaching a preset maximum value.

[0269] Following the processing in step S1, the main CPU 81 executes a sensor detection process (step S2) which includes the process of acquiring various random numbers in response to detection signals from the first start sensor 211, the second start sensor 221, and the gate sensor 251. This sensor detection process will be described in detail later with reference to Figure 14.

[0270] Following the processing in step S2, the main CPU 81 performs special symbol processing, which includes performing special symbol determination, displaying the special symbol in a variable manner on the first special symbol indicator 41 or the second special symbol indicator 42, and then stopping the special symbol that indicates the determination result of the special symbol determination (step S3). This special symbol processing will be described in detail later based on Figure 16.

[0271] Following the processing in step S3, the main CPU 81 performs normal symbol determination, and then performs normal symbol processing, including the process of displaying a normal symbol in a variable manner on the normal symbol display 43 and then displaying a normal symbol indicating the result of the normal symbol determination as stopped (step S4).

[0272] Following the processing in step S4, the main CPU 81, if it determines, as a result of the normal pattern determination, that the second start port 22 should be opened, executes a second start port opening / closing control process to open and close the second start port 22 by controlling the second start port solenoid 222 which operates the opening / closing member 23 (step S5).

[0273] Following the processing in step S5, the main CPU 81, if it determines that it has won a jackpot in the jackpot determination process performed in the special symbol processing in step S3, executes a jackpot opening / closing control process to open and close the first jackpot 26 (or second jackpot 28) by controlling the first jackpot solenoid 262 (or second jackpot solenoid 282) (step S6).

[0274] Following the processing in step S6, the main CPU 81 executes a prize ball processing operation that controls the payout of prize balls according to the winnings of the game balls (step S7).

[0275] Following the processing in step S7, the main CPU 81 performs a transmission process (step S8) to send information necessary to determine the various commands and performance content that were set (stored) in the main RAM 83 in the processing steps prior to step S7 to the sub-control board 90.

[0276] [Sensor detection processing by main control board 80] Figure 14 is a detailed flowchart of the sensor detection process in step S2 of Figure 13. As illustrated in Figure 14, following the random number update process in step S1, the main CPU 81 determines whether the gate sensor 251 has detected the passage of a game ball through the gate 25 based on the presence or absence of a detection signal input from the gate sensor 251 (step S201). If the gate sensor 251 determines that it has detected the passage of a game ball through the gate 25 (step S201: YES), the main CPU 81 determines whether the number of reserved normal symbol judgments F stored in the main RAM 83 is less than the preset maximum number of reserved normal symbol judgments Fmax (in this embodiment, "4") (step S202).

[0277] If the main CPU 81 determines that the number of reserved balls F is less than "4" (step S202: YES), it updates the number of reserved balls F by adding "1" to it (step S203). With respect to the normal symbol random numbers that are updated each time the random number update process in step S1 is performed, it obtains the value at the timing when it detects the passage of a game ball through the gate 25 and stores it in a predetermined area of ​​the main RAM 83 (step S204).

[0278] On the other hand, if the main CPU 81 has executed the process in step S204, and determines that the gate sensor 251 has not detected the passage of a game ball through the gate 25 (step S201: NO), and determines that the number of reserved balls F is not less than "4" (step S202: NO), it determines whether the second start-up sensor 221 has detected the entry of a game ball into the second start-up opening 22 based on the presence or absence of a detection signal input from the second start-up opening sensor 221 (step S206). Here, if the second start-up opening sensor 221 has determined that the entry of a game ball into the second start-up opening 22 (step S206: YES), it determines whether the number of reserved balls T2 for the second special symbol judgment stored in the main RAM 83 is less than the preset maximum number of reserved balls T2max for the second special symbol judgment (in this embodiment, "4") (step S207).

[0279] If the main CPU 81 determines that the number of reserved balls T2 is less than "4" (step S207: YES), it updates the number of reserved balls T2 by adding "1" to it (step S208), and obtains the values ​​for the jackpot random number, symbol random number, reach random number, and variation pattern random number, which are updated each time the random number update process in step S1 is performed, at the timing when it detects that a game ball has entered the second starting opening 22 (step S209).

[0280] In this way, when the acquisition condition is met, such as when the number of reserved balls T2 is less than the maximum number of reserved balls T2max and the entry of a game ball into the second start opening 22 is detected, various random numbers related to the second special symbol determination are acquired. If the various random numbers are acquired in a situation where the second special symbol determination and the display of the second special symbol variation can be immediately executed, these random numbers are stored directly in the determination memory area 830. If the various random numbers are acquired in a situation where they cannot be immediately executed, these random numbers are stored in one of the areas from the special symbol 2 first reserved memory area 835 to the special symbol 2 fourth reserved memory area 838.

[0281] When the main CPU 81 executes the process in step S209, it determines whether the current state is a high base state or not (step S210). The main RAM 83 stores a time-saving game flag. This time-saving game flag is set to "OFF" when controlling the operation of the opening / closing member 23 to create a low base state where it is difficult for game balls to enter the second start opening 22, and is set to "ON" when controlling the operation of the opening / closing member 23 to create a high base state where it is easy for game balls to enter the second start opening 22. In step S210, the main CPU 81 determines whether the current state is a high base state or not based on whether this time-saving game flag is set to "ON".

[0282] If the main CPU 81 determines that the current state is a high base state (step S210: YES), that is, if the time-saving game flag is set to "ON", it executes a pre-determination process related to the holding of the second special symbol judgment (step S211). Specifically, based on the various random numbers obtained in response to the game ball entering the second start opening 22, prior to the execution of the jackpot judgment process (see Figure 17) and the variation pattern selection process (see Figure 18) described later, it executes a pre-determination process that determines whether or not it will be a jackpot based on the various random numbers obtained in the process of step S209, and also determines which variation pattern will be selected as the variation pattern of the second special symbol when the second special symbol judgment is executed. The pre-determination information, which is the result of this pre-determination process, is stored in the same holding memory area where the jackpot random numbers used in the pre-determination process are stored.

[0283] Furthermore, if a game ball enters the second start port 22 when it is not during a jackpot game, nor when the special symbols are being displayed in a variation state, and the number of reserved balls T2 for the second special symbol judgment is "0", the various random numbers acquired in response to that entry are directly stored in the judgment memory area 830, and the second special symbol judgment based on these random numbers is immediately executed. In this case, the second special symbol judgment is not reserved, so no pre-determination processing related to the second special symbol judgment is performed. Such pre-determination processing will be described in detail later with reference to Figure 15.

[0284] If the main CPU 81 executes the process in step S211, or determines that it is not in a high base state (step S210: NO), it sets a hold command related to the second special symbol determination in the main RAM 83 (step S212). This hold command is a command that notifies that the second special symbol determination has been put on hold, and is sent to the sub-control board 90 by the transmission process in step S8. If the process in step S212 is performed without the pre-determination process in step S211 being performed, a hold command without pre-determination information is sent to the sub-control board 90. On the other hand, if the process in step S212 is performed after the pre-determination process in step S211 has been performed, a hold command including pre-determination information is sent to the sub-control board 90.

[0285] On the other hand, if the main CPU 81 executes the process in step S212, and determines that the second start-up sensor 221 has not detected a game ball entering the second start-up opening 22 (step S206: NO), or determines that the number of reserved entries T2 for the second special symbol determination is not less than "4" (step S207: NO), it determines whether the first start-up sensor 211 has detected a game ball entering the first start-up opening 21 based on the presence or absence of a detection signal input from the first start-up sensor 211 (step S214). Here, if the first start-up sensor 211 has determined that a game ball has entered the first start-up opening 21 (step S214: YES), it determines whether the number of reserved entries T1 for the first special symbol determination stored in the main RAM 83 is less than the preset maximum number of reserved entries T1max for the first special symbol determination (in this embodiment, "4") (step S215).

[0286] If the main CPU 81 determines that the number of reserved balls T1 is less than "4" (step S215: YES), it updates the number of reserved balls T1 by adding "1" to it (step S216), and obtains the values ​​for the jackpot random number, symbol random number, reach random number, and variation pattern random number, which are updated each time the random number update process in step S1 is performed, at the timing when it detects that a game ball has entered the first starting opening 21 (step S217).

[0287] In this manner, when the acquisition condition is met, such as the entry of a game ball into the first start opening 21 while the number of reserved balls T1 is less than the maximum number of reserved balls T1max, various random numbers related to the first special symbol determination are acquired. If the various random numbers are acquired in a situation where the first special symbol determination and the display of the variation of the first special symbol can be immediately executed, these random numbers are stored directly in the determination memory area 830. If the various random numbers are acquired in a situation where they cannot be immediately executed, these random numbers are stored in one of the areas from the special symbol 1 / first reserved memory area 831 to the special symbol 1 / fourth reserved memory area 834.

