Gaming machine

The gaming machine addresses the lack of engagement in suspended games by incorporating customizable sound and visual effects, improving player interest through interactive features.

JP2026109197APending Publication Date: 2026-07-01NEWGIN KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
NEWGIN KK
Filing Date
2024-12-19
Publication Date
2026-07-01

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  • Figure 2026109197000001_ABST
    Figure 2026109197000001_ABST
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Abstract

To improve interest. [Solution] In a gaming machine that can suspend the execution of a variable game, the machine is equipped with a display means, a sound output means, and a performance control means, the sound output means can output specific sounds that can be output during the execution of a variable game, and the display means may indicate the maximum number of times the specific sound will be output during at least a portion of the period until the execution of the variable game that has been suspended is completed, and the output of the specific sound can be customized.
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Description

Technical Field

[0001] The present disclosure relates to a gaming machine.

Background Art

[0002] Conventionally, in a gaming machine, various effect sounds are output from a speaker to entertain a player (for example, Patent Document 1). Such effect sounds employ, for example, background music such as a vocal piece (sung song) or an instrumental piece.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] It is expected to improve the interest.

Means for Solving the Problems

[0005] A gaming machine according to an aspect of the present disclosure is a gaming machine capable of suspending the execution of a variable game, and includes display means, sound output means, and effect control means. Among the sounds that the sound output means can output, there is a specific sound that can be output during the execution of the variable game. In the display means, when the execution of the variable game is suspended, the maximum number of times the specific sound is output may be suggested during at least a part of the period until the suspended variable game ends, and customization regarding the output of the specific sound is possible.

Effects of the Invention

[0006] According to the present disclosure, the interest can be improved.

Brief Description of the Drawings

[0007] [Figure 1] Figure 1 is a schematic diagram showing a gaming machine as viewed from the front. [Figure 2] Figure 2 shows the electrical configuration of a gaming machine. [Figure 3] Figures 3(a) to 3(d) show examples of specific ways in which tournament productions are implemented. [Figure 4] Figure 4 shows an example of a variation pattern and prediction command. [Figure 5] Figure 5 shows an example of a screen layout in a visual display device. [Figure 6] Figure 6 shows an example of a specific display method for game images that are displayed as information indicating a pending or running variable game. [Figure 7] Figure 7 shows an example of a specific display method for the first element of a game image. [Figure 8] Figure 8 shows an example of a specific display method for the second element of a game image. [Figure 9] Figure 9 shows an example of a specific display method for the third element of a game image. [Figure 10] Figure 10 is a diagram illustrating the expected value of the first element of a game image. [Figure 11] Figure 11 is a diagram illustrating the expected value of the second element of a game image. [Figure 12] Figure 12 is a diagram illustrating the expected value of the third element of a game image. [Figure 13] Figures 13(a) to 13(d) show examples of specific execution methods for rank-up effects. [Figure 14] Figure 14 is a diagram illustrating the personalization function of the presentation. [Figure 15] Figure 15 is a diagram illustrating the personalization function of the presentation. [Modes for carrying out the invention]

[0008] The following describes a gaming machine relating to one aspect of this disclosure. <<First Embodiment>> <Regarding the mechanical configuration of the gaming machine 10> As shown in FIG. 1, the gaming machine 10 is configured as a pachinko gaming machine that uses game balls as game media. The gaming machine 10 includes a frame W for installing the machine body in island facilities, and a game board YB having a game area YBa. The gaming machine 10 is an enclosed pachinko gaming machine that circulates game balls inside the machine. However, the gaming machine 10 is not limited to this and may be an open pachinko gaming machine.

[0009] The frame W is configured by combining a plurality of frames. As an example, the frame W may include an outer frame W1 fixed to the island facilities, a middle frame W2 that holds the game board YB, and a front frame W3 that protects the game board YB. The middle frame W2 and the front frame W3 are supported so as to be openable and closable with respect to the outer frame W1.

[0010] The gaming machine 10 includes a firing handle HD. As an example, the firing handle HD is disposed on the front side of the front frame W3. The gaming machine 10 is configured to fire a game ball toward the game area YBa with an intensity corresponding to the amount of rotation operation of the firing handle HD.

[0011] The gaming machine 10 includes a decorative lamp LA. As an example, the decorative lamp LA is disposed on the front side of the front frame W3. The decorative lamp LA incorporates a light emitter (not shown) such as an LED. The decorative lamp LA can execute a light emission effect. The decorative lamp LA can execute a light emission notification. The light emission effect and the light emission notification are realized by causing the light emitter to emit light, blink, and turn off. The decorative lamp LA is an example of a light emission means that can emit light in a predetermined light emission pattern.

[0012] The gaming machine 10 includes a speaker SP. As an example, the speaker SP is disposed on the front side of the front frame W3. The speaker SP can execute a sound output effect. The speaker SP can execute a sound notification. The sound output effect and the sound notification are realized by outputting sounds such as voices of people and animals, sound effects, and music. The speaker SP is an example of a sound output means that can output a predetermined sound.

[0013] The gaming machine 10 includes a first operation device D1 for effect display. The first operation device D1 is an example of operation means that can be operated by a player. The first operation device D1 is, for example, a button-type operation device configured to enable a pressing operation. Not limited to this, the operation means may be a lever-type operation device configured to enable a pushing-in operation or a pulling operation, or may be a gun-type or joystick-type operation device. The first operation device D1 may incorporate a vibration motor. The first operation device D1 may be capable of executing a vibration effect by the vibration motor generating vibration.

[0014] The gaming machine 10 includes a second operation device D2 for effect display. The second operation device D2 is an example of operation means that can be operated by a player. The second operation device D2 includes, as an example, four operation parts D2a to D2d arranged in a vertical and horizontal cross shape. Not limited to this, the operation means may be a stick-type operation device capable of tilting vertically and horizontally, or may be a touch sensor-type operation device.

[0015] The gaming machine 10 includes a first special symbol display part 13a. The first special symbol display part 13a displays a first special game in which a predetermined symbol is variably displayed and finally a first special symbol is derived. The gaming machine 10 includes a second special symbol display part 13b. The second special symbol display part 13b displays a second special game in which a predetermined symbol is variably displayed and finally a second special symbol is derived.

[0016] The first special symbol and the second special symbol each have a winning symbol and a losing symbol. For example, the second special game is executed with priority over the first special game. The first special game and the second special game are not executed simultaneously. In this specification, "variable display" of a symbol means a state in which the type of the displayed symbol changes over time. "Stop display" of a symbol means a state in which the symbol is displayed so as to stop without changing. The stop display may include a temporary stop display and a confirmed stop display.

[0017] The gaming machine 10 includes a first special reserve display unit 13c. The first special reserve display unit 13c displays the first special reserve number. The first special reserve number is the number of times the first special game has been held in abeyance because the reserve condition has been met but the execution condition has not yet been met. The gaming machine 10 also includes a second special reserve display unit 13d. The second special reserve display unit 13d displays the second special reserve number. The second special reserve number is the number of times the second special game has been held in abeyance because the reserve condition has been met but the execution condition has not yet been met. The maximum value of each special reserve number is, for example, 4.

[0018] The gaming machine 10 is equipped with a regular symbol display unit 13e. The regular symbol display unit 13e displays a regular game in which predetermined symbols are displayed in a variable manner, ultimately leading to a regular symbol. Regular symbols include winning symbols and losing symbols. The gaming machine 10 is equipped with a regular hold display unit 13f. The regular hold display unit 13f displays the number of regular holds. The number of regular holds is the number of regular games in which the hold condition has been met but the execution condition has not yet been met, and therefore the execution is on hold. The maximum value of the regular hold is, for example, 4.

[0019] The game area YBa is formed by partitioning the front side of the game board YB in a roughly circular shape using rails or the like. The game machine 10 has a center frame CW with various decorations located roughly in the center of the game area YBa. The center frame CW has an opening YBb.

[0020] The gaming machine 10 is equipped with a performance display device EH. The performance display device EH includes an image display unit configured to display various images. The performance display device EH is assembled to the game board YB so that the player can see the image display unit through the opening YBb of the center frame CW. The performance display device EH can perform display performances. The performance display device EH can perform display notifications. The display performances and display notifications are realized by displaying objects that imitate patterns, people, animals, vehicles, numbers, symbols, and characters (strings of characters) as images. These objects (images) can also be perceived as characters. The performance display device EH is an example of a display means capable of displaying predetermined images.

[0021] Some display effects involve displaying multiple rows of symbols in a variable manner, ultimately leading to a combination of these symbols. Hereafter, the combination of symbols may simply be referred to as the "symbol combination." The symbols are figures decorated with characters such as people, animals, numbers, and patterns. For example, in a display effect game, the first, second, and third rows of symbols are displayed in a variable manner, scrolling in a predetermined direction.

[0022] The performance game starts and ends together with the special game. The symbol combinations displayed in the performance game correspond to the special symbols displayed in the special game. When a winning symbol is displayed in the special game, the performance game will display, for example, a winning symbol combination. When a losing symbol is displayed in the special game, the performance game will display, for example, a losing symbol combination.

[0023] The game's presentation may include a "reach" presentation. A reach is a state in which the same presentation symbol is temporarily stopped and displayed in a specific symbol row (for example, the 1st and 3rd rows) among several symbol rows, while the presentation symbol in a different symbol row (for example, the 2nd row) continues to change and display. For example, there may be multiple types of reach presentations with different characters, presentation symbol movements, and presentation durations.

[0024] A first start opening 15 is formed in the game board YB so as to open into the game area YBa. The first start opening 15 is located below the center frame CW in the game area YBa. Game balls can be entered into the first start opening 15 at any time. The game machine 10 is equipped with a first special start sensor SE1 (see Figure 2). The first special start sensor SE1 detects game balls that have entered the first start opening 15. The conditions for holding a first special game and the conditions for awarding prize balls can be met by the first special start sensor SE1 detecting game balls.

[0025] A second start opening 16 is formed in the game board YB so as to open into the game area YBa. The second start opening 16 is located below the center frame CW in the game area YBa. The game machine 10 is equipped with a second special start sensor SE2 (see Figure 2). The second special start sensor SE2 detects game balls that enter the second start opening 16. The conditions for holding a second special game and the conditions for awarding prize balls can be met when the second special start sensor SE2 detects game balls.

[0026] The game board YB is equipped with a standard variable member 17. The standard variable member 17 is configured to operate in an open state (allowing state) and a closed state (restricting state). The open state is a state in which game balls can be entered into the second start opening 16, or are easy to enter. The closed state is a state in which game balls cannot be entered into the second start opening 16, or are difficult to enter. The game machine 10 is equipped with a standard solenoid SL1 that operates the standard variable member 17 (see Figure 2). The standard variable member 17 is operated in the open state during a normal winning game.

[0027] A large prize opening 18 is formed in the game board YB so as to open into the game area YBa. The large prize opening 18 is located in the lower right of the center frame CW within the game area YBa. The game machine 10 is equipped with a special prize sensor SE3 (see Figure 2). The special prize sensor SE3 detects game balls that enter the large prize opening 18. The conditions for awarding prize balls can be met when the special prize sensor SE3 detects a game ball.

[0028] The game board YB is equipped with a special variable member 19. The special variable member 19 is configured to operate in an open state (allowing state) and a closed state (restricting state). The open state is a state in which game balls can be entered into the large prize opening 18, or are easy to enter. The closed state is a state in which game balls cannot be entered into the large prize opening 18, or are difficult to enter. The game machine 10 is equipped with a special solenoid SL2 that operates the special variable member 19 (see Figure 2). During a winning game, the special variable member 19 is operated in the open state.

