Gaming machine

The gaming machine enhances entertainment by incorporating a determination and performance control system to execute special games and performances, addressing the lack of interestingness in conventional machines.

JP2026114754APending Publication Date: 2026-07-08SANSEI R&D KK

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SANSEI R&D KK
Filing Date
2024-12-26
Publication Date
2026-07-08

AI Technical Summary

Technical Problem

Conventional gaming machines lack sufficient interestingness in their performances, necessitating an improvement in entertainment value.

Method used

A gaming machine equipped with a determination means for special games, a special game execution means, and a performance control mechanism to enhance engaging and entertaining performances through controlled special game execution and performance display.

Benefits of technology

The implementation allows for highly entertaining and engaging performances, enhancing player interest through controlled special game execution and performance display.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026114754000001_ABST
    Figure 2026114754000001_ABST
Patent Text Reader

Abstract

To provide a gaming machine capable of executing highly entertaining and engaging performances. [Solution] The performance control means provided by the gaming machine is capable of executing a predetermined pre-performance, a subsequent performance that may be executed after the pre-performance, and a swinging performance that swings a performance movable body. The swinging performance includes a first swinging performance that swings the performance movable body during the pre-performance, and a second swinging performance that swings the performance movable body during the subsequent performance. When the pre-performance is executed and then the subsequent performance is executed, there are cases where the second swinging performance is executed without executing the first swinging performance, and cases where the second swinging performance is executed after the first swinging performance.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0004] ,

[0006] , , , , , ,

[0005] , , , ,

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

Background Art

[0002] For example, in a gaming machine such as a pachinko machine, when a game ball wins at a start port, it is determined whether to execute a special game advantageous to the player. After the special symbol is variably displayed, the special symbol indicating the result of the above determination is stopped and displayed. Then, when the special symbol indicating that it has been determined to execute the special game is stopped and displayed, a special game in which the player can acquire a game medium is executed. Among this type of gaming machine, there are those that variably display an effect symbol along with the variable display of the special symbol, and can develop step by step up to any number of steps within a predetermined number of steps, such as a step-up notice, a dialogue notice that displays a character speaking a line, a group notice that displays a number of characters moving in a predetermined direction, and a cut-in that superimposes a predetermined cut-in image on the performance image being displayed (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, the performances performed by conventional gaming machines do not necessarily have sufficient interestingness, and there is room for improvement in terms of improving the interestingness.

[0005] Therefore, an object of the present invention is to provide a gaming machine capable of executing highly interesting performances.

Means for Solving the Problems

[0006] The first invention, a gaming machine designed to solve the aforementioned problems, A determination means for determining whether or not to perform a special game that is advantageous to the player, If the determination means determines that the special game should be executed, the special game execution means executes the special game, It is characterized by comprising a means for controlling the performance, which controls the performance. [Effects of the Invention]

[0007] This invention makes it possible to perform highly entertaining and engaging performances. [Brief explanation of the drawing]