[0288] If the main CPU 81 has executed the process in step S217, it determines whether the current state is a high base state or not, similar to the process in step S210 (step S218). If it determines that the current state is not a high base state (step S218: NO), that is, if the time-saving game flag is set to "OFF", it executes a pre-determination process related to the holding of the first special symbol judgment (step S219). Specifically, based on the various random numbers obtained in response to the game ball entering the first start opening 21, prior to the execution of the jackpot judgment process (see Figure 17) and the variation pattern selection process (see Figure 18) described later, it pre-determines whether or not it will be a jackpot based on the various random numbers obtained in the process in step S217, and also pre-determines which variation pattern will be selected as the variation pattern of the first special symbol when the first special symbol judgment is executed. The pre-determination information, which is the result of this pre-determination process, is stored in the same holding memory area where the jackpot random numbers used in the pre-determination process are stored.

[0289] Furthermore, if a game ball enters the first start port 21 when the number of reserved balls T1 for the first special symbol judgment is "0" and the game is not in a jackpot game or when the special symbols are not being displayed, the various random numbers acquired in response to the ball's entry are directly stored in the judgment memory area 830, and the first special symbol judgment based on these random numbers is immediately executed. In this case, the first special symbol judgment is not reserved, so no pre-determination processing related to the first special symbol judgment is performed. Such pre-determination processing will be described in detail later with reference to Figure 15.

[0290] If the main CPU 81 executes the process in step S219, or determines that it is in a high base state (step S218: YES), it sets a hold command related to the first special symbol determination in the main RAM 83 (step S220). This hold command is a command that notifies that the first special symbol determination has been put on hold, and is sent to the sub-control board 90 by the transmission process in step S8. If the process in step S220 is performed without the pre-determination process in step S219 being performed, a hold command without pre-determination information is sent to the sub-control board 90. On the other hand, if the process in step S220 is performed after the pre-determination process in step S219 has been performed, a hold command including pre-determination information is sent to the sub-control board 90.

[0291] [Pre-determination processing by the main control board 80] The pre-determination process performed by the main control board 80 will be explained below with reference to Figure 15. Here, Figure 15 is a detailed flowchart of the pre-determination process in steps S211 and S219 of Figure 14. In this explanation, we will use the pre-determination process performed when the right to determine the first special symbol is reserved as an example, but the same pre-determination process is performed when the right to determine the second special symbol is reserved, except that the random numbers and tables used are different.

[0292] If the main CPU 81 determines in step S210 of Figure 14 that it is in a high base state (step S210: YES), or if it determines in step S218 of Figure 14 that it is not in a high base state (step S218: NO), it executes a jackpot determination process (step S2191). Specifically, if it is in a low probability state (in this embodiment, this corresponds to the "normal game state"), it reads the jackpot random number table for low probability states from the main ROM 82 and sets it in the main RAM 83. On the other hand, if it is in a high probability state (in this embodiment, this corresponds to the "probability variation game state"), it reads the jackpot random number table for high probability states from the main ROM 82 and sets it in the main RAM 83. Then, it determines whether or not a jackpot will be determined at the start of the variation based on whether or not the jackpot random number obtained in step S209 of Figure 14 (or in step S217 of Figure 14) matches any of the winning values ​​stored in the jackpot random number table set in the main RAM 83.

[0293] Next, the main CPU 81 determines, based on the result of step S2191, whether or not it is determined to be a jackpot at the start of the variation (step S2192). If it is determined that it is a jackpot at the start of the variation (step S2192: YES), it reads the jackpot variation pattern selection table from the main ROM 82 and sets it in the main RAM 83 (step S2193).

[0294] On the other hand, if the main CPU 81 determines that it is not a jackpot at the start of the spin (step S2192: NO), it determines whether or not a reach animation will be performed during the spin (step S2194). Specifically, it determines whether or not a reach animation will be performed during the spin based on whether or not the reach random number obtained together with the jackpot random number used in the jackpot determination process in step S2191 matches the winning value of the reach random number stored in the main ROM 82.

[0295] If the main CPU 81 determines that a reach animation is to be performed (step S2194: YES), it reads the variation pattern selection table for reach failures from the main ROM 82 and sets it in the main RAM 83 (step S2195).

[0296] By the way, if the result of the first special symbol judgment is "miss" and no reach animation occurs during that spin, the variation pattern of the first special symbol is determined based on the number of reserved first special symbol judgments at the start of that spin. However, the number of reserved first special symbol judgments may differ before and after the reserved first special symbol judgments are consumed. For this reason, the variation pattern of the special symbol obtained before the first special symbol judgment is consumed may differ from the variation pattern of the special symbol selected when that first special symbol judgment is actually consumed. In other words, for the right to a first special symbol judgment in which no reach animation occurs during that spin, it may not be possible to obtain the correct variation pattern of the first special symbol prior to that first special symbol judgment.

[0297] Therefore, if the main CPU 81 determines that no reach animation will occur (step S2194: NO), the process proceeds to step S2197 without performing the random number determination process for the variation pattern in step S2196, which will be described later.

[0298] When the main CPU 81 sets the variable pattern selection table for jackpots or the variable pattern selection table for missed reaches, it executes a variable pattern random number determination process (step S2196). Specifically, based on which random number value specified in the variable pattern selection table set in the main RAM 83 matches the variable pattern random number obtained when the ball enters the starting slot along with the jackpot random number used in the process of step S2191, it identifies the variable pattern of the special symbol that will be selected in the special symbol determination performed at the start of the variation.

[0299] If the main CPU 81 executes the process in step S2196, or if it determines that no reach animation will be performed (step S2194: NO), it generates pre-determination information and stores it in the main RAM 83 (step S2197). The area in which this pre-determination information is stored is as described above based on Figure 12.

[0300] In this way, the main CPU 81 acquires the variation pattern (i.e., variation time) of the first special symbol (or second special symbol) based on acquired information such as a jackpot random number obtained when a game ball enters the first starting opening 21 (or second starting opening 22), prior to performing the jackpot determination process and variation pattern selection process based on this acquired information.

[0301] [Special pattern processing by the main control board 80] Next, with reference to Figure 16, the details of the special pattern processing performed by the main control board 80 will be described. Here, Figure 16 is a detailed flowchart of the special pattern processing in step S3 of Figure 13.

[0302] As illustrated in Figure 16, the main CPU 81 determines whether or not a jackpot game is in progress based on whether or not the jackpot game flag stored in the main RAM 83 is set to "ON" (step S301). This jackpot game flag indicates whether or not a jackpot game is in progress, and is set to "ON" at the start of a jackpot game and to "OFF" at the end of a jackpot game. If it is determined that a jackpot game is in progress (step S301: YES), the process proceeds to the normal symbol processing in step S4.

[0303] If the main CPU 81 determines that it is not currently playing a jackpot game (step S301: NO), it determines whether or not the special symbols are currently being displayed in a variation (step S302). If it determines that the special symbols are not currently being displayed in a variation (step S302: NO), it determines whether or not the number of reserved values ​​T2 for the second special symbol judgment stored in the main RAM 83 is "1" or greater (step S303). If it determines that the number of reserved values ​​T2 is "1" or greater (step S303: YES), it updates the number of reserved values ​​T2 to a value obtained by subtracting "1" (step S304).

[0304] If the main CPU 81 determines that the number of reserved symbols T2 is not "1" or greater (step S303: NO), it determines whether the number of reserved symbols T1 for the first special symbol judgment stored in the main RAM 83 is "1" or greater (step S305). If it determines that the number of reserved symbols T1 is "1" or greater (step S305: YES), it updates the number of reserved symbols T1 to a value obtained by subtracting "1" (step S306).

[0305] If the main CPU 81 has executed the processing in step S304 or step S306, it executes an information shift process (step S307). Specifically, if the processing in step S307 is executed following the processing in step S304, it executes a shift process to shift the information stored in the first reserved storage area 835 (Figure 2) to the determination storage area 830. At that time, if information is also stored in the reserved storage areas from the second reserved storage area 836 onwards (Figure 2), it also executes a shift process to shift this information to the first reserved storage area 835 (Figure 2). On the other hand, if the shift process is executed following the processing in step S306, it executes a shift process to shift the information stored in the first reserved storage area 831 (Figure 1) to the determination storage area 830. At that time, if information is also stored in the reserved storage areas from the second reserved storage area 832 onwards (Figure 1), it also executes a shift process to shift this information to the first reserved storage area 831 (Figure 1).