[0029] The game board YB is equipped with a gate 25. The gate 25 has an entry opening through which game balls can pass (enter). The gate 25 is equipped with a normal start sensor SE4 (see Figure 2). The normal start sensor SE4 detects game balls passing through or entering the gate 25. The conditions for holding a normal game can be met when the normal start sensor SE4 detects a game ball.

[0030] A general prize entry opening (not shown) is formed in the game board YB so as to open into the game area YBa. The general prize entry opening is located to the right of the center frame CW. The game machine 10 is equipped with a general prize entry sensor (not shown). The general prize entry sensor detects game balls that enter the general prize entry opening. The conditions for awarding prize balls may be met when the general prize entry sensor detects a game ball. There may be multiple general prize entry openings.

[0031] The first starting opening 15, the second starting opening 16, the big prize opening 18, and the general prize opening are so-called "prize openings." The game board YB may have prize openings other than these. The game board YB has an out opening 20 that opens into the game area YBa. For example, the out opening 20 opens at the lower end of the game area YBa. Game balls that do not enter any of the prize openings are discharged from the game area YBa through the out opening 20.

[0032] <Regarding the game status of gaming machine 10> This section explains the game state of gaming machine 10. The gaming machine 10 is equipped with a probability variation function that changes the probability of winning a jackpot in the special lottery described later (hereinafter referred to as the jackpot probability) to a high probability, an entry assistance function that assists in the entry of game balls into the second start port 16, and a time reduction function that shortens the variation time of the special game. The game state of the gaming machine 10 is composed of a combination of the operating states (operated and inoperated) of these functions.

[0033] This section explains the probability variation function (hereinafter referred to as the probability variation function). The gaming machine 10 has multiple probability states, each with a different probability of winning a jackpot. These multiple probability states include a low probability state and a high probability state, where the probability of winning a jackpot is higher than in the low probability state. When the probability variation function is activated, the probability state shifts from the low probability state to the high probability state, increasing the likelihood of winning a jackpot. The high probability state is advantageous for the player. The high probability state is what is known as the "probability variation state (probability variation state)".

[0034] Let me explain the ball entry assistance function. The ball entry assistance function is a function that supports the entry of game balls into the second starting port 16, also known as a regular electric mechanism, and is a so-called "electric support function". The gaming machine 10 has multiple ball entry rate states, which are states in which the rate of game balls entering the second starting port 16 differs. The multiple ball entry rate states include a low ball entry rate state and a high ball entry rate state in which the rate of entry is higher than that of the low ball entry rate state. When the ball entry assistance function is activated, the ball entry rate state shifts from the low ball entry rate state to the high ball entry rate state, making it easier to meet the conditions for starting the second special game. The high ball entry rate state is advantageous for the player.

[0035] For example, a high ball-scoring rate state can be achieved by executing one of the three auxiliary controls described below, or by executing a combination of multiple controls. The first auxiliary control is a control that shortens the variation time of a normal game compared to the low ball-scoring rate state. The second auxiliary control is a control that changes the normal winning probability in the normal lottery to a higher probability than in the low ball-scoring rate state. Note that the normal winning probability in the low ball-scoring rate state may be 0 or greater than 0. The low ball-scoring rate state may be a state in which no normal lottery is held, and the high ball-scoring rate state may be a state in which a normal lottery is held.

[0036] The third auxiliary control is a control that makes the total opening time of the normal variable member 17 in one normal winning game longer than when the ball entry rate is low. The third auxiliary control may include at least one of the following: a control that makes the number of times the normal variable member 17 is opened in one normal winning game greater than when the ball entry rate is low, and a control that makes the opening time of the normal variable member 17 in one normal winning game longer than when the ball entry rate is low.

[0037] This section explains the variable time reduction function (hereinafter referred to as the time reduction function). The gaming machine 10 has multiple variation time states, each with a different variation time (average variation time) for the special game. These multiple variation time states include a long variation time state and a short variation time state, in which the average variation time of at least the second special game is shorter than that of the long variation time state. When the time-saving function is activated, the variation time state shifts from the long variation time state to the short variation time state, increasing the number of special games that can be played per unit time. In other words, the efficiency of consuming the reserved special games is improved. As an example, the time-saving function operates in conjunction with the ball entry assistance function. That is, the time-saving function operates together with the ball entry assistance function and is deactivated together with the ball entry assistance function.

[0038] As an example, there are three game states: normal state, first advantageous state, and second advantageous state. The normal state is a game state in which the probability variation function, ball entry assistance function, and time reduction function are all inactive. The first advantageous state is a game state in which the probability variation function, ball entry assistance function, and time reduction function are all inactive. The second advantageous state is a game state in which the probability variation function is inactive, but the ball entry assistance function and time reduction function are inactive. The gaming machine 10 is not limited to having three game states, but may have some or all of them as different game states in which the function that is activated among the probability variation function, ball entry assistance function, and time reduction function is changed. There may be one or two game states, or there may be four or more.

[0039] <Regarding winning games on gaming machine 10> Let's explain one example of a win: a jackpot. The gaming machine 10 is equipped with multiple types of jackpot symbols as special winning symbols. Each jackpot symbol has a defined type of jackpot. Each jackpot symbol (type of jackpot) has a defined type of jackpot game. In the gaming machine 10, a jackpot game is awarded after a jackpot symbol is displayed in a special game. In the gaming machine 10, a winning game is awarded after a jackpot symbol combination is displayed in a performance game. A jackpot game is an example of an advantageous state for the player.

[0040] In a jackpot game, an opening sequence is performed over an opening period to announce the start of the jackpot game. After the opening period has elapsed, a series of rounds of play are performed, opening the large prize slot 18. The rounds of play are performed up to a maximum number of times. Each round of play ends when either the first termination condition (when the maximum number of game balls, for example, 9, enters the large prize slot 18) or the second termination condition (when the maximum time has elapsed) is met. In the rounds of play, the large prize slot 18 is opened in a predetermined manner. Round sequences are performed during the rounds of play. In a jackpot game, once the final round of play has ended, an ending sequence is performed over a predetermined ending period to announce the end of the jackpot game. The jackpot game ends when the ending period has elapsed.

[0041] Let me explain a specific example of a big win. The winning symbols for the first special symbol are classified as follows: 65% are symbol ZA and 35% are symbol ZB. The winning symbols for the second special symbol are classified as follows: 65% are symbol Za and 35% are symbol Zb. Winning combinations based on symbols ZA, ZB, Za, and Zb are referred to as winning ZA, ZB, Za, and Zb, respectively. Winning games based on symbols ZA, ZB, Za, and Zb are referred to as winning games ZA, ZB, Za, and Zb, respectively.

[0042] For jackpot games ZA and Za, the maximum number of rounds is set at 10. For jackpot games ZB and Zb, the maximum number of rounds is set at 4. For each of the jackpot games ZA, ZB, Za, and Zb, the maximum duration of a round is set at 25 seconds. After each of the multiple rounds of gameplay, an interval time (for example, 2 seconds) is set between rounds. Once the interval time has elapsed, the next round of gameplay or the ending time begins. For jackpot games ZA, ZB, Za, and Zb, the same opening time (for example, 8 seconds) and the same ending time (for example, 10 seconds) are set.

[0043] For symbols ZA and Za, the first advantageous state is established as the game state after a jackpot game. After the jackpot game ZA and Za ends, the first advantageous state is maintained until the next jackpot game is granted. For symbols ZB and Zb, the second advantageous state is established as the game state after a jackpot game. The second advantageous state is maintained after the jackpot game ZB and Zb ends, until a predetermined maximum number of special games (for example, 100 times) are completed, or until a jackpot game is granted before the maximum number of special games is completed.

[0044] Big wins ZA and Za are more advantageous than big wins ZB and Zb in terms of the number of prize balls that can be won during the game. Big wins ZA and Za are also more advantageous than big wins ZB and Zb in terms of the possibility of being granted a high-probability state (probability change state) after the game. In the following explanation, big wins ZA and Za may be referred to as "advantageous wins," and big wins ZB and Zb may be referred to as "normal wins."

[0045] The probability of hitting the jackpot is 345 / 65536 in the low probability state and 734 / 65536 in the high probability state. The probability of hitting a regular jackpot is 1 / 65536 in the low ball entry rate state and 65534 / 65535 in the high ball entry rate state. The total opening time of the regular variable member 17 in one regular jackpot game is 396ms in the low ball entry rate state and 5680ms in the high ball entry rate state. The number of prize balls awarded is 4 when detected by the first special start sensor SE1, 1 when detected by the second special start sensor SE2, 15 when detected by the special prize entry sensor SE3, and 5 when detected by the general prize entry sensor.

[0046] <Regarding the electrical configuration of gaming machine 10> The electrical configuration of the gaming machine 10 will be explained. As shown in Figure 2, the gaming machine 10 has a main control board 40 on the back (rear) side of the game board YB. The main control board 40 performs various processes and outputs control signals (control commands) according to the results of those processes. The gaming machine 10 also has a sub-control board 50 on the back (rear) side of the game board YB. The sub-control board 50 and the main control board 40 are connected. The control boards 40 and 50 are connected so that control signals can be output in one direction from the main control board 40 to the sub-control board 50. The sub-control board 50 performs various processes based on the control signals input from the main control board 40.

[0047] The main control board 40 will now be described. The main control board 40 comprises a CPU 41, a ROM 42, and an RWM 43. The CPU 41 performs various processes by executing the main control program. The main control board 40 generates random numbers. These random numbers may be hardware random numbers generated by a random number circuit 44, or software random numbers generated by the CPU 41. The CPU 41, ROM 42, RWM 43, and random number circuit 44 constitute, for example, a single-chip processor 40A.

[0048] ROM42 stores the main control program, a table used for a predetermined lottery, and judgment values, etc. ROM42 also stores multiple types of variation patterns. RWM43 stores various information that is rewritten during the operation of the gaming machine 10. The information stored in RWM43 includes flags, counters, and timers.

[0049] A variation pattern is information that can identify the variation time from the start of a special game until the end of that special game. A variation pattern is information that can identify the content (performance style) of the performance game that takes place from the start of a special game until the end of that special game. However, as long as the variation pattern is information that can identify the variation time, it does not have to be information that can identify the content of the performance game.

[0050] There are two types of variation patterns: a jackpot variation pattern that can be selected when a jackpot is won, and a losing variation pattern that can be selected when a jackpot is not won (a miss). The jackpot variation pattern is characterized by the game's presentation going through a reach sequence and ultimately stopping and displaying a winning combination of symbols. The losing variation pattern with a reach sequence is characterized by the game's presentation going through a reach sequence and ultimately stopping and displaying a losing combination of symbols. The losing variation pattern without a reach sequence is characterized by the game's presentation going through a reach sequence and ultimately stopping and displaying a losing combination of symbols.

[0051] The CPU 41 is connected to sensors SE1 to SE4. The CPU 41 receives the detection signals output by sensors SE1 to SE4 when they detect a game ball. The CPU 41 is connected to solenoids SL1 and SL2. The CPU 41 controls the operation of solenoids SL1 and SL2. In other words, the CPU 41 controls the opening and closing operation of the variable members 17 and 19. The CPU 41 is connected to each display unit 13a to 13f. The CPU 41 controls the display content of each display unit 13a to 13f.