[0008] [Figure 1] Front view of gaming machine 1 [Figure 2] Front view of game board 2 [Figure 3] Enlarged view of the main display unit 40 in Figure 2. [Figure 4] Diagram illustrating the opening and closing control of the second main prize slot 28 and the V prize slot 287. [Figure 5] Block diagram showing an example of the configuration of the control device installed in the gaming machine 1. [Figure 6] An explanatory diagram for explaining the jackpot random number and symbol random number. [Figure 7] Diagram illustrating the flow of gameplay in Gaming Machine 1 [Figure 8] An explanatory diagram illustrating the flow of major effects during normal gameplay. [Figure 9] An explanatory diagram illustrating the sequence of events following the reach-winning animation and subsequent reach-winning animations. [Figure 10] This screen diagram shows a specific example of the sequence of events from the start of the spin to the winning animation during normal gameplay. [Figure 11] A screen diagram showing a specific example of the first performance route of the SPSP Reach. [Figure 12] Screen diagrams showing specific examples of the first and second symbol-focused performance sequences. [Figure 13]Screen diagram showing a specific example of a reach symbol attention effect [Figure 14] Screen diagram (part 1) showing a specific example of the effect of the second effect route of SPSP reach [Figure 15] Screen diagram (part 2) showing a specific example of the effect of the second effect route of SPSP reach [Figure 16] Screen diagram showing a specific example of a full-house symbol attention effect that draws attention to three effect symbols showing a full house of "222" [Figure 17] Screen diagram showing a specific example of a series of effects in which a reach symbol reduction movement effect is executed after a reach symbol attention effect [Figure 18] Screen diagram showing a specific example of a series of effects when a losing notification effect is executed after a reach establishment failure effect [Figure 19] Explanatory diagram for explaining the characteristics of each attention effect and its related effects executed in the normal effect mode [Figure 20] Screen diagram showing an example of an effect when a V win is notified during a big win game [Figure 21] Explanatory diagram for explaining a rocking effect using Robo gimmick 15 and Robo gimmick 15 [Figure 22] Explanatory diagram exemplifying the flow of a series of effects in a target pre-variation [Figure 23] Explanatory diagram exemplifying the flow of a series of effects in a prediction target variation [Figure 24] Explanatory diagram for explaining the characteristics of each rocking effect and its related effects executed in the normal effect mode [Figure 25] Explanatory diagram for explaining a pre-rocking effect [Figure 26] Explanatory diagram for explaining the storage area of the main RAM 83 and the information stored in each storage area [Figure 27] Flowchart exemplifying the interrupt processing executed in the main control board 80 [Figure 28] Detailed flowchart of the sensor detection process in step S2 of FIG. 27 [Figure 29]Detailed flowchart of the pre-determination process in steps S211 and S219 in Figure 28 [Figure 30] Detailed flowchart of special pattern processing in step S3, Figure 27 [Figure 31] Detailed flowchart of the jackpot determination process in step S308 of Figure 30 [Figure 32] Detailed flowchart of the variation pattern selection process in step S309 of Figure 30 [Figure 33] Detailed flowchart of the special effects stop processing in step S317 of Figure 30 [Figure 34] Detailed flowchart of the opening and closing control process for the grand prize slot in step S6 of Figure 27 (Part 1) [Figure 35] Detailed flowchart of the opening and closing control process for the grand prize slot in step S6 of Figure 27 (Part 2) [Figure 36] Detailed flowchart of the opening and closing control process for the grand prize slot in step S6 of Figure 27 (Part 3) [Figure 37] A flowchart illustrating the interrupt processing performed on the sub-control board 90. [Figure 38] Detailed flowchart of the command reception process in step S10, as shown in Figure 37. [Figure 39] Detailed flowchart of the pending command reception process in step S13 of Figure 38 [Figure 40] Detailed flowchart of the icon change animation pattern setting process in step S135 of Figure 39 [Figure 41] Detailed flowchart of the chance event pattern setting process in step S136 of Figure 39 [Figure 42] Detailed flowchart of the process for setting the performance pattern of the performance symbols in step S137 in Figure 39 [Figure 43] Detailed flowchart of the pre-oscillation effect pattern setting process in step S138 of Figure 39 [Figure 44] Detailed flowchart of the process for receiving the variation start command in step S16, as shown in Figure 38. [Figure 45] Detailed flowchart of the variable animation pattern setting process in step S163 of Figure 44 [Figure 46] Detailed flowchart of the preview animation pattern setting process in step S164 of Figure 44 [Figure 47] Detailed flowchart of the process for setting the featured performance pattern in step S165, as shown in Figure 46. [Figure 48] Detailed flowchart of the oscillation effect pattern setting process in step S169 of Figure 46 [Figure 49] A flowchart illustrating the interrupt processing performed on the image and sound control board 100. [Figure 50] Detailed flowchart of the image display control process in step S71, Figure 49 [Figure 51] A flowchart illustrating the interrupt processing performed on the lamp control board 120. [Modes for carrying out the invention]

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

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

[0011] As shown in Figure 1, the front frame 31 is provided with a launching handle 32 for launching game balls, an upper tray 33 for storing game balls supplied to a launching device (not shown), and a lower tray 34 for storing game balls that cannot be stored in the upper tray 33. When a player grips the launching handle 32 and rotates it clockwise, the game balls stored in the upper tray 33 are guided to the launching device and launched with a launching force corresponding to the rotation angle of the launching handle 32. The launched game balls move along the rail member 4 located on the left side of the game area 3, and are then guided to the upper position of the game area 3. There, they flow down the game area 3 along the game board 2, changing their direction of movement by coming into contact with game pins, windmills, etc., provided in the game area 3.

[0012] Furthermore, a ball return prevention piece 6 is provided at the end of the rail member 4, which prevents game balls that have entered the game area 3 from returning to the launching device. In addition, a stop button is provided in close proximity to the launching handle 32, allowing the player to temporarily stop the launch of game balls without having to return the launching handle 32 to its initial position by operating this stop button.

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

[0014] In the left game area 3L, the path through which the game balls pass is provided with a first start opening 21, a second start opening 22, an opening / closing member 23, and three general prize openings 24 as mechanisms related to winning and determining the outcome (see Figure 2). In the right game area 3R, the path through which the game balls pass is provided with the above-mentioned second start opening 22, opening / closing member 23, one general prize opening 24, a gate 25, a first large prize opening 26, an opening / closing member 27, a second large prize opening 28, and an opening / closing member 29 as mechanisms related to winning and determining the outcome (see Figure 2).