[0306] The main CPU 81 stores information necessary for determining the second special symbol (or first special symbol), such as the jackpot random number and the symbol random number, in the determination memory area 830 through the shift process in step S307. Based on this information, it executes the jackpot determination process in step S308 and the variation pattern selection process in step S309.

[0307] Furthermore, if a game ball enters the first start port 21 (or second start port 22) when it is not during a jackpot game, nor when a special symbol is being displayed, and both the number of reserved balls T1 for the first special symbol judgment and the number of reserved balls T2 for the second special symbol judgment are "0", then the information such as the jackpot random number and symbol random number acquired in response to that entry is directly stored in the judgment memory area 830. In such cases, the jackpot judgment process and the variation pattern selection process are executed without the shift process in step S307 being executed.

[0308] The main CPU 81 executes a jackpot determination process based on random numbers stored in the determination memory area 830 (step S308). This jackpot determination process determines whether or not a jackpot has been won, and if it is determined to be a jackpot, the type of jackpot (jackpot symbol) is determined. Then, setting information for special symbols indicating the results of these processes is set in the main RAM 83. This jackpot determination process will be described in detail later with reference to Figure 17.

[0309] Following the jackpot determination process in step S308, the main CPU 81 executes a variation pattern selection process to select a variation pattern for the special symbols (step S309). This variation pattern selection process will be described in detail later based on Figure 18.

[0310] Following the processing in step S309, the main CPU 81 sets a variation start command in the main RAM 83, which includes the setting information for the special symbols set in the processing of step S308, information indicating whether this setting information for the special symbols relates to the first special symbol determination or the second special symbol determination, the setting information for the variation pattern selected in the processing of step S309, and information regarding the game state of the game machine 1 (step S310). This variation start command is a command that instructs the start of the performance associated with the variation display of the special symbols, and is transmitted to the sub-control board 90 by the transmission process in step S8. As a result, the variation performance, including the variation display of the performance symbols on the display screen 70, begins.

[0311] Following the processing in step S310, the main CPU 81 starts displaying the special symbols based on the setting information of the variation pattern included in the variation start command set in the processing of step S310 (step S311). At that time, if the processing in steps S308 to S310 is performed with information related to the determination of the first special symbol stored in the determination memory area 830, the display of the first special symbol on the first special symbol display 41 starts. On the other hand, if the processing in steps S308 to S310 is performed with information related to the determination of the second special symbol stored in the determination memory area 830, the display of the second special symbol on the second special symbol display 42 starts.

[0312] Next, the main CPU 81 starts measuring the elapsed time since the special symbol variation display started in step S311 (step S312). If the main CPU 81 has executed the process in step S312, or has determined that the special symbol variation display is in progress (step S302: YES), it determines whether the elapsed time measured in the process of step S312 has reached the variation time of the variation pattern selected in the variation pattern selection process of step S309 (step S313). If it is determined that the elapsed time has not reached the variation time (step S313: NO), the process proceeds to the normal symbol processing in step S4.

[0313] If the main CPU 81 determines that the elapsed time has reached the variation time (step S313: YES), it sets a variation end command in the main RAM 83 to notify that the variation display of the special symbol has ended (step S314). This variation end command is transmitted to the sub-control board 90 by the transmission process in step S8. As a result, the display screen 70 stops displaying the effect symbols that were being displayed in a variation state, indicating the result of the special symbol determination.

[0314] Following the processing in step S314, the main CPU 81 terminates the display of the special symbol that was started in step S311 (step S315). Specifically, the special symbol (jackpot symbol or losing symbol) set in step S308 is stopped on the special symbol display that was displaying the special symbol in a variable state. This stopped display of the special symbol continues until at least a predetermined symbol confirmation time (e.g., 0.6 seconds) has elapsed.

[0315] In this manner, the main CPU 81 displays special symbols in a variable manner on the first special symbol display 41 or the second special symbol display 42, and then displays a special symbol (a winning symbol or a losing symbol) indicating the result of the jackpot determination process on the first special symbol display 41 or the second special symbol display 42.

[0316] Following the processing in step S315, the main CPU 81 resets the elapsed time that was measured in the processing in step S312 (step S316) and executes special symbol stop processing, which includes processing to start the jackpot game if it is a jackpot (step S317). This special symbol stop processing will be described in detail later based on Figure 19.

[0317] On the other hand, if the main CPU 81 determines that the number of reserved symbols T1 for the first special symbol judgment is not "1" or greater (step S305: NO), it sets a winning wait command in the main RAM 83 to notify that the game is not in a jackpot state, the right to judge special symbols is not reserved, and the game is in a winning wait state where the special symbols are not being displayed in a changing manner (step S318). Although not shown in Figure 16, when the process in step S318 is executed, the winning wait state flag stored in the main RAM 83 is set to "ON". If the main CPU 81 determines that the number of reserved symbols T1 for the first special symbol judgment is not "1" or greater (step S305: NO), it checks whether the winning wait state flag is set to "ON". If the winning wait flag is set to "ON", the process in step S318 is not executed, and the game proceeds to the normal symbol processing in step S4.

[0318] [Big win determination processing by main control board 80] Figure 17 is a detailed flowchart of the jackpot determination process in step S308 of Figure 16. First, the main CPU 81 performs a jackpot determination based on the jackpot random number stored in the determination memory area 830 (step S3081). Specifically, it determines whether or not it is a jackpot based on whether or not the jackpot random number stored in the determination memory area 830 matches a pre-set winning value. The winning value here is the jackpot winning value defined in the high-probability jackpot random number table or the low-probability jackpot random number table. When the jackpot determination is performed in a high-probability state (in this embodiment, this corresponds to the "probability variation game state"), the winning value stored in the high-probability jackpot random number table is used. On the other hand, when the jackpot determination is performed in a low-probability state (in this embodiment, this corresponds to the "normal game state"), the winning value stored in the low-probability jackpot random number table is used.

[0319] Thus, when the starting conditions are met, such as when a game ball enters the first starting slot 21 or the second starting slot 22 and acquired information such as a jackpot random number is stored in the determination memory area 830, the main CPU 81 determines whether or not to execute a jackpot game that is advantageous to the player based on that jackpot random number.

[0320] Following the processing in step S3081, the main CPU 81 determines whether the result of the jackpot determination is a "jackpot" or not (step S3082). If it is determined that the result of the jackpot determination is not a "jackpot" (step S3082: NO), that is, if the result of the jackpot determination is a "miss", the setting information for the missing symbol is set in the main RAM 83 (step S3083). As a result, when processing in step S315, the missing symbol set here will be stopped and displayed on the first special symbol display 41 or the second special symbol display 42. In this case, the jackpot game will not be played.

[0321] On the other hand, if the main CPU 81 determines that the result of the jackpot determination is "jackpot" (step S3082: YES), it executes a jackpot symbol selection process to select a jackpot symbol to be stopped and displayed on the first special symbol display 41 or the second special symbol display 42 (step S3084). Specifically, if the symbol random number stored in the determination memory area 830 along with the jackpot random number used in the jackpot determination in step S3081 relates to the first special symbol determination, it selects one of the jackpot symbols based on which jackpot symbol random value in the symbol determination table for the first start-up entry matches that symbol random number. If the symbol random number relates to the second special symbol determination, it selects one of the jackpot symbols based on which jackpot symbol random value in the symbol determination table for the second start-up entry matches that symbol random number.

[0322] Then, the main CPU 81 sets the setting information for the selected jackpot symbol in the main RAM 83 (step S3085). As a result, during the processing in step S315, the jackpot symbol set here will be stopped and displayed on the first special symbol display 41 or the second special symbol display 42, and then a jackpot game corresponding to that jackpot symbol will be played.

[0323] [Selection of variation pattern by the main control board 80] Figure 18 is a detailed flowchart of the variation pattern selection process in step S309 of Figure 16. After executing the jackpot determination process in step S308 of Figure 16, the main CPU 81 determines whether the result of step S3081 is a jackpot or not (step S3091). If it is determined to be a jackpot (step S3091: YES), the jackpot variation pattern selection table is read from the main ROM 82 and set in the main RAM 83 (step S3092).