[0052] The sub-control board 50 will now be described. The sub-control board 50 includes a CPU 51, a ROM 52, and an RWM 53. The CPU 51 performs various processes by executing a sub-control program. The sub-control board 50 generates random numbers. The random numbers may be hardware random numbers generated by a random number circuit, or software random numbers generated by the CPU 51.

[0053] ROM52 stores sub-control programs, tables used for lottery, and judgment values. ROM52 stores data for executing display effects on the performance display device EH. ROM52 stores data for executing light-emitting effects on the decorative lamp LA. ROM52 stores data for executing sound output effects on the speaker SP. RWM53 stores various information that is rewritten as needed during the operation of the gaming machine 10. For example, the information stored in RWM53 includes flags, counters, and timers.

[0054] The CPU 51 is connected to the performance display device EH. The CPU 51 controls the display mode of the performance display device EH. The CPU 51 is connected to the decorative lamp LA. The CPU 51 controls the light emission mode of the decorative lamp LA. The CPU 51 is connected to the speaker SP. The CPU 51 controls the sound output mode of the speaker SP. The CPU 51 constitutes an example of a performance control means. The performance control means can also be understood as at least one of the display control means, sound control means, and light emission control means. The CPU 51 is connected to the operation devices D1 and D2. The CPU 51 receives the operation signals that are output when the operation devices D1 and D2 are operated, respectively.

[0055] <Basic control of the main control board 40> The various processes performed by the CPU 41 of the main control board 40 will be described below. This section explains the special symbol input process.

[0056] The special symbol input process is one of the timer interrupt processes. In the special symbol input process, the CPU 41 determines whether a game ball has entered the first start opening 15 based on whether or not it has received a detection signal from the first special start sensor SE1. If a game ball has entered the first start opening 15, the CPU 41 determines whether or not the first special reserve count is less than the maximum value. The first special reserve count and the second special reserve count are stored in the RWM 43. If the first special reserve count is less than the maximum value, the CPU 41 updates the first special reserve count by adding 1. The CPU 41 controls the first special reserve display unit 13c to display the updated first special reserve count.

[0057] Next, the CPU 41 acquires random numbers generated within the main control board 40 and stores random number information based on the acquired random numbers in the RWM 43. Examples of random numbers include win determination random numbers, symbol random numbers, and variation pattern random numbers. The CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information for the first special game and that the storage order of the random number information can be specified. By storing the random number information in the RWM 43, the gaming machine 10 can postpone the execution of the special game until the execution conditions are met. The random number information may be the acquired random number value itself, or it may be information obtained by processing the random number using a predetermined method.

[0058] The CPU 41 performs prediction processing based on the various random numbers acquired for the first special game. In the prediction processing, the CPU 41 predicts the content of the first special game's variations. For example, the CPU 41 determines whether the acquired winning judgment random number is a value that will result in a jackpot (jackpot determination). In the prediction processing, the CPU 41 may also determine which winning symbol the symbol random number will result in. In the prediction processing, the CPU 41 may also determine which variation pattern the variation pattern random number will result in. The CPU 41 outputs information that can identify the predicted content of the first special game's variations (hereinafter referred to as the first prediction command) to the sub-control board 50. The first prediction command may, as an example, be information that can identify the number of special reserves in the first special game.

[0059] If no game ball has entered the first start port 15, if the number of first special reserves is not less than the maximum value, and if random number information for the first special game has been stored in the RWM 43, the CPU 41 determines whether or not a game ball has entered the second start port 16 based on whether or not a detection signal has been input from the second special start sensor SE2. If no game ball has entered the second start port 16, the CPU 41 terminates the special symbol input process.

[0060] When a game ball enters the second start opening 16, the CPU 41 determines whether the second special reserve count is less than the maximum value. If the second special reserve count is not less than the maximum value, the CPU 41 terminates the special symbol input process. If the second special reserve count is less than the maximum value, the CPU 41 updates the second special reserve count by adding 1. The CPU 41 controls the second special reserve display unit 13d to display the updated second special reserve count.

[0061] Next, the CPU 41 acquires the random numbers generated within the main control board 40 and stores the random number information based on the acquired random numbers in the RWM 43. The CPU 41 stores the random number information in such a way that it is possible to identify that it is random number information for the second special game and that the order in which the random number information is stored can be identified. By storing the random number information in the RWM 43, the gaming machine 10 can postpone the execution of the second special game until the execution conditions are met.

[0062] The CPU 41 performs prediction processing based on the various random numbers acquired for the second special game. In the prediction processing, the CPU 41 predicts the content of the second special game's variations. For example, the CPU 41 determines whether the acquired winning judgment random number is a value that will result in a win in the jackpot lottery (jackpot determination) described later. In the prediction processing, the CPU 41 may also determine which winning symbol the symbol random number represents. In the prediction processing, the CPU 41 may also determine which variation pattern the variation pattern random number represents. The CPU 41 outputs information that can identify the predicted content of the second special game's variations (hereinafter referred to as the second prediction command) to the sub-control board 50. The second prediction command may, for example, be information that can identify the number of reserved balls in the second special game. In this way, the CPU 41 that performs the prediction processing constitutes an example of a prediction means that predicts the content of the variations when a game ball enters the start gate.

[0063] If the RWM43 stores random number information for the second special game, and if no game balls have entered the second starting port 16, and the second reserve count is not below the upper limit, the CPU41 terminates the special symbol input process.

[0064] This section explains the process for initiating special symbols. The special symbol start process is one of the timer interrupt processes. During the special symbol start process, the CPU 41 determines whether a special game or a winning game is currently in progress. If a special game or a winning game is in progress, the CPU 41 terminates the special symbol start process. The CPU 41 also determines that a special game is in progress when it is within the variation interval time.

[0065] On the other hand, if a special game is not currently running and a winning game is not currently running, CPU 41 determines whether the number of second special reserves is 1 or greater. If the number of second special reserves is 1 or greater, the conditions for running the second special game are met, and CPU 41 performs the second game processing to start the second special game. On the other hand, if the number of second special reserves is not 1 or greater, CPU 41 determines whether the number of first special reserves is 1 or greater. If the number of first special reserves is 1 or greater, the conditions for running the first special game are met, and CPU 41 performs the first game processing to start the first special game. In other words, CPU 41 prioritizes running the second special game over the first special game. After each game processing is completed, CPU 41 terminates the special symbol start processing.

[0066] Let's explain the first game process. In the first game processing, the CPU 41 updates the first special reserve count by deducting 1. The CPU 41 controls the first special reserve display unit 13c to display the updated first special reserve count. Next, the CPU 41 reads the first stored random number information from the RWM 43 among the random number information for the first special game. After reading the first stored random number information, the CPU 41 erases that random number information from the RWM 43.

[0067] The CPU 41 determines whether or not a jackpot has been won based on the read random number information (winning random number) and the jackpot determination value stored in the ROM 42. For example, a jackpot is determined by whether or not the value of the random number identified from the random number information matches the jackpot determination value corresponding to the current probability state. However, a jackpot may also be determined by whether or not the sum of the value of the random number identified from the random number information and the jackpot determination value exceeds a predetermined value. The jackpot determination is what is known as a jackpot lottery.

[0068] If a jackpot is won, CPU 41 executes the first jackpot symbol processing and determines the jackpot symbol to be displayed in the first special game. For example, CPU 41 may determine the jackpot symbol to be displayed in the first special game by drawing lots using the read random number information (symbol random number). Next, CPU 41 executes the first jackpot variation processing and determines the variation pattern of the first special game. For example, CPU 41 may determine the variation pattern of the first special game by drawing lots using the read random number information (variation pattern random number). After that, CPU 41 terminates the first game processing.

[0069] On the other hand, if the result is a miss and not a big win, CPU 41 executes the first miss symbol processing to determine the miss symbol to be displayed as the stop in the first special game. For example, CPU 41 may determine the miss symbol to be displayed as the stop in the first special game by drawing lots using the read random number information (symbol random number). Next, CPU 41 executes the first miss variation processing to determine the variation pattern of the first special game. For example, CPU 41 may determine the variation pattern of the first special game by drawing lots using the read random number information. After that, CPU 41 terminates the first game processing.

[0070] I will now explain the second game process. The second game processing is the same as the first game processing described above. In the second game processing, CPU 41 subtracts the second special reserve count and performs a jackpot determination (special jackpot lottery). If a jackpot is won, CPU 41 executes the second jackpot symbol processing to determine the jackpot symbol to be displayed as the stop in the second special game. CPU 41 executes the second jackpot variation processing to determine the variation pattern of the second special game. After that, CPU 41 terminates the second game processing. On the other hand, if a jackpot is not won (a miss), CPU 41 executes the second miss symbol processing to determine the miss symbol to be displayed as the stop in the second special game. CPU 41 executes the second miss variation processing to determine the variation pattern of the second special game. After that, CPU 41 terminates the second game processing.

[0071] When the special symbol start process is completed, the CPU 41 executes the special game through a process separate from the special symbol start process. The CPU 41 outputs information to the sub-control board 50 that allows the variation pattern determined in the special symbol start process to be identified and instructs the start of the performance game (hereinafter referred to as the variation start command). The CPU 41 also outputs information to the sub-control board 50 that allows the winning symbol or losing symbol determined in the special symbol start process to be identified (hereinafter referred to as the symbol specification command).

[0072] The CPU 41 controls the special symbol display units 13a and 13b to start the special game. The CPU 41 measures the variation time specified for the determined variation pattern. When the variation time specified for the variation pattern has elapsed, the CPU 41 controls the special symbol display units 13a and 13b to stop displaying the special symbols determined in the special symbol start process. When the variation time specified for the variation pattern has elapsed, the CPU 41 instructs the performance symbols to stop changing and outputs information (hereinafter referred to as the variation end command) to the sub-control board 50 to stop displaying the symbol combinations made by the performance symbols.

[0073] Let's explain how the jackpot process works. In the jackpot processing, the CPU 41 performs various processes to grant a jackpot game based on the jackpot symbols (type of jackpot) determined in the special symbol start processing. That is, the CPU 41 grants a jackpot game by executing the jackpot processing.

[0074] When the special game for a jackpot ends, the CPU 41 first outputs information that identifies the start of the opening time (hereinafter referred to as the opening command) to the sub-control board 50. After the opening time has elapsed, the CPU 41 performs processing to execute a round game. For example, the CPU 41 controls the special solenoid SL2 so that the large prize slot 18 is opened based on the opening pattern corresponding to the jackpot symbol (type of jackpot), and starts the round game. After starting the round game, when the first or second termination condition is met, the CPU 41 controls the special solenoid SL2 so that the large prize slot 18 is closed, and ends the round game. The CPU 41 repeats this processing to execute a round game until a predetermined number of round games have been completed. Each time a round game is started, the CPU 41 outputs information that identifies the start of the round game (hereinafter referred to as the round command) to the sub-control board 50. When the final round of gameplay ends, CPU 41 outputs information that identifies the start of the ending time (hereinafter referred to as the ending command) to the sub-control board 50. When the ending time has elapsed, CPU 41 terminates the jackpot game.

[0075] This section explains the game state processing. When CPU41 has awarded a jackpot game based on the symbols ZA and Za, it sets both the probability flag and the activation flag to ON when the jackpot game ends. The probability flag and activation flag are stored in RWM43. In this case, CPU41 controls the game state so that it remains in a high probability state and a high ball entry rate state until the next jackpot game starts.