[0015] When a game ball is launched from the launching device, it may enter one of the following locations along the game board 2 as it flows down the game area 3: the first starting port 21, the second starting port 22, the general prize port 24, the first large prize port 26, or the second large prize port 28. In this case, a predetermined number of prize balls corresponding to the location where the ball entered are dispensed into the upper tray 33 or the lower tray 34. For example, four prize balls are dispensed for each game ball that enters the first starting port 21, one prize ball is dispensed for each game ball that enters the second starting port 22, and five prize balls are dispensed for each game ball that enters the general prize port 24. Also, ten prize balls are dispensed for each game ball that enters the first large prize port 26, and ten prize balls are dispensed for each game ball that enters the second large prize port 28. Any game balls that do not win any prizes are discharged from the game area 3 through an outlet formed at the lower end of the game board 2.

[0016] A center ornament 10 is provided in the opening formed in the center of the game board 2. This center ornament 10 is composed of a stage section 11 having a game ball rolling surface on which game balls can roll, and a warp section 12 with a warp entrance and a warp exit at both ends. Game balls flowing down the left game area 3L may enter the warp section 12 from the warp entrance, and these game balls are discharged from the warp exit and guided to the stage section 11. Guide grooves are formed at the left and right center of the stage section 11 to guide game balls rolling on the stage section 11 toward the first start opening 21. For this reason, game balls guided to the stage section 11 via the warp section 12 are more likely to enter the first start opening 21 than game balls flowing down the left game area 3L without passing through the warp section 12.

[0017] The first starting port 21 is a starting area that is always open. The second starting port 22 is a starting area that is closed when the opening / closing member 23, which is a normal electric mechanism, is not operating, and is opened when the opening / closing member 23 operates. In the game machine 1, when a game ball enters the first starting port 21 (or the second starting port 22), it is determined whether or not to execute a special game (jackpot game) that is advantageous to the player. Then, in the first special symbol display 41 (or the second special symbol display 42), which will be described later, symbols are displayed in a changing manner, and a symbol indicating the result of the above determination (jackpot symbol or losing symbol) is displayed in a stopped state. If a jackpot symbol is displayed in a stopped state, a jackpot game is executed that opens the first large prize port 26 and the second large prize port 28.

[0018] In the following explanation, the judgment performed in response to a game ball entering the first starting opening 21 will be referred to as the "first special symbol judgment," the judgment performed in response to a game ball entering the second starting opening 22 will be referred to as the "second special symbol judgment," and these will be collectively referred to as the "special symbol judgment."

[0019] The first major prize opening 26 is a special prize area that is opened according to the result of the special symbol judgment. An opening / closing member 27, which is a plate that opens and closes the first major prize opening 26, is provided at the opening of the first major prize opening 26. Normally, the first major prize opening 26 is closed by the opening / closing member 27 because it maintains a closed position in which it forms the same plane as the game board 2. However, when the first special symbol (or the second special symbol) as the jackpot symbol is stopped and displayed on the first special symbol indicator 41 (or the second special symbol indicator 42), a jackpot game is executed in which the opening / closing member 27 is activated and the first major prize opening 26 is opened. During this jackpot game, a long-open round game is performed in which the opening / closing member 27 maintains an open position (see Figure 2) that opens the first major prize opening 26, and then returns to a closed position that closes the first major prize opening 26. The long-opening round game, in which the first large prize slot 26 is open, continues until a predetermined number of game balls (for example, 10) enter the first large prize slot 26, or until a predetermined time (for example, 25 seconds) has elapsed since the first large prize slot 26 was opened (without the predetermined number of game balls entering it). In this way, the long-opening round game, in which the first large prize slot 26 is open for an extended period, is played during a jackpot game. Therefore, by playing to the right during the long-opening round game in which the first large prize slot 26 is open for an extended period, players can obtain more prize balls than when a jackpot game is not being played.

[0020] The second large prize slot 28 is a special prize area that is opened according to the result of the special symbol judgment. An opening / closing member 29, which is a wing-type member that opens and closes the second large prize slot 28, is provided at the opening of the second large prize slot 28. The second large prize slot 28 is normally closed by this opening / closing member 29 (see Figure 4(A)). However, when the first special symbol (or the second special symbol) as the jackpot symbol is stopped and displayed on the first special symbol indicator 41 (or the second special symbol indicator 42), a jackpot game is executed in which the opening / closing member 29 is activated to open the second large prize slot 28. During this jackpot game, a round game is performed in which the opening / closing member 29 maintains an open position (see Figures 2, 4(B) and (C)) that opens the second large prize slot 28, and then returns to a closed position that closes the second large prize slot 28.