[0324] On the other hand, if the main CPU 81 determines that it is not a jackpot (step S3091: NO), it determines whether or not to perform a reach animation that makes the player expect a jackpot, based on whether or not the reach random number stored in the judgment memory area 830 matches the winning value of the reach random number stored in the main ROM 82 (random value corresponding to the reach animation) (step S3093). If it determines to perform a reach animation (step S3093: YES), it reads the variation pattern selection table for reach misses from the main ROM 82 and sets it in the main RAM 83 (step S3094). Conversely, if it determines not to perform a reach animation (step S3093: NO), it reads the variation pattern selection table for no reach misses from the main ROM 82 and sets it in the main RAM 83 (step S3095).

[0325] The main CPU 81 performs a random number determination process for the random number of

[0326] When the main CPU 81 selects a variation pattern, it sets the setting information for the selected variation pattern in the main RAM 83 (step S3097). This variation pattern setting information, along with the symbol setting information set in the main RAM 83 by the jackpot determination process in step S308 described above, is included in the variation start command and sent to the sub-control board 90.

[0327] [Processing when special effects stop by the main control board 80] Figure 19 is a detailed flowchart of the special feature stop processing in step S317 of Figure 16. After resetting the elapsed time by the processing in step S316, the main CPU 81 determines whether or not it is a jackpot, as illustrated in Figure 19, in the same way as the processing in step S3082 (see Figure 17) (step S3171). If it is determined that it is a jackpot (step S3171: YES), the jackpot game flag stored in the main RAM 83 is set to "ON" (step S3172).

[0328] Next, the main CPU 81 sets the probability variation game flag stored in the main RAM 83 to "OFF" (step S3173), and also sets the time-saving game flag, which is also stored in the main RAM 83, to "OFF" (step S3174). Here, the probability variation game flag is a flag that indicates whether or not the game is in a high-probability state where the probability of determining a jackpot in the special symbol judgment is relatively high.

[0329] In the gaming machine 1 of this embodiment, the game state is controlled by setting the probability variation game flag and the time reduction game flag. Specifically, when the game state is controlled to the "probability variation game state," both the probability variation game flag and the time reduction game flag are set to "ON." When the game state is controlled to the "normal game state," both the probability variation game flag and the time reduction game flag are set to "OFF." When the game state is controlled to the "time reduction game state," the probability variation game flag is set to "OFF" and the time reduction game flag is set to "ON."

[0330] Following the processing in step S3174, the main CPU 81 sets an opening command in the main RAM 83 to notify that a jackpot game has started (step S3175). This opening command includes information such as the type of jackpot and the opening pattern of the first jackpot entry point 26 (or second jackpot entry point 28) during the jackpot game, and is transmitted to the sub-control board 90 by the transmission process in step S8.

[0331] On the other hand, if the main CPU 81 determines that it is not a jackpot (step S3171: NO), it determines whether the probability variation game flag is set to "ON" (step S3176). If it determines that the probability variation game flag is set to "ON" (step S3176: YES), that is, if the special symbol judgment is being performed in a high probability state, it updates the remaining number of high probability games K stored in the main RAM 83 to a value obtained by subtracting "1" (step S3177). This remaining number of high probability games K indicates the remaining number of times the special symbol judgment will be performed in a high probability state.

[0332] Following the processing in step S3177, the main CPU 81 determines whether the remaining number of high-probability games K is "0" (step S3178). If it is determined that the remaining number of high-probability games K is "0" (step S3178: YES), the probability variation game flag is set to "OFF" (step S3179). As a result, the special symbol judgment is performed in the low-probability state.

[0333] If the main CPU 81 executes the process in step S3179, and determines that the probability variation game flag is not set to "ON" (step S3176: NO), or determines that the remaining number of high probability games K is not "0" (step S3178: NO), it determines whether the time-saving game flag is set to "ON" (step S3180). If it determines that the time-saving game flag is set to "ON" (step S3180: YES), it updates the remaining number of time-saving games J stored in the main RAM 83 to a value obtained by subtracting "1" (step S3181). This remaining number of time-saving games J indicates the remaining number of times the special symbol judgment will be performed in the time-saving state (high base state).

[0334] Following the processing in step S3181, the main CPU 81 determines whether the remaining number of time-saving game rounds J is "0" (step S3182). If it is determined that the remaining number of time-saving game rounds J is "0" (step S3182: YES), the time-saving game flag is set to "OFF" (step S3183). As a result, the support function that facilitates the entry of game balls into the second starting opening 22 is no longer provided.

[0335] [Game state setting process by main control board 80] Figure 20 is a flowchart illustrating the game state setting process executed on the main control board 80 at the end of a jackpot game. In the gaming machine 1, a jackpot game is executed by the jackpot opening and closing control process in step S6. When the ending period of this jackpot game ends, a game state setting process is executed to set the game state of the gaming machine 1 after the jackpot game has ended.

[0336] The main CPU 81 determines whether the ending period of the jackpot game has ended during the jackpot game (step S631). If it determines that the ending period has ended (step S631: YES), it determines whether the current jackpot is a probability variation jackpot based on the symbol setting information set in the main RAM 83, for example (step S632). If it determines that it is a probability variation jackpot (step S632: YES), it sets the probability variation game flag to "ON" (step S633) and sets the remaining number of high probability games K to, for example, "10000" (step S634). As a result of the processing in steps S633 and S634, the high probability state will continue until 10,000 special symbol judgments have been performed.

[0337] Next, the main CPU 81 sets the time-saving game flag to "ON" (step S635) and sets the remaining number of time-saving game rounds J to, for example, "10000" (step S636). These processes in steps S635 and S636 ensure that the high base state continues until 10,000 special symbol judgments have been performed. Thus, the series of processes from steps S633 to S636 ensures that the game is controlled in a probability-increasing game state from the end of the jackpot game until 10,000 special symbol judgments have been performed.

[0338] On the other hand, if the main CPU 81 determines that the current jackpot is not a probability-increasing jackpot (step S632: NO), that is, if the current jackpot is a regular jackpot, it sets the time-saving game flag to "ON" (step S637) and sets the number of time-saving game rounds J to, for example, "100" (step S638). In this way, the processing in steps S637 and S638 is performed so that the game is controlled in a time-saving game state from the end of the jackpot game until 100 special symbol checks are performed.

[0339] [Interrupt processing by sub-control board 90] When the power to the gaming machine 1 is turned on, the sub-CPU 91 of the sub-control board 90 sets the interrupt period, which is the period for performing the interrupt processing described later. The sub-CPU 91 then repeats a random number update process, which updates the random numbers used to determine the content of the game's presentation, at a predetermined period shorter than the interrupt period. In other words, while the gaming machine 1 is running, the sub-CPU 91 repeats the random number update process at the predetermined period and also repeats the interrupt processing at the interrupt period.

[0340] The interrupt processing performed on the sub-control board 90 will now be explained with reference to Figure 21. Figure 21 is a flowchart illustrating the interrupt processing performed on the sub-control board 90. The sub-CPU 91 repeatedly executes the series of processes exemplified in Figure 21 at regular intervals (for example, 4 milliseconds), similar to the interrupt processing performed on the main control board 80 (see Figure 13). The processing performed on the sub-control board 90, as described based on the flowchart from Figure 21 onward, is carried out according to instructions issued by the sub-CPU 91 based on the program stored in the sub-ROM 92.

[0341] The sub-CPU 91 first performs a command reception process (step S10) to process a command according to the command received from the main control board 80. This command reception process will be described in detail later based on Figure 22.

[0342] Following the processing in step S10, the sub-CPU 91 determines whether the first effect button 35 or the second effect button 36 has been operated (step S40). The determination of whether the first effect button 35 has been "single press," "repeated press," or "long press," and whether the second effect button 36 has been operated, is as described above. If it is determined that the first effect button 35 or the second effect button 36 has been operated (step S40: YES), an operation command to notify this fact is set in the sub-RAM 93 (step S41). This operation command contains information indicating the content of the operation of the first effect button 35 or the second effect button 36, and is transmitted to the image and sound control board 100 and the lamp control board 120 by the command transmission process in step S50. In response, the image and sound control CPU 101 and the lamp CPU 121 execute processing corresponding to the received operation command, thereby realizing the effect corresponding to the operation of the first effect button 35 or the second effect button 36 (i.e., the operation-corresponding effect is performed).

[0343] If the sub-CPU 91 has executed the process in step S41, or if it determines that neither the first performance button 35 nor the second performance button 36 has been operated (step S40: NO), it executes a command transmission process (step S50). Specifically, it transmits the commands set in the sub-RAM 93 by the command reception process in step S10 or the process in step S41 to the image and sound control board 100 (and the lamp control board 120). When this command transmission process is executed, the image and sound control board 100 is instructed to execute performances such as image display and sound output, and the lamp control board 120 is instructed to execute performances such as lighting various lamps and movable parts.