[0076] When CPU41 grants a jackpot game based on symbols ZB and Zb, it sets the probability flag to off and the activation flag to on when it finishes the jackpot game. In this case, since CPU41 grants a high ball entry rate state with a set upper limit, it stores the number of times corresponding to the upper limit (for example, 100 times) in RWM43 as the remaining number of special games granting the high ball entry rate state. CPU41 deducts 1 from the remaining number of times each time the special game is executed. When the remaining number of times becomes 0, CPU41 sets the activation flag to off when the special game for which the remaining number of times became 0 ends. In other words, when the special game with the upper limit of times ends, CPU41 ends the high ball entry rate state and transitions to the low ball entry rate state.

[0077] The CPU 41 sets both the probability flag and the activation flag to off when a jackpot game is started. When the CPU 41 transitions the game state by updating the on and off states of the probability flag and the activation flag, it outputs information that can identify the game state (hereinafter referred to as a game state command) to the sub-control board 50. The game state command may be output each time a variable game is started.

[0078] <Basic control of the sub-control board 50> The various processes performed by the CPU 51 of the sub-control board 50 will be described below. This section explains the processing of the performance mode.

[0079] The CPU 51 identifies the game state based on the game state command and sets the probability flag and activation flag stored in the RWM 53 to on or off to indicate the identified game state. When a game state command that can identify the normal state is entered, the CPU 51 sets both the probability flag and the activation flag to off. When a game state command that can identify the first advantageous state is entered, the CPU 51 sets both the probability flag and the activation flag to on. When a game state command that can identify the second advantageous state is entered, the CPU 51 sets the probability flag to off and the activation flag to on. The CPU 51 can identify the game state by referring to the probability flag and the activation flag.

[0080] CPU 51 controls the performance mode. When in the normal state, CPU 51 controls to the first performance mode. When in the first advantageous state, CPU 51 controls to the second performance mode. When in the second advantageous state, CPU 51 controls to the third performance mode. Each performance mode has a different theme sound set. When no specific performance is being executed, CPU 51 controls the speaker SP so that the theme sound set for the performance mode is output as background sound. In addition, while outputting the background sound, CPU 51 controls the speaker SP so that predetermined sounds (sound effects, etc.) are output in conjunction with various performances such as performance games.

[0081] This section explains the process of creating a jackpot animation. When an opening command is input, the CPU 51 controls the display device EH to execute the opening sequence. When a round command is input, the CPU 51 controls the display device EH to execute the round sequence. When an ending command is input, the CPU 51 controls the display device EH to execute the ending sequence. In this way, the CPU 51 can execute the opening sequence, round sequence, and ending sequence as jackpot sequences during a jackpot game. In addition to or instead of the display device EH, the CPU 51 may control one or both of the decorative lamp LA and speaker SP to execute various jackpot sequences.

[0082] This section explains the game's presentation and processing. The CPU 51 determines the symbol combination to be displayed as a stop in the performance game based on the variation start command and the symbol specification command. For example, if the special symbol that can be identified from the symbol specification command is a winning symbol, the CPU 51 determines the winning symbol combination using the performance symbols. If the special symbol that can be identified from the symbol specification command is a losing symbol, the CPU 51 determines the losing symbol combination using the performance symbols. If the conditions for executing a reach performance are met, the CPU 51 determines the losing symbol combination including a reach. For example, the conditions for executing a reach performance are that a winning variation pattern or a losing variation pattern with a reach is determined. Alternatively, the conditions for executing a reach performance may be that the CPU 51 performs a predetermined reach lottery and wins the reach lottery.

[0083] The CPU 51 controls the performance display device EH so that the performance symbols change and are displayed in each symbol row, triggered by the input of a variation start command. In other words, the CPU 51 starts the performance game. During the execution of the performance game, the CPU 51 provides display effects, sound output effects, and light effects according to the performance content that can be identified from the variation pattern. For example, if the conditions for executing a reach effect are met, the CPU 51 controls the performance display device EH so that the reach effect defined in the variation pattern is executed.

[0084] CPU 51 can execute a normal pre-announcement animation. A normal pre-announcement animation is performed on the currently running spinning game and is an animation that suggests or notifies the probability of winning in that spinning game. For example, CPU 51 decides whether or not to execute a normal pre-announcement animation depending on the spinning pattern and special symbols. If CPU 51 decides whether or not to execute a normal pre-announcement animation, it will not execute it.

[0085] Then, after starting the performance game, when a predetermined timing arrives, the CPU 51 temporarily pauses the display of the determined symbol combination, and upon the input of a variation end command, causes the display to stop and be finalized. Not limited to this, the CPU 51 may measure the variation time that can be specified from the variation pattern, and upon the elapse of the variation time, cause the symbol combination to be finalized and stop the display. In this case, the variation end command may be omitted.

[0086] The CPU 51 can execute a special preview performance. The special preview performance is a performance that can be started upon the input of a prediction command. The special preview performance is preferably a performance that targets the suspended variation game and suggests or notifies the winning expectancy of the suspended variation game. The CPU 51 determines whether the special preview performance can be executed based on the prediction command. When the CPU 51 determines that the special preview performance can be executed, it determines the content of the performance and executes the special preview performance. When the CPU 51 determines that the special preview performance cannot be executed, it does not execute the special preview performance.

[0087] <Regarding the specific execution mode of the tournament performance> The gaming machine 10 can execute a tournament performance as one of the reach performances. As shown in FIGS. 3(a) to (c), the tournament performance is a performance based on the motif of a battle in which singers compete with each other for the score SC in a tournament format. In the tournament performance, when the singer S1, which is the player's avatar, wins the tournament and emerges victorious, a big win is notified. In the tournament performance, when the singer S1 is eliminated midway in the tournament, a loss is notified. As an example, in the tournament performance, in the performance display device EH, a tournament table is displayed, and the singer S1, which is the player's avatar, and one or more singers S2 as opponents are respectively displayed in each appearance frame ES1 to ES3. In the tournament performance, by looking down at the tournament table, it is possible to grasp which singer S2 one will play against in which round.

[0088] The tournament sequence is executed in the following order, for example: introduction sequence → one or more song battle sequences → result sequence. The result sequence includes a winner sequence that announces a jackpot, a loser sequence that announces a loss, and a loser's comeback sequence that initially announces a loss before announcing a jackpot. The tournament sequence is executed for at least a portion of the period from when a reach is formed in the game until the winning or losing combination of symbols is determined. The symbols for the sequence should be displayed in a small size on the display device EH from the time the reach is formed, when the tournament sequence begins, until when the tournament sequence ends.

[0089] This section explains each element that makes up the tournament presentation. As shown in Figure 3(b), each song battle sequence is executed as a song battle between the player's avatar, singer S1, and the opponent, singer S2. One song battle sequence, for example, includes a singing part and a scoring part. The singing part is executed in a manner that displays on the display device EH the performance of singer S1, the player's avatar, and singer S2, the opponent, singing (playing) predetermined songs. The singing part is executed in a manner that outputs the songs corresponding to singers S1 and S2 from the speaker SP in conjunction with the display of singers S1 and S2 singing. For example, the singing part is executed with the same presentation content whether singer S1 wins or loses. Therefore, it is difficult, or impossible, to determine from the singing part whether singer S1 wins or loses the song battle sequence.

[0090] Once singers S1 and S2 have finished their performances and the singing part is over, the scoring part begins. In the scoring part, for example, the winning singer among singers S1 and S2 will be announced. In the scoring part, for example, the score SC of singers S1 and S2 will be displayed on the display device EH. In the scoring part, for example, the singer with the higher score SC among singers S1 and S2 will be announced as the winner.

[0091] As shown in Figure 3(c), the victory celebration is performed, for example, by displaying a scene of singer S1 winning on the performance display device EH. The victory celebration is also positioned as the ending performance of the tournament.

[0092] As shown in Figure 3(d), the defeat scene is executed in one way, by displaying on the performance display device EH a scene of singer S1 expressing disappointment after missing out on the championship. The defeat scene is also positioned as the ending scene of the tournament. The loser's comeback scene is executed in one way, by displaying an image in the same manner as the defeat scene, and then displaying on the performance display device EH a scene of singer S1 achieving a come-from-behind victory.

[0093] There are multiple ranks for characters that can be displayed as Singer S1. For example, characters that can be displayed as Singer S1 may include Rank 1 rookie singer Sc1, Rank 2 veteran singer Sc2, Rank 3 famous singer Sc3, and Rank 4 star singer Sc4. In the tournament presentation, it is suggested that Singer S1 is more likely to win in the singing battle presentation in the order of Rookie Singer Sc1 < Veteran Singer Sc2 < Famous Singer Sc3 < Star Singer Sc4. In other words, the probability of winning increases in this order. The rank of Singer S1 is the first element of the tournament presentation. Also, there are multiple ranks for characters that can be displayed as Singer S2. For example, characters that can be displayed as Singer S2 in each singing battle presentation may include Rank 1 rookie singer Sc1, Rank 2 veteran singer Sc2, Rank 3 famous singer Sc3, and Rank 4 star singer Sc4. In the tournament presentation, singer S2 is suggested to have the highest chance of winning the singing battle in the order of star singer Sc4 < famous singer Sc3 < veteran singer Sc2 < new singer Sc1. In other words, the probability of winning increases in this order. For example, singer S1 is a character based on a boy, and singer S2 is a character based on a girl.

[0094] As shown in Figure 3(a), in the song battle sequence, there are cases where a participant enters the tournament in the "no seed" category ES3, where three matches are played before winning. In this case, the tournament sequence may execute up to three song battle sequences, from the first round to the final. Therefore, in the tournament sequence, the song (performance) by singer S1 will be output from speaker SP across the three matches. In other words, the song will be output three times in one game.

[0095] In the song battle sequence, a player may participate in the tournament under the "normal seed" entry category ES2, which involves two matches before winning. In this case, the tournament sequence may include up to two song battle sequences, one in the semi-finals and one in the final. Therefore, in the tournament sequence, the singer S1's performance (song) will be output from speaker SP across both matches. In other words, the song will be output twice in a single game.

[0096] In the singing battle sequence, a player may participate in the tournament under the "special seed" category ES1, which allows for only one battle before winning. In this case, the tournament sequence may only feature a maximum of one singing battle, which may only occur in the final round. Therefore, in the tournament sequence, the singer S1's performance (song) will be output from speaker SP during one battle. In other words, the song will be output only once per game round.

[0097] In the tournament format, winning the first step, "Round 1," allows you to advance to the second step, "Semifinals." Winning the second step, "Semifinals," allows you to advance to the third step, "Finals." Winning the third step, "Finals," results in a big win being announced. Losing in any of the "Round 1," "Semifinals," or "Finals" may result in a loss being announced. Furthermore, in the tournament format, the probability of winning a big win in the loser's bracket increases in the order of Round 1 < Semifinals < Finals.

[0098] Therefore, in a tournament format that includes three song battle sequences, the probability of winning increases as the sequence progresses in the order of Step 1 (Round 1), Step 2 (Semi-final), and Step 3 (Final). In a tournament format that includes two song battle sequences, the probability of winning increases as the sequence progresses in the order of Step 2 (Semi-final) and Step 3 (Final). In other words, if the number of participants is the same, a tournament format can be said to have a higher probability of winning as the number of song battle sequences is increased. From a different perspective, if the number of participants is the same, a tournament format can be said to have a higher probability of winning as the number of times the song is played increases.

[0099] Furthermore, in the tournament presentation, the maximum number of times the song battle sequence can be performed decreases in the order of no seed, normal seed, and special seed. Therefore, in the tournament presentation, the fewer times the maximum number of times the song battle sequence can be performed, the higher the expectation of winning. From a different perspective, the fewer times the maximum number of times the song can be output, the higher the expectation of winning. In the tournament presentation, since there is a possibility of being eliminated midway, the number of times the song battle sequence can be performed does not necessarily correspond to the number of times the song battle sequence can be performed as recognized by the entry slot ES1~ES3. In other words, the number of times the song can be output in the tournament presentation may be the same as or less than the maximum number of times the song can be output (hereinafter referred to as the MAX output count) indicated by the entry slot. The presence or absence of a seed and the type of seed are the third presentation element of the tournament presentation.

[0100] Tournament sequences may include advantage sequences. Advantage sequences may include, for example, a first advantage sequence, which is an example of a first suggestion, and a second advantage sequence, which is an example of a second suggestion. Each advantage sequence may be executed in a manner that displays suggestion information X1 on the sequence display device EH. Suggestion information X1 may be, for example, an image representing stars or sparkles on the line indicating the entry slot assigned to the player's avatar, singer S1, in the tournament bracket during the tournament sequence. The first and second advantage sequences are executed in different manners, allowing the player to distinguish and recognize them. Each advantage sequence may, for example, suggest that singer S1 has a high probability of winning the song battle sequence. The probability of winning increases in the order of no advantage sequence < first advantage sequence < second advantage sequence, and consequently, the probability of singer S1 winning the song battle sequence also increases. Each of the featured animations indicates the likelihood of winning, distinct from the indication of the maximum number of possible output rounds.

[0101] In each song battle sequence, singer S1 can sing multiple songs. For example, the songs sung by singer S1 may include songs A, B, and C. For example, songs A-C have background sounds that are different from any of the background sounds set for each sequence mode. In the tournament sequence, for example, the probability of winning increases in the order of song A < song B < song C in each of the one or more song battle sequences. In other words, in the tournament sequence, the probability of winning increases in the order of songs A < song B < song C when sung by singer S1. The type of song sung by singer S1 is the second element of the tournament sequence. In the tournament sequence, songs A-C are sounds that can be output by speaker SP, which is an example of a sound output means, and are examples of specific sounds that can be output during the execution of the variable game. In the tournament sequence, for example, the probability of winning in the song battle sequence of the opponent singer S2 increases in the order of songs C < song B < song A. In other words, in the tournament sequence, the probability of winning increases in the order of song C < song B < song A, depending on the song sung by singer S2. Therefore, in the tournament sequence, players can predict the probability of winning a song battle based on the combination of the type of singer S2 that appears as an opponent in the song battle sequence and the type of song. For example, in the example shown in Figure 3(a), singer S1 is placed in entry slot ES3, and singer S2, consisting of "famous singer Sc3 + song B," is displayed in entry slots ES2 and ES3. In this case, although the components of singer S2 are the same, players can recognize that the probability of winning is higher in the semi-final song battle sequence than in the first round song battle sequence, depending on the progress of the tournament sequence.

[0102] An introductory sequence, for example, is a sequence that suggests or announces the start of the tournament sequence. An introductory sequence, for example, includes a pre-part and a post-part. The pre-part may be executed in a manner that displays common information (not shown) on the sequence display device EH. For example, the common information may be the words "Will you make it into the tournament!?". The common information is the same as the information displayed in the fake sequence of the tournament sequence, which will be described later.

[0103] The latter part is executed in a manner that, for example, displays on the display device EH that singer S1, who is the player's avatar, has passed the preliminary round and is able to participate in the tournament. The latter part may be executed in a manner that displays on the display device EH the confirmed results of the first, second, and third elements of the tournament presentation. In other words, the latter part is a presentation that notifies the confirmed information of singer S1's rank (character type), the rank (song type) of the song that singer S1 sings, and whether or not there is a seed right and the type of seed right.

[0104] The gaming machine 10 can execute a false alarm animation in which the game ends with a loss without progressing to a tournament animation. The false alarm animation may include, for example, a pre-part and a post-part. The pre-part may be executed with the same animation content as the pre-part in the introductory animation. That is, in the pre-part of the false alarm animation, for example, the aforementioned common information may be displayed on the animation display device EH. By configuring it in this way, the player can be made to anticipate whether or not the game will progress to a tournament animation from the time the common information is displayed until the animation content changes to something different. In the post-part of the false alarm animation, for example, the animation display device EH may be executed in a manner in which the player's avatar, singer S1, is eliminated in the preliminary round and is unable to participate in the tournament.

[0105] <Regarding fluctuation patterns and prediction commands> As shown in Figure 4, the gaming machine 10, for example, has multiple types of variation patterns that can be selected in a specific game state (specific performance mode). Each variation pattern P00~P03, ..., P10~P18 is specified to execute a performance game with the performance content shown in the "Performance Content" column in the figure. The variation patterns shown in Figure 4 are, for example, selectable when the specific game state is either the first advantageous state or the second advantageous state. In other words, the tournament performance is preferably executable when the game is in either the first advantageous state or the second advantageous state.

[0106] Variation pattern P00 is, for example, a losing variation pattern without a reach, and its content is specifically identified as "normal losing variation (eliminated in the preliminary round)". In a game based on variation pattern P00, the player's avatar, singer S1, is eliminated in the preliminary round, no reach is formed, and the game does not develop into a tournament sequence (i.e., a false sequence).

[0107] Variation pattern P01 is a losing variation pattern with a reach, and the content of the animation is specified as a "normal reach animation" which is different from the tournament animation. Variation pattern P02 is a winning variation pattern with a reach, and the content of the animation is specified as a "normal reach animation" which is different from the tournament animation.

[0108] Variation patterns P10 to P18 are all variation patterns with a reach, and the content of the reach animation is specified as a tournament animation. Variation patterns P10 to P13 have a tournament animation without seed rights as the content of the animation. Variation patterns P14 to P16 have a tournament animation with normal seed rights as the content of the animation. Variation patterns P17 and P18 have a tournament animation with special seed rights as the content of the animation.

[0109] Of the variation patterns P10 to P18, variations P13, P16, and P18 are winning variations that ultimately execute the victory animation, while the other variations are losing variations that ultimately execute the defeat animation. Note that if variation patterns P13, P16, or P18 are selected, a loser's comeback animation may be executed.

[0110] The gaming machine 10 includes, for example, prediction commands C00~C03,…,C10~C18 that can identify each of the variation patterns P00~P03,…,P10~P18. Each prediction command, for example, is information that can identify whether the variation content is a jackpot or a miss, and the content of the performance, as specified for the corresponding variation pattern. For example, prediction command C13, like variation pattern P13, can identify a jackpot, no seed rights, and a tournament performance in which the player wins. These variation patterns are determined by the special symbol start process described above. The prediction commands are generated in the prediction process described above and output from the main control board 40 to the sub-control board 50.

[0111] <Regarding images showing ongoing or pending variable games> As shown in Figure 5, the performance display device EH is configured to display one or more game images H as an example of information indicating a pending or running variable game. The image display section of the performance display device EH has area R0 set as an area for displaying game image H0 as an example of information indicating a running variable game. The image display section of the performance display device EH has areas R1 to R4 set as areas for displaying game images H1 to H4 as an example of information indicating a pending variable game. Each of areas R1 to R4 corresponds to a special pending number of 1 to 4, respectively.

[0112] When in the first or second advantageous state, each region R0 to R4 displays a game image H indicating the second special game that is either pending or in progress. When in the normal state, each region R0 to R4 displays a game image H indicating the first special game that is either pending or in progress.

[0113] As shown in Figure 6, when in a specific game state (specific performance mode), the game image H displayed in each area R0 to R4 is displayed in a special display mode that combines elements (images) that show various information related to the tournament performance. The special display mode of the game image H is composed of, for example, a first prediction element G1, a second prediction element G2, and a third prediction element G3.

[0114] As shown in FIG. 7, for example, in the tournament production, the first prediction element G1 may be a character corresponding to the rank of the singer S1, who is the player's avatar. Examples of the characters corresponding to the rank of the singer S1 may include a rookie singer Sc1 of rank 1, a veteran singer Sc2 of rank 2, a famous singer Sc3 of rank 3, and a star singer Sc4 of rank 4.

[0115] The singer S1 who has become the rookie singer Sc1 of rank 1 is, for example, positioned as the default image of the game image H in a specific game state (specific production mode), and it can be understood that an effect is executed to change the display information regarding the hold by changing to the singers S1 of ranks 2 to 4. The effect of displaying the game image H in a special display mode including the prediction elements G1 to G3 is one of the special preview effects.

[0116] As shown in FIG. 8, for example, in the tournament production, the second prediction element G2 may be a panel including characters indicating the song sung by the singer S1, who is the player's avatar. Examples of the types of songs may include a song A panel Pm1 of rank 1, a song B panel Pm2 of rank 2, and a song C panel Pm3 of rank 3.

[0117] As shown in FIG. 9, for example, the third prediction element G3 may be a panel including characters regarding the seed right, such as the presence or absence of the seed right and the type of the seed right. Examples of the information regarding the seed right may include a panel Ps1 without seed right of rank 1, a normal seed right panel Ps2 of rank 2, and a special seed right panel Ps3 of rank 3.

[0118] The game image H, which represents a pending variable game, is displayed in a special display mode that combines prediction elements G1 to G3, thereby suggesting the execution mode, such as the presentation elements of the tournament presentation included in the variable game corresponding to the game image H. As already explained, the tournament presentation mode may include a first presentation element, which is the rank of singer S1; a second presentation element, which is the rank of the song; and a third presentation element, which is the rank of whether or not there is a seed right and the type of seed right.

[0119] As shown in Figures 10 to 12, each prediction element G1 to G3 has an expected value corresponding to a performance element in the tournament performance. That is, the first prediction element G1 suggests or informs of the first performance element of the tournament performance (for example, the rank of singer S1). Therefore, the expected value of winning in the variable game corresponding to the game image H increases in the order of new singer Sc1 < veteran singer Sc2 < famous singer Sc3 < star singer Sc4 (see Figure 10). Note that even if a character is suggested or informed by the game image H, it does not necessarily mean that the suggested character will participate in the tournament performance during the corresponding variable game.

[0120] The second prediction element G2 suggests or indicates the second presentation element of the tournament presentation (for example, the type of music). Therefore, the probability of winning in the variation game corresponding to the game image H increases in the order of music A < music B < music C (see Figure 11). However, even if a song is suggested or indicated by game image H, it does not necessarily mean that the tournament presentation in the corresponding variation game will feature the suggested song.

[0121] The third prediction element G3 suggests or indicates the third presentation element of the tournament presentation (for example, whether or not there is a seeded player). In other words, the third prediction element G3 suggests, for example, the maximum number of times a specific sound, such as music, can be output in the tournament presentation. Therefore, the probability of winning in the variable game corresponding to the game image H increases in the order of no seeded player < normal seeded player < special seeded player (see Figure 12).

[0122] Furthermore, even if the presence or type of seeded status is suggested or announced by game image H, it does not necessarily mean that the player will participate in the tournament within the suggested entry slot during the corresponding variable game tournament presentation. In other words, in the gaming machine 10, the music may be output more times than the maximum number of possible outputs suggested by the third prediction element G3. In the gaming machine 10, the music may be output fewer times than the maximum number of possible outputs suggested by the third prediction element G3. In the gaming machine 10, the music may be output exactly as the maximum number of possible outputs suggested by the third prediction element G3.