[0344] Following the processing in step S50, the sub-CPU 91 performs data transfer processing (step S60). Specifically, data related to image and sound control is transmitted from the image and sound control board 100, and this data is transferred to the lamp control board 120. As a result, the lamp control board 120 controls the effects performed by the effect means such as the frame lamp 37, the panel lamp 5, and the movable decorative member 14 in synchronization with the effects performed by the image display device 7 (display screen 70) and the speaker 38.

[0345] [Command reception processing by sub-control board 90] Figure 22 is a detailed flowchart of the command reception process in step S10 of Figure 21. As illustrated in Figure 22, the sub-CPU 91 first determines whether or not it has received a command from the main control board 80 (step S11). If it is determined that no command has been received (step S11: NO), the process proceeds to step S40 described above.

[0346] If the sub-CPU 91 determines that it has received a command from the main control board 80 (step S11: YES), it determines whether the command is a pending command sent from the main control board 80 in accordance with the processing in step S212 or step S220 in Figure 14 (step S12). If it is determined that the command is not a pending command (step S12: NO), the process proceeds to step S15, which will be described later.

[0347] If the sub-CPU 91 determines that the received command is a pending command (step S12: YES), it executes the pending command reception process (step S13). This pending command reception process will be described in detail later based on Figure 23.

[0348] If the sub-CPU 91 determines that the received command is not a pending command (step S12: NO), it determines whether the command is a variation start command sent from the main control board 80 in accordance with the processing in step S310 of Figure 16 (step S15). If it is determined that the received command is not a variation start command (step S15: NO), the process proceeds to step S17, which will be described later.

[0349] If the sub-CPU 91 determines that the received command is a change start command (step S15: YES), it executes the change start command reception process (step S16). This change start command reception process will be described in detail later based on Figure 24.

[0350] If the sub-CPU 91 determines that the received command is not a variation start command (step S15: NO), it determines whether the command is a variation end command sent from the main control board 80 in accordance with the processing in step S314 of Figure 16 (step S17). If the sub-CPU 91 determines that it is a variation end command (step S17: YES), it sets a variation performance end command in the sub-RAM 93, which instructs the execution of a process to terminate the variation display of the performance symbols and stop displaying the performance symbols in a manner that shows the result of the special symbol judgment executed at the start of the symbol variation (step S18).

[0351] As this variation performance termination command is transmitted to the image and sound control board 100 and the lamp control board 120 by the command transmission process in step S50, the special symbol indicating the result of the first special symbol judgment (or second special symbol judgment) is stopped and displayed on the first special symbol display 41 (or second special symbol display 42), and the performance symbol indicating the result of the first special symbol judgment (or second special symbol judgment) is stopped and displayed on the display screen 70.

[0352] If the subCPU 91 determines that the received command is not a variation termination command (step S17: NO), it determines whether the command is an opening command sent from the main control board 80 in accordance with the processing in step S3175 of Figure 19 (step S19). If it determines that the received command is an opening command (step S19: YES), it sets an opening performance start command in the subRAM 93 to instruct the image and sound control board 100 (and lamp control board 120) to start an opening performance that notifies the type of jackpot and prompts the player to shoot to the right during the opening period of a jackpot game (step S20).

[0353] On the other hand, if the sub-CPU 91 determines that the received command is not an opening command (step S19: NO), it performs other processing (step S21).

[0354] [Receiving and processing of pending commands by sub-control board 90] Figure 23 is a detailed flowchart of the pending command reception process in step S13 of Figure 22. If the sub-CPU 91 determines that the command received from the main control board 80 is a pending command (step S12: YES), it executes the series of pending command reception processes illustrated in Figure 23.

[0355] In other words, the sub-CPU 91 updates the number of reserved special symbol judgments stored in the sub-RAM 93 to a value obtained by adding "1" (step S131). Specifically, when a reserved command related to the first special symbol judgment is received, the number of reserved special symbol judgments for the first special symbol judgment is updated to a value obtained by adding "1", and when a reserved command related to the second special symbol judgment is received, the number of reserved special symbol judgments for the second special symbol judgment is updated to a value obtained by adding "1".

[0356] Following the processing in step S131, the sub-CPU 91 determines whether or not the hold command received from the main control board 80 contains pre-determination information (step S132). If it is determined that the received hold command does not contain pre-determination information (step S132: NO), the sub-CPU 91 sets a hold icon display command in the sub-RAM 93 (step S133). The hold icon display command set by the processing in step S133 is a command that instructs the display of a hold icon and does not include setting information for effects based on pre-determination information (for example, icon change effects).

[0357] When this hold icon display command is sent to the image and sound control board 100 and the lamp control board 120 by the command transmission process in step S50 in Figure 21, a white hold icon is displayed in the hold icon display area 71, but no icon change animation is performed targeting this white hold icon.

[0358] On the other hand, if the sub-CPU 91 determines that the received hold command contains pre-determination information (step S132: YES), it stores that pre-determination information in a predetermined area of ​​the sub-RAM 93 (step S134) and executes an icon change animation lottery (step S135). Specifically, it obtains an icon change animation random number and stores it in the sub-RAM 93. This icon change animation random number is incremented by "1" each time the random number update process is performed in the sub-control board 90, and the sub-CPU 91 obtains, for example, the count value at the time the hold command is received as the icon change animation random number. Then, based on whether or not this icon change animation random number matches any of the random numbers that are compared with the icon change animation random numbers stored in the sub-ROM 92 beforehand, it decides whether or not to execute the icon change animation.

[0359] Although not shown in the diagram, the sub-ROM 92 stores a table that associates the pre-determination result related to the first special symbol determination (whether or not it is a "jackpot"), the variation pattern of the first special symbol, and the random value that is compared with the random number for the icon change effect described above. The sub-CPU 91 refers to this table and decides whether or not to execute the icon change effect based on whether the acquired random number for the icon change effect matches either the determination result of the first special symbol determination identified from the pre-determination information stored in the sub-RAM 93 in the process of step S134 (see Figure 33), or the random value associated with the variation pattern of the first special symbol. In this table, more random values ​​are associated with "jackpot" than with "miss" regarding the pre-determination result related to the first special symbol determination. Also, more random values ​​are associated with variation patterns where the variation time of the first special symbol is longer. For this reason, in the gaming machine 1 of this embodiment, the higher the jackpot reliability, the more likely the icon change effect is to be executed, and conversely, the lower the jackpot reliability, the less likely the icon change effect is to be executed.

[0360] Next, the sub-CPU 91 determines whether or not to execute the icon change animation based on the lottery result in step S135 (step S136). If it determines that the icon change animation should be executed (step S136: YES), it sets the icon change animation pattern information in the sub-RAM 93 as setting information for the icon change animation (step S137).

[0361] Although not shown in the diagram, the sub-ROM 92 stores an icon change animation pattern selection table for selecting an icon change animation pattern. The icon change animation pattern selection table associates the judgment result of the first special symbol judgment, the variation pattern of the first special symbol, the number of pending first special symbol judgments when starting the icon change animation, the change pattern of the icon display, and a random value. When the sub-CPU 91 determines to execute the icon change animation (step S136: YES), it reads the icon change animation pattern selection table from the sub-ROM 92 and sets it in the sub-RAM 93. Then, by reading the change pattern corresponding to the judgment result of the first special symbol judgment and the variation pattern of the first special symbol, which are identified by the pre-determination information stored in the sub-RAM 93, the number of pending first special symbol judgments updated in the process of step S131, and the icon change animation random number obtained when the pending command was received, the sub-CPU 91 selects one change pattern related to the icon change animation. Then, the icon change animation pattern information indicating the selected change pattern is set in the sub-RAM 93.

[0362] Furthermore, while this explanation uses the example of using the same random number for the icon change animation that was used in the icon change animation lottery in step S135 when selecting the change pattern for the icon change animation, it is also possible to use a different random number to select the change pattern for the icon change animation.

[0363] In this explanation, we have described a case where the lottery to determine whether or not to execute the icon change animation and the lottery to select the animation pattern for the icon change animation are separate. However, it is also possible to determine whether or not to execute the icon change animation, and if so, what animation pattern to use, in a single lottery. Furthermore, while this explanation describes the process of setting the icon change animation pattern for the reserved icon corresponding to the reserved right for the first special symbol judgment, it is possible to set the icon change animation pattern similarly when the second special symbol judgment is reserved in a probability variation game state (or time reduction game state), except that the tables used are different.