[0123] Thus, in the performance display device EH, which is an example of a display means, when the execution of a variable game is suspended, the maximum number of possible output spins may be suggested for at least a portion of the period until the suspended variable game is completed. Furthermore, when the suggested maximum number of possible output spins is the first spin, the probability of winning is higher than when the suggested maximum number of possible output spins is the second spin, which is more than the first spin.

[0124] In the display device EH, each time a variable game starts, the game images H displayed in area Rn are shifted to area Rn-1, and the game images H displayed in area R0 are erased (however, n=1 to 4). As a result, especially in specific game states (specific performance modes), each time a variable game starts, the game images H, which include prediction elements G1 to G3, move toward area R0, and are finally displayed in area R0 as the game image representing the variable game currently in progress.

[0125] As shown in Figures 13(a) to (d), in the display device EH, between the time a game image H is displayed due to a hold on a variable game and the time the held variable game ends, one or more of the prediction elements G1 to G3 that constitute the game image H may be ranked up. Such ranking up of prediction elements G1 to G3 is performed through a rank-up animation. The rank-up animation can be executed, for example, when the game image H to be ranked up is displayed in any of the regions R1 to R4. The rank-up animation can also be executed, for example, when the game image H to be ranked up is displayed in region R0, but it is not limited to this, and may not be executed when displayed in region R0. Furthermore, the rank-up animation may not be executed, for example, when displayed in any of the regions R1 to R4.

[0126] The timing for executing the rank-up animation is set, for example, at the start of a variable game. Therefore, if a variable game corresponding to a game image H is pending, the timing for executing the rank-up animation for that game image H will be at the start of each of the one or more variable games that were pending before that game. Also, if a variable game corresponding to a game image H is about to start, the timing for executing the rank-up animation for that game image H will be at the start of that variable game, which will be the final timing.

[0127] The rank-up animation, for example, consists of an introduction part and a notification part. The introduction part is executed by displaying information that notifies the start of the rank-up animation (for example, panel RU1 containing the words "Training in Progress") on the animation display device EH (see Figure 13(a)). The introduction part should be executed with the same animation content regardless of which of the prediction elements G1 to G3 ranks up. For this reason, it is difficult or impossible to determine from the introduction part which of the prediction elements G1 to G3 ranks up.

[0128] Once the introductory part is completed, the notification part begins. The notification part is executed in a manner in which information indicating that a prediction element has been ranked up is displayed on the performance display device EH, for example. When the first prediction element G1 is ranked up, the notification part displays information indicating that the first prediction element G1 has been ranked up (for example, a panel RU2 containing the words "Singer Rank Up!") on the performance display device EH (see Figure 13(b)). The rank-up patterns for the first prediction element G1 may include ranking up from rookie singer Sc1 to singer Sc2-Sc4. The rank-up patterns may include ranking up from veteran singer Sc2 to singer Sc3 or Sc4, and ranking up from famous singer Sc3 to star singer Sc4. In other words, the rank-up of the first prediction element G1 is not limited to one level, but may be two or more levels.

[0129] When the second prediction element G2 ranks up, the notification part displays information indicating that the second prediction element G2 has ranked up (for example, a panel RU3 containing the words "Song Rank Up!") on the performance display device EH (see Figure 13(c)). The patterns for the rank-up of the second prediction element G2 may include ranking up from song A to song B or song C, and ranking up from song B to song C. In other words, the rank-up of the second prediction element G2 is not limited to one level, but may be two or more levels.

[0130] When the third prediction element G3 ranks up, the notification part will, for example, display information on the performance display device EH indicating that the third prediction element G3 has ranked up (see Figure 13(d)). This information may be expressed indirectly, such as "Entry slot rank up!", or it may be expressed relatively directly, such as "○○ seed right acquired". From a different perspective, since the presence or absence of a seed right and the type of seed right can be determined by the number of times the song battle performance in the tournament performance is executed (the number of times a specific sound is output), the above information can also be understood as suggesting or notifying a decrease in the number of times the MAX output is possible.

[0131] The patterns for the rank-up of the third prediction element G3 should include those that rank up from no seed rights to normal seed rights or special seed rights, and those that rank up from normal seed rights to special seed rights. In other words, the rank-up of the third prediction element G3 is not limited to one stage, but may be two or more stages. Furthermore, when prediction elements G1 to G3 rank up after a rank-up animation, it is desirable that a specific sound (for example, a celebratory sound such as "Ta-da!") be output from speaker SP.

[0132] In situations where the third prediction element G3 changes, such as from no seed rights to normal seed rights or special seed rights, or from normal seed rights to special seed rights, it can be recognized that the number of times the song battle sequence can be performed decreases, meaning that the maximum number of times the song can be output decreases. In other words, in the game machine 10, it can be said that the maximum number of times the suggested specific sound can be output may decrease. Furthermore, it can be said that the maximum number of times the suggested specific sound can be output may decrease by two or more stages, such as from no seed rights to special seed rights.

[0133] As described above, by having each element of the tournament presentation correspond to the prediction elements G1 to G3 of the game image H, a unified and cohesive presentation can be constructed from the time the game image H is displayed until the end of the variable game corresponding to that game image H.

[0134] <Regarding the various processes required to execute the performance> This section explains the process for determining the direction of the performance. The CPU 51 stores in the RWM 53 performance information that allows it to identify the decision made during the performance decision process. The CPU 51 can identify the decision made during the performance decision process by referring to the performance information stored in the RWM 53.

[0135] When CPU 51 receives a prediction command, it stores prediction information in RWM 53 that indicates the content of the variable game that can be identified from that prediction command. For example, the prediction information may be the value of the prediction command itself, or it may be data obtained by converting the prediction command using a predetermined procedure. CPU 51 stores the prediction information until the variable game corresponding to the prediction information ends, thereby being able to identify the content of the pending variable game (whether or not it is a jackpot and the content of the performance game).

[0136] When CPU 51 receives a prediction command, it determines the presentation flow (presentation content) for the game image H to be displayed in accordance with the newly pending variable game. The presentation flow may, as an example, include the initial display state when displaying game image H begins, whether or not a rank-up presentation can be executed, the rank-up content if a rank-up presentation is executed, and the final display state of game image H.

[0137] As shown in Figure 4, the CPU 51 determines the final display mode of the game image H by selecting selectable prediction elements G1 to G3 according to the variation content (performance content) specified in the prediction command.

[0138] For example, CPU 51 determines one of several types of first prediction element G1 by performing a lottery using a predetermined random number based on the fluctuations specified in the prediction command. For example, CPU 51 may determine the character to be singer S1 in such a way that the probability of winning increases in the order of rookie singer Sc1 < veteran singer Sc2 < famous singer Sc3 < star singer Sc4.

[0139] The CPU 51 determines one of several types of second prediction element G2 by performing a lottery using a predetermined random number based on the fluctuations specified in the prediction command. For example, the CPU 51 may decide which song to have singer S1 sing so that the probability of winning increases in the order of song A < song B < song C.

[0140] The CPU 51 determines one of several types of third prediction element G3 by performing a lottery using a predetermined random number based on the fluctuation content specified by the prediction command. For example, the CPU 51 may determine the presence or absence of a seed and the type of seed so that the probability of winning increases in the order of no seed < normal seed < special seed. Here, the final display mode of game image H is the final display mode that can be reached before the tournament performance in the fluctuation game corresponding to that game image H begins.

[0141] Furthermore, the CPU 51 determines whether or not to execute the rank-up animation. If the CPU 51 decides whether or not to execute the rank-up animation, it sets the final display state of the game image H as the initial display state of the game image. On the other hand, if the CPU 51 decides whether or not to execute the rank-up animation, it sets the initial display state to one of the prediction elements G1 to G3 that constitute the final display state of the game image H, with the rank changed to an element of one or more lower ranks. The CPU 51 also determines one or more timings from among the execution timings for the rank-up animation targeting the newly displayed game image H to actually execute the rank-up animation. In other words, the CPU 51 decides at which start of a variable game the rank-up animation will be executed.

[0142] This section explains the process of executing effects performed by CPU51. The CPU 51 executes various effects by controlling the effect display device EH, speaker SP, and decorative lamp LA based on the decisions made in the effect determination process. The CPU 51 controls the effect display device EH to display the game image H in the initial display mode determined based on the input of the prediction command. At this time, the CPU 51 may also control the speaker SP to output a specific sound (for example, a display sound such as "Poyo!") at the timing of displaying the game image H.

[0143] Each time a command to start the change is input, CPU 51 controls the display device EH to show the game image H displayed in area Rn shifting to area Rn-1 (where n is an integer from 1 to 4). CPU 51 also controls the display device EH to erase the game image H displayed in area R0. As a result, each game image H displayed in one or more areas from R1 to R4 shifts toward area R0.

[0144] If the CPU 51 has decided whether to execute the rank-up animation, it controls the animation display device EH to execute the rank-up animation at the same determined execution timing. The CPU 51 controls the animation display device EH so that at least one of the prediction elements G1 to G3 of the game image H targeted by the rank-up animation is ranked up and its display mode changes. The CPU 51 may determine the execution timing of the rank-up animation based on the special reserve number (reserve number of variable games) that can be identified from the prediction command and the number of times the variable start command has been entered. The CPU 51 also controls the speaker SP to output a specific sound (e.g., a celebratory sound) when the prediction elements G1 to G3 are ranked up by the execution of the rank-up animation. In this way, the CPU 51 changes the display mode of the targeted game image H from the initial display mode to the final display mode in one or more stages by executing the rank-up animation at one or more determined execution timings.

[0145] The CPU 51 controls the performance display device EH and speaker SP to execute the tournament performance when one of the variation patterns P10 to P18 is instructed by the variation start command. The CPU 51 determines the specific content of the tournament performance when one of the variation patterns P10 to P18 is instructed. The tournament performance may include, as performance elements, the type of character to be singer S1, the type of song, and whether or not there is a seed right and its type. Of these, the presence or absence of a seed right and its type have a significant impact on the time scale of the variation game, so it is preferable that they be defined in the variation pattern.

[0146] When one of the variation patterns P10 to P18 is instructed, CPU 51 determines the character to appear as singer S1 in the tournament sequence by performing a lottery using a predetermined random number based on the type of variation pattern. In this case, CPU 51 determines the character to appear as singer S1 in such a way that the probability of winning increases in the order of rookie singer Sc1 < veteran singer Sc2 < famous singer Sc3 < star singer Sc4.

[0147] When one of the variation patterns P10 to P18 is instructed, CPU 51 determines the song to be sung by singer S1 in the tournament sequence by performing a lottery using a predetermined random number based on the type of variation pattern. In this case, CPU 51 determines the songs to be sung by singer S1 in such a way that the probability of winning increases in the order of song A < song B < song C.

[0148] For example, CPU 51 may determine the character that will be singer S2 as the opponent by drawing a predetermined random number based on a variation pattern. In this case, for example, CPU 51 may determine the character to appear as singer S2 in such a way that the probability of winning increases in the order of star singer Sc4 < famous singer Sc3 < veteran singer Sc2 < new singer Sc1. For example, CPU 51 may determine the song that singer S2 will sing by drawing a predetermined random number based on a variation pattern. In this case, for example, CPU 51 may determine the song that singer S2 will sing in such a way that the probability of winning increases in the order of song C < song B < song A.

[0149] At the start of a variable game, the CPU 51 controls the display device EH to notify the first to third elements of the tournament performance as confirmed information in the part after the introductory performance, regardless of whether the display mode of the game image H corresponding to the variable game is consistent with the performance content of the tournament performance determined as described above.

[0150] For example, suppose the current variation pattern is variation pattern P16, and the tournament presentation content is "New Singer Sc1 + Song A" and "Normal Seed Right" has been determined. Even if the display mode of game image H is "New Singer Sc1 + Song A" and "No Seed Right", the CPU 51 controls the presentation display device EH to notify that it is "New Singer Sc1 + Song A" and "Normal Seed Right" in the part after the introductory presentation. In this way, in the gaming machine 10, a situation may occur where the maximum number of possible outputs suggested by game image H (third prediction element G3) does not match the actual number of times the song is output in the variation game.

[0151] Furthermore, the CPU 51 determines whether or not to execute a superior performance by performing a lottery using a predetermined random number based on the fluctuation pattern. For example, the CPU 51 determines whether or not to execute and the type of superior performance so that the probability of winning increases in the order of no superior performance < 1st superior performance < 2nd superior performance. Therefore, as a result, it can be said that the state in which the player is most likely to reach a normal seed right or a special seed right at the final timing when a rank-up performance can be executed is in the order of no superior performance < 1st superior performance < 2nd superior performance.

[0152] Subsequently, CPU 51 controls the performance display device EH, speaker SP, and decorative lamp LA so that the tournament performance unfolds according to the performance content determined as described above. The specific performance flow when the variable pattern P16, which normally determines seed rights, is instructed and the performance of singer S1 has been determined as "new singer Sc1 + song A" by a predetermined lottery will be explained.

[0153] In this case, the CPU 51 controls the display device EH to execute the first part of the introductory sequence by initiating the variation of the symbols in each row and displaying common information. Subsequently, the CPU 51 controls the display device EH to execute the second part, which is to announce that the tournament sequence is not a false alarm but is actually going to be executed. In other words, the confirmation information for the tournament sequence is announced. Once the introductory sequence is finished, the CPU 51 controls the display device EH to form a reach at a predetermined timing.

[0154] Next, CPU 51 controls the performance display device EH to execute the singing battle sequences for the first (semi-final) and second (final) rounds. CPU 51 controls the performance display device EH and speaker SP to represent singer S1 singing song A during the singing part of each singing battle sequence. CPU 51 controls the performance display device EH and speaker SP to represent singer S2 singing a predetermined song during the singing part of each singing battle sequence.

[0155] CPU 51 controls the display device EH to show singer S1 winning in the scoring part of each song battle sequence. CPU 51 controls the display device EH to execute the victory sequence as the ending sequence of the tournament sequence. After that, CPU 51 temporarily displays the winning combination of symbols on the display device EH, and then displays it as a confirmed stop when the input of the end-of-spin command is received.

[0156] When the CPU 51 determines the variation pattern P00 by the variation start command, it controls the performance display device EH and speaker SP to execute a false effect. In this case, the CPU 51 controls the performance display device EH to execute the first part of the false effect by starting the variation of the performance symbols in each column and displaying common information. Subsequently, the CPU 51 controls the performance display device EH to execute the second part, which depicts the player's avatar, singer S1, being eliminated in the preliminary round and unable to participate in the tournament. Then, the CPU 51 temporarily stops and displays a losing combination of symbols on the performance display device EH without forming a reach, and then displays a confirmed stop when the variation end command is entered.

[0157] <Regarding the operation and effects of the first embodiment> The operation and effects of the first embodiment will be described. (1-1) During the period between the start of a variable game and its execution, the maximum number of times songs A to C can be played may be indicated. Generally, the more times songs A to C can be played, the higher the probability of winning. Conversely, if the maximum number of times that can be played indicated by game image H is small, the probability of winning is higher than if it is large, which can add an element of surprise to the presentation and make it easier to attract the player's attention.

[0158] (1-2) The suggested maximum number of possible outputs may decrease during the process. Therefore, during the period from when the variable game is put on hold until it is executed, players can be drawn not only to whether or not the maximum number of possible outputs is suggested, but also to the changes in the maximum number of possible outputs suggested by the game image H, thereby improving the level of interest.

[0159] (1-3) The maximum number of possible output rounds suggested by game image H may decrease by two or more stages, which can increase the player's sense of anticipation. <<Second Embodiment>> In the first embodiment, the winning performance was performed as part of the tournament performance; however, in addition to or instead of this, the winning performance in the second embodiment is performed as a performance independent of the tournament performance. In the following description, the same reference numerals are used for the same configurations and controls as in the embodiments already described, and redundant explanations are omitted or simplified.

[0160] In the second embodiment, the third prediction element G3 may be configured, for example, as an image showing the tournament in the tournament presentation and which entry slot in the tournament bracket Singer S1 is assigned to. When the third prediction element G3 ranks up due to the execution of the rank-up presentation, the entry slot to which Singer S1 is assigned in the tournament bracket may be changed to an entry slot corresponding to the seeded status after the rank-up.

[0161] Furthermore, the first and second advantage presentations are preferably executed in the same manner as in the first embodiment, by displaying suggestive information X1 on the presentation display device EH in association with the player's avatar, which is singer S1. For example, the suggestive information X1 may be an image representing stars or sparkles on the line indicating the entry slot to which the player's avatar, singer S1, is assigned in the tournament bracket during the tournament presentation.

[0162] When a prediction command is input, CPU 51 determines whether or not to execute a superior performance and, if so, what type of superior performance to execute, by performing a lottery using a predetermined random number based on the variation content specified by the prediction command. For example, CPU 51 determines whether or not to execute and the type of superior performance in such a way that the probability of winning increases in the order of no superior performance < first superior performance < second superior performance. CPU 51 will then execute the superior performance that it has decided to execute as part of the third prediction element G3 (tournament bracket) included in the game image H that is displayed in response to the input of the prediction command.

[0163] When CPU 51 starts the first or second dominant performance along with the display of game image H, it continues the first or second dominant performance for a portion of the period until the variable game corresponding to game image H starts. When CPU 51 starts the first or second dominant performance, it may also continue the first or second dominant performance for the entire period until the variable game corresponding to game image H starts. Thus, the performance display device EH may perform the first dominant performance, which is an example of the first suggestion, and the second dominant performance, which is an example of the second suggestion, as a winning suggestion different from the suggestion of the maximum number of possible outputs.

[0164] CPU 51 determines whether or not to execute the rank-up animation by performing a rank-up lottery using a predetermined random number. CPU 51 should perform the rank-up lottery in such a way that the probability of deciding whether or not to execute the rank-up animation increases in the following order: when it has decided not to perform a superior animation, when it has decided to perform the first superior animation, and when it has decided to perform the second superior animation. With this configuration, when the second superior animation is being performed, the suggested maximum number of possible outputs is more likely to change compared to when the first superior animation is being performed.

[0165] <Regarding the operation and effects of the second embodiment> The operation and effects of the second embodiment will now be described. (2-1) Depending on whether the first or second advantage presentation is executed, the ease with which the maximum number of possible outputs suggested by game image H can change will differ. Therefore, attention can be drawn to suggestions other than those indicating the maximum number of possible outputs, thereby improving the level of interest.

[0166] (2-2) Each advantage animation can be executed as a so-called special pre-announcement animation, even before the start of the variable game. Therefore, by displaying the advantage animation and the game image in parallel, the relationship between them can be easily understood by the player.

[0167] <<Third Embodiment>> The gaming machine 10 of the third embodiment is configured so that players can personalize the execution of the effects according to their own preferences. For example, the personalization function may target the display of the game image H in a specific effect. For example, the personalization function may target the effect elements of a tournament effect.

[0168] As shown in Figure 14, the personalization function includes music as the second production element in tournament presentations, and music shown as the second prediction element G2 of game image H. The music targeted for personalization is standardized as music usable in each presentation. For example, music settings [1] may include music A1, B1, and C1, settings [2] may include music A2, B2, and C2, and settings [3] may include music A3, B3, and C3.

[0169] As an example of what the personalization feature could target, it would be good to include the appearance rate of the third prediction element G3 in game image H. For example, it would be good to have a low probability setting for the appearance rate of the third prediction element G3 [1], a medium probability setting [2], and a high probability setting [3].

[0170] As a premise of the third embodiment, the game image H may be displayed in a manner that includes the third prediction element G3, or in a manner that does not include the third prediction element G3. In this case, the CPU 51 may determine whether or not to display the third prediction element G3 by performing a seed suggestion lottery using a predetermined random number based on the variation content specified in the prediction command. For example, the CPU 51 may determine the presence or absence of the third prediction element G3 such that the probability of a big win increases in the order of "no third prediction element G3 < present third prediction element G3". At this time, the CPU 51 may perform the seed suggestion lottery so that the appearance rate of the third prediction element G3 is the appearance rate selected by the personalization function.

[0171] As shown in Figure 15, the CPU 51 may control the performance display device EH to display the personalized screen GP when the personalization start condition is met. For example, when the CPU 51 receives an operation from the left and right operation units D2c and D2d of the second operation device D2, it may switch the target performance to be personalized. For example, when the CPU 51 receives an operation from the upper and lower operation units D2a and D2b of the second operation device D2, it may switch the settings [1] to [3] in the target performance. When the personalization end condition is met, the CPU 51 may control the performance display device EH to hide the personalized screen GP.

[0172] The conditions for starting personalization may, for example, be accepting an operation of the first operation device D1 during a predetermined period, or accepting an operation of the second operation device D2. The predetermined period may, for example, be a period when a jackpot game is not in progress, a variable game is not in progress, and there are no pending variable games (a so-called standby state). However, the predetermined period may also include the period from the start of a variable game until a predetermined time has elapsed. The conditions for ending personalization may be accepting an operation of the first operation device D1 while the personalization screen GP is displayed, or accepting a setting confirmation operation using the second operation device D2.

[0173] <Regarding the operation and effects of the third embodiment> The operation and effects of the third embodiment will now be described. (3-1) Since the output mode of songs A to C can be changed, it is possible to generate interest in the output of songs A to C itself. Therefore, the level of interest can be improved.

[0174] (3-2) Since the appearance rate of the indication of the maximum number of possible outputs can be personalized, players can receive indications of the maximum number of possible outputs in a manner that suits their preferences. Therefore, the level of enjoyment can be improved.

[0175] <Example of changes> The embodiments described above can be implemented with the following modifications. Furthermore, the embodiments described above and the following modifications can be combined with each other to the extent that they do not contradict each other technically.

[0176] (Example of change 1) The advantage presentation is not limited to being performed in a manner in which suggestive information X1 is displayed as part of an image in the tournament presentation or as part of the third prediction element G3. For example, suggestive information X1 may be displayed as an icon image different from the game image H, at a position separated from areas R0 to R4 in the presentation display device EH, or it may be displayed in addition to the presentation symbols. Furthermore, suggestive information X1 is not limited to being displayed continuously, but may be displayed temporarily at a predetermined timing. The predetermined timing may be, for example, the start of a variable game, or the timing when a variable game is put on hold due to a ball entering the start slot. Thus, suggestive information X1 may be displayed at any period, timing, and in any part, as long as it can be displayed during the period from when the game image H is displayed due to the putting of a variable game until the variable game corresponding to that game image H ends. The third prediction element G3 may have a special element that suggests or notifies 0 as the maximum number of possible outputs. In this case, the tournament presentation may proceed to the victory presentation without executing the song battle presentation (music output) even once. Furthermore, it would be good if the rank-up animation sometimes resulted in the third prediction element, G3, becoming a special element.