[0364] [Reception processing of the variation start command by the sub-control board 90] Figure 24 is a detailed flowchart of the process for receiving a change start command in step S16 of Figure 22. If the sub-CPU 91 determines that the command received from the main control board 80 is a change start command (step S15: YES), it executes the series of change start command reception processes illustrated in Figure 24.

[0365] Specifically, the sub-CPU 91 obtains the value of the random numbers used for performances, which are updated as appropriate by the random number update process in the sub-control board 90, at the time it receives a variation start command from the main control board 80, and stores it in the sub-RAM 93 (step S161). Then, it executes a variation start command analysis process to analyze the received variation start command (step S162).

[0366] As described above, this variation start command includes setting information for symbols indicating the result of the jackpot determination process, entry start information indicating whether this symbol setting information relates to the first special symbol determination or the second special symbol determination, setting information for the special symbol variation pattern, and information indicating the game state of the gaming machine 1. Therefore, by analyzing the variation start command, the type and result of the special symbol determination can be identified. That is, it is possible to identify whether it is a jackpot or a miss, and if it is a jackpot, what type of jackpot it is. In addition, by identifying whether the variation pattern is a variation pattern for a miss based on the variation pattern setting information, it is possible to determine whether a reach-in-the-game or no-reach-in-the-game performance needs to be performed. Also, based on the variation pattern setting information, the variation time of the special symbols can be identified. Furthermore, based on the information indicating the game state, the current game state of the gaming machine 1 can be identified.

[0367] When the sub-CPU 91 analyzes the variation start command, it executes a variation performance pattern setting process (step S163) to set the variation performance pattern for the variation display associated with the variation of special symbols based on the analysis results. This variation performance pattern setting process determines the variation pattern of the performance symbols, whether or not there is a reach performance, whether or not there is a pseudo-consecutive performance (whether or not there is a short variation display of the performance symbols), the types of performance symbols that make up the reach symbols, the type and content of the reach performance, the content of the pseudo-consecutive performance (number of short variation displays), and the types of performance symbols that are stopped and displayed. In this way, the determination of the types of performance symbols that make up the reach symbols determines whether to perform a probability variation reach when a reach is established with odd-numbered symbols, or a normal reach when a reach is established with even-numbered symbols. In addition, the determination of the type and content of the reach performance determines how the reach performance will develop. This variation performance pattern setting process will be described in detail later based on Figure 25.

[0368] Following the process of step S163, when the effect symbol is variably displayed in the variable effect pattern set in the process of step S163, the sub-CPU 91 executes a preview effect pattern setting process for setting various preview effects (for example, step-up effects, dialogue previews, group previews, cut-ins, etc.) to be executed (step S164). The preview effect pattern setting process will be described in detail later based on FIG. 26.

[0369] Next, the sub-CPU 91 sets a variable effect start command for instructing the start of the variable effect in the variable effect pattern set in the process of step S163 and the execution of the preview effect in the preview effect pattern set in the process of step S164 in the sub-RAM 93 (step S166).

[0370] This variable effect start command includes at least information indicating the variable effect pattern set by the process of step S163 and information indicating the preview effect pattern set by the process of step S164, and is transmitted to the image and sound control board 100 and the lamp control board 120 by the command transmission process of step S50. As a result, the variable effect and the preview effect with the determined effect pattern in the sub-control board 90 are realized by the image and sound control board 100 and the lamp control board 120. [[ID=⑨]] [[ID=⑩]]

[0371] [[ID=⑪]] [[ID=⑫]] Following the process of step S166, the sub-CPU 91 updates the number of pending operations stored in the sub-RAM 93 to a value obtained by subtracting "1" (step S167). Specifically, when the variable start command received from the main control board 80 notifies the start of the variable display of the first special symbol, the number of pending operations for the first special symbol determination is updated to a value obtained by subtracting "1". On the other hand, when the received variable start command notifies the start of the variable display of the second special symbol, the number of pending operations for the second special symbol determination is updated to a value obtained by subtracting "1".

[0372] [Variable effect pattern setting process by sub-control board 90] Figure 25 is a detailed flowchart of the variable animation pattern setting process in step S163 of Figure 24. Following the processing in step S162, the sub-CPU 91 sets the animation symbol that will be finally confirmed (final stop) on the display screen 70 when the first special symbol (or second special symbol) stops (step S1631). Specifically, based on the symbol setting information included in the variation start command received from the main control board 80, it determines whether a special symbol indicating a jackpot (jackpot symbol) or a special symbol indicating a loss (losing symbol) will stop and be displayed at the end of the symbol variation. If it is determined that a jackpot symbol will stop and be displayed, it sets an animation symbol to notify a jackpot (for example, an animation symbol showing matching numbers) as the animation symbol to be final stopped, and if it is determined that a losing symbol will stop and be displayed, it sets an animation symbol to notify a loss. Furthermore, when setting the symbols used to indicate a loss, if the machine performs a reach animation before indicating a loss, the symbol used to indicate a loss will be a reach-loss symbol. If the machine does not perform a reach animation before indicating a loss, the symbol used to indicate a loss will be a scattered symbol.

[0373] Next, the sub-CPU 91 determines whether or not a reach-inducing animation is necessary in conjunction with the current special symbol variation display, based on the setting information of the special symbol variation pattern included in the received variation start command (step S1632). If it is determined that a reach-inducing animation is necessary (step S1632: YES), the sub-CPU 91 sets the variation animation pattern for the reach-inducing animation (step S1633). For example, from the reach-inducing variation animation pattern selection table, which associates multiple types of reach-inducing animation variation patterns with each combination of the special symbol judgment result and the special symbol variation pattern, the sub-CPU 91 reads one variation animation pattern corresponding to the animation random number obtained in step S161 and sets the information indicating that variation animation pattern in the sub-RAM 93.

[0374] On the other hand, if the sub-CPU 91 determines that there is no need to perform a reach animation (step S1632: NO), it sets a variation animation pattern for a non-reach animation (step S1634). For example, from a selection table of variation animation patterns for non-reach animations, which associates multiple types of variation animation patterns for non-reach animations with each variation pattern of special symbols, it reads one variation animation pattern corresponding to the animation random number obtained in step S161 and sets the information indicating that variation animation pattern in the sub-RAM 93.

[0375] In the gaming machine 1 of this embodiment, the processing in step S1633 or step S1634 determines the pattern in which the display symbols will change and be displayed, which reach animation will be performed if a reach animation is to be performed, and in what order the reach animation will be developed if it is to be developed further.

[0376] [Preview animation pattern setting process by sub-control board 90] Figure 26 is a detailed flowchart of the notification animation pattern setting process in step S164 of Figure 24, illustrating the process performed when a variation start command related to the first special symbol determination is received in the normal game state. Following the variation animation pattern setting process in step S163, the sub-CPU 91 determines whether or not to develop into an SP first half reach, as illustrated in Figure 26 (step S1641). Specifically, it determines whether or not to develop into an SP first half reach based on whether the variation animation pattern set by the variation animation pattern setting process in step S163 is a variation animation pattern in which the reach animation develops from a normal reach (see Figure 6(E)) through a period in which two SP first half reaches are executed simultaneously, to the first SP first half reach or the second SP first half reach as illustrated in Figure 6(G). If it is determined that it will not develop into an SP first half reach (step S1641: NO), the process proceeds to step S1648, which will be described later.

[0377] As described above, during the period when the first SP first half reach and the second SP first half reach are executed simultaneously, the first performance button operation promotion animation, as exemplified in Figure 7(S-2) and Figure 8(B), is executed. Furthermore, if the second SP first half reach selection animation, as exemplified in Figure 7(S-17), is executed, the first performance single button press promotion animation, as exemplified in Figure 7(S-18), is executed. Additionally, if the second SP first half reach progresses to the second SP second half reach, the first performance button rapid-fire promotion animation, as exemplified in Figure 7(S-23), is executed. Furthermore, if the first SP first half reach selection animation shown in Figure 7(S-7) is executed, the first animation button single-press promotion animation shown in Figure 7(S-8) is executed. If the first SP first half reach progresses to the first SP second half reach, the first animation button rapid-press promotion animation shown in Figure 7(S-15) is executed. If the first SP first half reach progresses to the SPSP reach, the second animation button single-press promotion animation shown in Figure 7(S-11) is executed.

[0378] Thus, in the gaming machine 1 of this embodiment, it is predetermined what kind of action prompting the player to perform will be performed during the period in which each reach animation, from the first half of the SP (Special Prediction) onwards, is performed.