[0177] (Example of change 2) The presence or absence of seed rights and the type of seed rights are defined in the variation pattern, but are not limited thereto. When a predetermined variation pattern is determined, the CPU 51 may be configured to determine the presence or absence of seed rights and the type of seed rights by a predetermined lottery or the like. The CPU 51 determines the type of music to be output in the tournament presentation by a predetermined lottery, but are not limited thereto. The music to be output in the tournament presentation may be predetermined in the variation pattern. The CPU 51 determines the type (character) of singer S1 by a predetermined lottery, but are not limited thereto. The type of singer S1 to appear in the tournament presentation may be predetermined in the variation pattern. Furthermore, the probability of winning according to the presence or absence of seed rights and the type of seed rights in the tournament presentation can be set in various ways. For example, the probability of winning is not limited to the order of no seed rights < normal seed rights < special seed rights, but may be in the order of special seed rights < normal seed rights < no seed rights, and the probability of winning may be the same for special seed rights and normal seed rights. Also, the probability of winning may be the same for no seed rights, normal seed rights, and special seed rights.

[0178] (Example of change 3) The gaming machine 10 may be configured to perform a rank-down animation in addition to, or instead of, a rank-up animation. For example, when a variable game is in progress and the CPU 51 is displaying a third prediction element G3 indicating a normal seed right or a special seed right in one or more game images H, the CPU 51 may terminate the display of the third prediction element G3 when a specific event occurs. For example, the specific event may be the operation of the first operation device D1, or the start of a specific reach animation. With such a configuration, the player can concentrate on operating the operation device or the reach animation. The rank-down animation is not limited to being performed on the third prediction element G3 related to the maximum number of possible outputs, but may also be performed to rank down the second prediction element G2 related to songs A to C, which are examples of specific sounds, or to rank down the first prediction element G1 related to singer S1. Such rank-down may be performed on either the rank of each animation element suggested or announced in the game image H, or the rank of each animation element announced in the tournament animation introduction.

[0179] (Example of change 4) The gaming machine 10 may be configured to allow multiple levels of personalization for at least one of the brightness of the decorative lamp LA and the brightness of the screen of the performance display device EH. The CPU 51 may increase the brightness by one level based on the operation of the upper operation unit D2a of the second operation device D2 during a predetermined period, and decrease the brightness by one level based on the operation of the lower operation unit D2b. The gaming machine 10 may also be configured to allow multiple levels of personalization for the volume of sound output from the speaker SP. The CPU 51 may increase the volume of sound by one level based on the operation of the right operation unit D2d of the second operation device D2 during a predetermined period, and decrease the volume of sound by one level based on the operation of the left operation unit D2c. When the volume level is changed, the CPU 51 may output a predetermined sound to allow the player to confirm. These personalization results can be stored, for example, by storing brightness information indicating the brightness level and sound information indicating the volume level in the RWM 53. The CPU 51 adjusts the brightness of the game machine 10 during performance execution by controlling at least one of the decorative lamp LA and the performance display device EH based on brightness information. The CPU 51 also adjusts the volume of the performance sounds in the game machine 10 by controlling the speaker SP based on sound information. This sound personalization function may be applied to all sounds that can be played in the game machine 10, or it may be applied while excluding certain sounds. For example, the background sounds of songs A to C and performance modes, the sound when game image H is upgraded, and the sound when game image H is displayed may be adjustable, while premium special sounds may not be adjustable. Special sounds are preferably sounds that are not output during normal gameplay but can be output when a special situation occurs. Specific sounds to be excluded may be sounds that suggest or notify the player that an unusual situation has occurred in the game machine 10.

[0180] (Example of change 5) The degree of expectation suggested or notified by the game image H is not limited to the jackpot expectation degree, and any degree of expectation may be acceptable as long as it is the degree of expectation leading to an event advantageous to the player. The advantageous event may be the degree of expectation with which a high-probability state is given, the degree of expectation with which a high ball-in rate state is given, or the degree of expectation with which one or more jackpot variation games are included in the variation game on hold. This modification example can be similarly applied to each production element of the normal announcement production, the special announcement production, and the tournament production.

[0181] (Modification Example 6) The prediction elements G1 to G3 constituting the game image H are not limited to being displayed together as a single unit, and some or all of them may be separated from each other as long as it is possible to grasp that they correspond to each other. Also, the prediction elements G1 to G3 constituting the game image H are not limited to being displayed on a single production display device EH. For example, the gaming machine 10 may be provided with a plurality of display devices or a display device that is an aggregate of a plurality of display units, and some of the plurality of prediction elements G1 to G3 constituting the game image H may be configured to be displayed on a display device or a display unit different from the other elements. Also, the suggestion of the maximum output possible number of times may be executed during an arbitrary part or all of the period from when the execution of the variation game is put on hold until the variation game whose execution has been put on hold ends. For example, the maximum output possible number of times may be executed when the variation game is put on hold, or may only be executed in one or more subsequent variation games.

[0182] (Modification Example 7) When in a specific game state (specific performance mode), it is not limited to displaying all game images H in areas R0 to R4 in a special display mode; some game images H may be displayed in a special display mode, while others are displayed in a default mode. For example, the default mode may display an image resembling a white ball. In this case, for example, the CPU 51 may determine whether the display mode of the game image H should be the default mode or the special display mode by performing a lottery using a predetermined random number based on the variation content specified in the prediction command. For example, the CPU 51 may determine the display mode of the game image H such that the probability of a big win increases in the order of default mode < special display mode. According to this modified example, since the display mode of the game image H creates situations in which the performance elements of the tournament performance are hinted at and situations in which they are not, the player's interest can be improved when the execution of the variation game is suspended.

[0183] (Example of change 8) The CPU 41 may control the system to a high-probability state after the end of a jackpot game if a game ball that enters the large prize slot 18 passes through a special passage area during a jackpot game. The CPU 41 may also control the system to a low-probability state after the end of a jackpot game if a game ball that enters the large prize slot 18 does not pass through the special passage area during a jackpot game. In this modified example, there may be a favorable jackpot where the game ball that enters the large prize slot 18 is likely to pass through the special passage area, and a normal jackpot where the game ball that enters the large prize slot 18 is unlikely to pass through the special passage area. For example, a distribution member may be provided to distribute the game balls that enter the large prize slot 18, and the distribution pattern of the distribution member may be determined based on the type of jackpot. The CPU 41 may then control the system so that the probability of the game ball that enters the large prize slot 18 passing through the special passage area differs depending on the distribution pattern of the distribution member.

[0184] (Example of change 9) The second special game may be played in priority to the first special game. The first special game may be played in priority to the second special game. Each special game may be played simultaneously in parallel. Each special game may be played in the order in which the game balls enter the starting openings 15 and 16. Also, for example, there may be only one type of special game, and either the first special game or the second special game may be played.

[0185] (Example of change 10) Some or all of the functions and means implemented by the main control board 40 may be implemented by the sub-control board 50. Some or all of the functions and means implemented by the sub-control board 50 may be implemented by the main control board 40. Furthermore, the functions and means implemented by the sub-control board 50 may be implemented separately by a main control board that comprehensively controls the performance and a display control board that controls the display of images.

[0186] (Example of change 11) The gaming machine 10 may be configured such that a special variable member 19 opens in accordance with a predetermined lottery, and a jackpot game is awarded when a game ball that has entered the jackpot opening 18 passes through a specific passage area. The gaming machine 10 may also be a gaming machine in which a jackpot game is started when a game ball enters a predetermined ball entry opening. The gaming machine 10 does not have to be given a high probability state. The gaming machine 10 may be configured so that a high probability state is given after the jackpot game ends until a predetermined number of special games (for example, 100 times) are played.

[0187] (Example of change 12) The gaming machine may be a revolving-type gaming machine (a so-called slot machine). In this modified example, the gaming machine has multiple reels, a bet button, a start lever, and a stop button. Multiple symbols are arranged on each reel. The gaming machine electronically manages the number of game tokens. The gaming machine allows the player to decrease the number of game tokens and increase the bet amount by operating the bet button. When the bet amount is the specified number, the gaming machine can execute a variable game by operating the start lever. The variable game is executed by rotating the multiple reels. The gaming machine can stop the rotation of each reel by operating the stop button. The gaming machine then awards various benefits (prizes) according to the combination of symbols displayed when each reel stops. The revolving-type gaming machine may be configured to use physical game tokens as game tokens, or it may be a tokenless gaming machine that uses electronic data.

[0188] (Example of change 13) This disclosure is not limited to the examples given above, but is intended to include all modifications within the meaning and scope of the claims as shown, and equivalents thereof.

[0189] The technical concepts that can be understood from the above embodiments and modified examples are described below. [1] A gaming machine capable of suspending the execution of a variable game, comprising a display means, a sound output means, and a performance control means, wherein the sounds that the sound output means can output include specific sounds that can be output during the execution of a variable game, and the display means may, in conjunction with the suspension of the execution of a variable game, suggest the maximum number of times the specific sound will be output during at least a portion of the period until the suspended variable game is completed, and the suggested maximum number of times the specific sound will be output may decrease.

[0190] [2] The gaming machine described in [1] in which the maximum number of times the suggested specific sound is output may be reduced by two or more levels. [3] A gaming machine capable of suspending the execution of a variable game, comprising a display means, a sound output means, and a performance control means, wherein the sound output means can output a specific sound that can be output during the execution of a variable game, and the display means may, in conjunction with the suspension of the execution of a variable game, suggest the maximum number of times the specific sound will be output for at least a portion of the period until the suspended variable game is completed, and the display means may provide a first suggestion and a second suggestion as a winning suggestion different from the suggestion of the maximum number of times the specific sound will be output, and in the situation where the second suggestion is provided, the suggested maximum number of times the specific sound will be output is more likely to change compared to the situation where the first suggestion is provided.

[0191] [4] A gaming machine capable of suspending the execution of a variable game, comprising a display means, a sound output means, and a performance control means, wherein the sounds that the sound output means can output include specific sounds that can be output during the execution of a variable game, and the display means may indicate the maximum number of times the specific sounds will be output during at least a portion of the period until the execution of the variable game that has been suspended is terminated, and the output mode of the specific sounds can be changed.

[0192] [5] A gaming machine capable of suspending the execution of a variable game, comprising a display means, a sound output means, and a performance control means, wherein the sounds that the sound output means can output include specific sounds that can be output during the execution of a variable game, and the display means may, in conjunction with the suspension of the execution of a variable game, suggest the maximum number of times the specific sound will be output for at least a portion of the period until the suspended variable game is completed, and the appearance rate of the suggestion of the maximum number of times the specific sound will be output is personalizable.

[0193] [6] A gaming machine according to any one of items [1] to [5] in which the probability of winning is higher when the maximum number of times the suggested specific sound is output is the first number of times, compared to when the maximum number of times the suggested specific sound is output is the second number of times, which is greater than the first number of times.

[0194] [7] A gaming machine according to any one of items [1] to [6], which allows for personalization (customization) of the output of the specific sound. [Explanation of Symbols]

[0195] 10... Gaming machine, 40... Main control board, 41... CPU, 50... Sub-control board, 51... CPU, EH... Performance display device, SP... Speaker.

Claims

[Claim 1] In a gaming machine that allows the execution of a variable game to be suspended, Display means and Sound output means, Equipped with a means for controlling the performance, The sounds that the sound output means can output include specific sounds that can be output during the execution of the variable game. In the aforementioned display means, when the execution of a variable game is suspended, the maximum number of times the specific sound is output may be indicated for at least a portion of the period until the suspended variable game is completed. A gaming machine that allows customization of the output of the aforementioned specific sound.