[0379] Therefore, if the sub-CPU 91 determines that the game will develop into an SP first half reach (step S1641: YES), it executes the button animation pattern setting process during the reach (S1642). Specifically, if a variation animation pattern is set during the variation display of the first special symbol in this case that indicates the reach animation will develop from a normal reach to an SP reach, it generates setting information for executing the first animation button operation promotion animation as exemplified in Figure 7 (S-2) (for example, information indicating that the type of operation promotion animation is the first animation button operation promotion animation, and information indicating the validity period related to the first animation button operation promotion animation), and sets the generated setting information in the sub-RAM 93.

[0380] Furthermore, if a variation pattern is set during the variation display of the first special symbol indicating that the reach performance will develop from a normal reach to the first half of the second special reach, setting information for executing the first performance button single-press promotion performance exemplified in Figure 7 (S-18) (for example, information indicating that the type of operation promotion performance is the first performance button single-press promotion performance, and information indicating the validity period related to the first performance button single-press promotion performance) is generated and the generated setting information is set in the sub-RAM 93. Note that this setting information includes information instructing that, if the reach performance develops from the first half of the second special reach to the second half of the second special reach, the success performance (see Figure 7 (S-21)) be executed in accordance with the fact that the first performance button 35 was pressed during the validity period. On the other hand, if the reach animation does not progress from the first half of the second SP reach to the second half of the second SP reach, that is, if the win / loss notification animation is performed at the end of the first half of the second SP reach, the system includes information instructing the system to perform a failure animation (see Figure 7 (S-19)) in response to the first animation button 35 being pressed once during the validity period. Therefore, if the image and sound control CPU 101 does not receive an operation command from the sub-control board 90 indicating that the first animation button 35 has been pressed once, even when the validity period for the first animation button single-press promotion animation is about to end, it is possible to perform either a success animation or a failure animation at the time the validity period ends.

[0381] Furthermore, if a variation animation pattern is set that indicates the reach animation will develop into the second SP second half reach during the variation display of the first special symbol, setting information for executing the first animation button mashing promotion animation as exemplified in Figure 7 (S-23) (for example, information indicating that the type of operation promotion animation is the first animation button mashing promotion animation, and information indicating the validity period related to the first animation button mashing promotion animation) is generated and the generated setting information is set in the sub-RAM 93. If the result of the first special symbol judgment, which is determined based on the variation start command received from the main control board 80, is "jackpot", the setting information includes information instructing the execution of the aforementioned win indication animation in response to repeated pressing of the first animation button 35 during the validity period. If the result of the first special symbol judgment is "miss", the setting information includes information instructing the execution of the miss indication animation in response to repeated pressing of the first animation button 35 during the validity period. Therefore, if the image and sound control CPU 101 does not receive an operation command from the sub-control board 90 indicating that the first performance button 35 has been pressed repeatedly, even when the effective period for the first performance button press promotion performance is about to end, it is possible to execute a win indication performance or a loss indication performance at the time the effective period ends.

[0382] Furthermore, if a variation animation pattern is set that indicates the reach animation will develop into the first SP first half reach during the variation display of the first special symbol, setting information for executing the first animation button single-press promotion animation as exemplified in Figure 7 (S-8) (for example, information indicating that the type of operation promotion animation is the first animation button single-press promotion animation, and information indicating the validity period related to the first animation button single-press promotion animation) is generated and the generated setting information is set in sub-RAM 93. If the set variation animation pattern indicates that the reach animation will develop from the first SP first half reach to the SPSP reach, the setting information will include information instructing the execution of a gimmick operation animation (see Figure 7 (S-9)) in response to a single press of the first animation button 35 during the validity period. On the other hand, if the set variation animation pattern indicates that the reach animation will develop from the first SP first half reach to the first SP second half reach, the setting information will include information instructing the execution of a failure animation (see Figure 7 (S-13)) in response to a single press of the first animation button 35 during the validity period. Therefore, if the image and sound control CPU 101 does not receive an operation command from the sub-control board 90 indicating that the first performance button 35 has been pressed, even when the validity period for the first performance button single-press promotion performance ends, it is possible to execute a gimmick operation performance or a failure performance at the time the validity period ends.

[0383] Furthermore, if a variation animation pattern is set that indicates the reach animation will develop from the first SP first half reach to the first SP second half reach during the variation display of the first special symbol, setting information for executing the first animation button mashing promotion animation as exemplified in Figure 7 (S-15) (for example, information indicating that the type of operation promotion animation is the first animation button mashing promotion animation, and information indicating the validity period related to the first animation button mashing promotion animation) is generated and the generated setting information is set in the sub-RAM 93. If the result of the first special symbol judgment, which is determined based on the variation start command received from the main control board 80, is a "jackpot", the setting information includes information instructing the execution of a win suggestion animation in response to repeated pressing of the first animation button 35 during the validity period. If the result of the first special symbol judgment is a "miss", the setting information includes information instructing the execution of a miss suggestion animation in response to repeated pressing of the first animation button 35 during the validity period. Therefore, if the image and sound control CPU 101 does not receive an operation command from the sub-control board 90 indicating that the first performance button 35 has been pressed repeatedly, even when the effective period for the first performance button press promotion performance is about to end, it is possible to execute a win indication performance or a loss indication performance at the time the effective period ends.

[0384] Furthermore, if a variation animation pattern is set during the variation display of the first special symbol indicating that the reach animation will develop from the first SP first half reach to the SPSP reach, setting information for executing the second animation button single-press promotion animation as exemplified in Figure 7 (S-11) (for example, information indicating that the type of operation promotion animation is the second animation button single-press promotion animation, and information indicating the validity period related to the second animation button single-press promotion animation) is generated and the generated setting information is set in the sub-RAM 93. If the result of the first special symbol judgment, which is determined based on the variation start command received from the main control board 80, is "jackpot", the setting information includes information instructing the execution of a win suggestion animation in response to a single press of the second animation button 36 during the validity period. If the result of the first special symbol judgment is "miss", the setting information includes information instructing the execution of a miss suggestion animation in response to a single press of the second animation button 36 during the validity period. Therefore, if the image and sound control CPU 101 does not receive an operation command from the sub-control board 90 indicating that the second performance button 36 has been pressed, even when the effective period for the second performance button single-press promotion performance ends, it is possible to execute a win indication performance or a loss indication performance at the time the effective period ends.

[0385] As is clear from the explanation so far, the sub-CPU 91 sets the animation patterns for button animations that are performed during various reach animations of SP reach or higher, based on the setting information of the symbols that indicate the result of the jackpot judgment process included in the variation start command received from the main control board 80, and the variation animation patterns set in the variation animation pattern setting process in step S163.

[0386] By the way, in the gaming machine 1 of this embodiment, as described above based on Figures 7 to 8, etc., during the period in which two SP first half reach sequences are executed simultaneously, if the first performance button 35 is operated during the effective period related to the first performance button operation promotion sequence (see Figure 7(S-2)), the first possibility suggestion sequence (see Figure 8(D)) which displays the first possibility suggestion image will always be executed. After that, as is clear from the notation in Figures 7(S-3) to 7(S-6), the second possibility suggestion sequence (see Figure 8(H)) which displays the second possibility suggestion image may or may not be executed.

[0387] Thus, in the gaming machine 1 of this embodiment, if the reach animation progresses to the first half of the SP reach, at least the first possibility indication animation is performed. Therefore, if "YES" is determined in the processing of step S1641, the following processing is performed to set the animation pattern of the possibility indication animation, following the processing of step S1642.

[0388] Following the processing in step S1642, the sub-CPU 91 determines whether the result of the first special symbol judgment is a "jackpot" or not, based on the symbol setting information indicating the result of the jackpot judgment process included in the variation start command received from the main control board 80 (step S1643). If it is determined to be a "jackpot" (step S1643: YES), the jackpot possibility suggestion performance pattern selection table is read from the sub-ROM 92 and set in the sub-RAM 93 (step S1644). If it is determined not to be a "jackpot" (step S1643: NO), the loss possibility suggestion performance pattern selection table is read from the sub-ROM 92 and set in the sub-RAM 93 (step S1645).

[0389] Then, the sub-CPU 91 refers to the possibility suggestion presentation pattern selection table set in the sub-RAM 93 by the processing in step S1644 or step S1645, and executes a possibility suggestion presentation pattern selection process to select a presentation pattern for the possibility suggestion presentation (step S1646).

[0390] Although not shown in the diagram, the possibility indication performance pattern selection table stored in the sub-ROM 92 associates the judgment result of the first special symbol judgment, the variation pattern of the first special symbol, the performance pattern of the possibility indication performance, and the random value. In the process of step S1646, the sub-CPU 91 selects one of the possibility indication performance patterns by reading the performance pattern of the possibility indication performance that corresponds to the judgment result of the first special symbol judgment and the variation pattern of the first special symbol, which are identified by the variation start command received from the main control board 80, and the performance random number obtained in the process of step S161, from the possibility indication performance pattern selection table set in the sub-RAM 93.

[0391] The probability suggestion animation patterns defined in the probability suggestion animation pattern selection table can be broadly classified into two types: a first animation pattern that performs the first probability suggestion animation (see Figure 7(S-2)) but does not perform the second probability suggestion animation (see Figure 7(S-5)), and a second animation pattern that performs the first probability suggestion animation and then performs the second probability suggestion animation (i.e., changes the first probability suggestion image to the second probability suggestion image). Numerous first animation patterns are provided so that the first probability suggestion animation displays first probability suggestion images with various numbers. Numerous second animation patterns are also provided so that the numbers shown in the first probability suggestion image displayed by the first probability suggestion animation and the numbers shown in the second probability suggestion image displayed by the second probability suggestion animation can be in various combinations.

[0392] In other words, the numbers shown in the first possibility suggestion image are not fixed values. For example, as illustrated in Figure 8(D), they may show 23%, 10%, or various other numbers such as 32% or 46%. Numerous presentation patterns are available that fall under the first presentation pattern category. Furthermore, in addition to displaying a first possibility suggestion image showing 23% (see, for example, Figure 8(D)) followed by a second possibility suggestion image showing 63% (see, Figure 8(H)), numerous presentation patterns are also available that fall under the second presentation pattern category. For example, a first possibility suggestion image showing 23% followed by a second possibility suggestion image showing 37%, or a first possibility suggestion image showing 10% followed by a second possibility suggestion image showing 28%.

[0393] Furthermore, the display colors of the probability suggestion images are pre-associated with numerical ranges: if the number shown in the probability suggestion image (either the first or second probability suggestion image) falls within the first numerical range, it is displayed in blue; if it falls within the second numerical range, it is displayed in green; and if it falls within the third numerical range, it is displayed in red. Therefore, by determining the value of the number shown in the probability suggestion image, the display color of that number is also determined.

[0394] Although the diagrams of the selection tables for the probability indication of a big win and the probability indication of a loss are omitted, when the selection table for the probability indication of a big win is referenced, the numbers indicated by both the first probability indication image and the second probability indication image tend to be larger than when the selection table for the probability indication of a loss is referenced.

[0395] Returning to the explanation of Figure 26, the sub-CPU 91 sets the possibility indication performance pattern information, which indicates the possibility indication performance pattern selected in step S1646, into the sub-RAM 93 as setting information for the possibility indication performance (step S1647). When a variation performance start command including the possibility indication performance pattern information set in step S1647 is sent to the image and sound control board 100, the possibility indication performance is performed with the performance pattern set in the sub-control board 90.

[0396] If the sub-CPU 91 executes the process in step S1647, or if it determines that the game will not progress to the first half of the special feature (step S1641: NO), it performs a stage-effect lottery to determine whether or not to execute the stage-effect described above based on Figures 10 and 11 during the current variation display of the first special symbol (step S1648). Specifically, it obtains a stage-effect random number and stores it in the sub-RAM 93. This stage-effect random number is incremented by "1" each time the random number update process is performed in the sub-control board 90, and the sub-CPU 91 obtains the count value at the time it receives the variation start command related to the first special symbol determination from the main control board 80 as the stage-effect random number. Then, it decides whether or not to execute the stage-effect based on whether or not this stage-effect random number matches any of the random values ​​that are compared with the stage-effect random numbers stored in the sub-ROM 92 beforehand.

[0397] Although not shown in the diagram, the sub-ROM 92 stores a table that associates the result of the first special symbol judgment (whether it is a "jackpot" or not), the variation pattern of the first special symbol, and the random value that is compared with the random number for the staged performance described above. The sub-CPU 91 refers to this table and decides whether or not to execute the staged performance based on whether the acquired random number for the staged performance matches either the result of the first special symbol judgment, which is determined based on the variation start command received from the main control board 80, or the random value associated with the variation pattern of the first special symbol. In this table, more random values ​​are associated with "jackpot" than with "miss" for the result of the first special symbol judgment. Also, more random values ​​are associated with variation patterns where the variation time of the first special symbol is longer. For this reason, in the gaming machine 1 of this embodiment, the higher the jackpot reliability, the more likely the staged performance is to be executed, and conversely, the lower the jackpot reliability, the less likely the staged performance is to be executed.

[0398] Next, the sub-CPU 91 determines whether or not to execute the staged performance based on the lottery result in step S1648 (step S1650). If the sub-CPU 91 determines that the staged performance should not be executed (step S1650: NO), the notification performance pattern setting process ends and the process proceeds to step S166.

[0399] On the other hand, if the sub-CPU 91 determines that it will execute a staged animation (step S1650: YES), it determines whether the result of the first special symbol determination related to the current symbol variation is a "jackpot" based on whether the symbol setting information included in the variation start command received from the main control board 80 indicates a jackpot symbol (step S1651). If it determines that it is a "jackpot" (step S1651: YES), it determines whether the "jackpot" is a probability variation jackpot based on whether the jackpot symbol indicated by the symbol setting information is a "probability variation symbol" (step S1652).

[0400] If the sub-CPU 91 determines that the current "jackpot" is a probability variation jackpot (step S1652: YES), it reads the probability variation jackpot stage performance pattern selection table from the sub-ROM 92 and sets it in the sub-RAM 93 (step S1653). On the other hand, if it determines that the current "jackpot" is not a probability variation jackpot based on the fact that the jackpot symbol indicated by the symbol setting information is a "normal symbol" (step S1652: NO), it reads the normal jackpot stage performance pattern selection table from the sub-ROM 92 and sets it in the sub-RAM 93 (step S1654). Also, if it determines that the result of the first special symbol judgment related to the current symbol variation is not a "jackpot" based on the fact that the symbol indicated by the symbol setting information is a losing symbol (step S1651: NO), it reads the losing stage performance pattern selection table from the sub-ROM 92 and sets it in the sub-RAM 93 (step S1655).

[0401] Then, the sub-CPU 91 refers to the staged performance pattern selection table set in the sub-RAM 93 by the processing in step S1653, step S1654, or step S1655, and executes a staged performance pattern selection process to select a staged performance pattern (step S1656).

[0402] Although not shown in the diagram, the stage-specific performance pattern selection table stored in sub-ROM92 associates the variation pattern of the first special symbol with the type of reach, the performance pattern of the stage-specific performance, and the random value that is compared with the performance random number. Here, the reach types are classified into probability-increasing reaches, which are performed when a reach is established with odd-numbered symbols (probability-increasing symbols), normal reaches, which are performed when a reach is established with even-numbered symbols (normal symbols), and no-reach performances. Note that, basically, a reach performance is always performed in the case of a jackpot, so no-reach performances are not defined in the stage-specific performance pattern selection table for probability-inc...

Claims

[Claim 1] A determination means for determining whether or not to perform a special game that is advantageous to the player, When the above determination is made, a symbol display control means is provided which causes a special symbol to be displayed in a variable manner on a predetermined symbol display means, and then stops displaying the special symbol indicating the result of the determination. When the special game is executed and a special symbol indicating that the determination means has determined to be executed is stopped and displayed on the symbol display means, the special game execution means executes the special game, A means for reserving the right to make the aforementioned determination up to a predetermined number, A pre-determination means that performs a pre-determination on whether or not to perform the special game before the determination is made on the right that has been reserved by the reservation means, It comprises a performance control means for controlling the performance, The aforementioned performance control means is The special symbol is displayed in a variable manner, and the performance symbol is displayed in a variable manner in conjunction with the special symbol's stop, and the performance symbol is displayed in a manner that notifies the result of the judgment, It is possible to perform related effects related to the display of the aforementioned effect symbols, Based on the results of the prior determination, it is possible to perform an expectation-based presentation that makes the audience expect the special game to be executed by stopping and displaying the performance symbols in a specific manner. The aforementioned expectation presentation includes a first expectation presentation and a second expectation presentation that is different from the first expectation presentation. The possibility of the performance mode of the related performance changing differs depending on whether the first expectation performance is being performed, the second expectation performance is being performed, or neither the first nor the second expectation performance is being performed. A gaming machine characterized in that the probability of the performance symbols stopping and being displayed in the specified manner differs from that of the case when the first expectation performance is performed, when the second expectation performance is performed, and when neither the first expectation performance nor the second expectation performance is performed.