[0021] As will be explained in detail later, the round game that opens and closes the second large prize slot 28 includes a long-opening round game in which the second large prize slot 28 is kept open for a long time so that a predetermined number of game balls (for example, 10 balls) can easily enter the second large prize slot 28, and a short-opening round game in which the second large prize slot 28 is kept open for a short time so that it is extremely difficult for game balls to enter the second large prize slot 28. In the long-opening round game in which the second large prize slot 28 is kept open for a long time, 100 prize balls (= 10 balls x 10 counts) are dispensed when the player shoots to the right. Therefore, by shooting to the right during the long-opening round game in which the second large prize slot 28 is kept open for a long time, the player can obtain more prize balls than when a jackpot game is not being played.

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

[0023] On the other hand, in this embodiment, with regard to the short-opening round game in which the second large prize opening 28 is briefly opened, the opening time, which is the time that the opening / closing member 29 maintains the open position of the second large prize opening 28, is set to an extremely short time of 0.1 seconds. Therefore, even if the player shoots to the right during the short-opening round game of the second large prize opening 28, the game ball will basically not enter the second large prize opening 28, and no prize balls will be paid out.

[0024] For the sake of explanation, Figure 2 shows the state in which the opening and closing members 27 and 29 are in the open position, opening the large prize slots 26 and 28, when the performance symbols are being displayed in a changing manner on the display screen 70 of the image display device 7. However, in reality, the opening and closing members 27 and 29 are never in the open position while the performance symbols are being displayed in a changing manner. Also, in each round of a jackpot game, either the first large prize slot 26 or the second large prize slot 28 is used, so in reality, these large prize slots are never opened simultaneously as shown in Figure 2.

[0025] An opening / closing member 23 (see Figure 2) is positioned close to the second start port 22. This opening / closing member 23 can change its position between a closed position, where it closes the second start port 22, and an open position, where it opens the second start port 22 (see Figure 2).

[0026] The second starting opening 22 is normally closed by the opening / closing member 23. However, when a game ball shot by a player to the right passes through the gate 25, although no prize balls are dispensed, a decision is made as to whether or not to open the second starting opening 22. If it is decided to open the second starting opening 22, the opening / closing member 23 maintains an open position for a predetermined time and then returns to a closed position a predetermined number of times. In this way, the second starting opening 22 is difficult for game balls to pass through when the opening / closing member 23 is not operating, but becomes easy for game balls to pass through when the opening / closing member 23 is operating.

[0027] In the following explanation, the judgment performed when a game ball passes through gate 25 will be referred to as "normal symbol judgment".

[0028] The general prize slot 24 is always open, just like the first starting slot 21, and dispenses a predetermined number of prize balls (for example, 5 balls) when a game ball enters it. However, unlike the first starting slot 21, no judgment is made when a game ball enters the general prize slot 24.

[0029] [Example configuration of the main display unit 40] Figure 3 is an enlarged view of the main display unit 40 in Figure 2. As illustrated in Figure 3, the main display unit 40 is composed of a first special symbol display unit 41, a second special symbol display unit 42, a regular symbol display unit 43, a first special symbol hold display unit 44, a second special symbol hold display unit 45, a regular symbol hold display unit 46, a round display unit 47, a game status display unit 48, a launch direction display unit 49, and the like.

[0030] The first special symbol indicator 41 is composed of eight LEDs labeled "i" to "p". When a first special symbol determination is made, the indicator displays a changing symbol and then stops displaying the symbol indicating the determination result of the first special symbol determination. Specifically, for example, the changing symbol is displayed by sequentially lighting up the eight LEDs, and the stopped symbol is displayed by lighting up each LED for a predetermined set time (e.g., 0.5 seconds) in a combination corresponding to the determination result of the first special symbol determination.

[0031] The second special symbol indicator 42 is composed of eight LEDs labeled "a" to "h". When a second special symbol determination is made, the indicator displays a changing symbol and then stops the symbol indicating the determination result of the second special symbol determination. Specifically, for example, the changing symbol is displayed by sequentially lighting up the eight LEDs, and the stopped symbol is displayed by lighting up each LED for a predetermined set time (e.g., 0.5 seconds) in a combination corresponding to the determination result of the second special symbol determination.

[0032] The first special symbol indicator 41 (or the second special symbol indicator 42) displays either a "jackpot symbol" indicating a jackpot or a "losing symbol" indicating a loss, as symbols indicating the result of the first special symbol judgment (or second special symbol judgment). In the gaming machine 1, multiple jackpot symbols are prepared, each different from the other, depending on the type of jackpot. When a jackpot symbol is displayed, a jackpot game is played in which the first and second large prize pockets 26 and 28 are opened in an opening pattern corresponding to the type of jackpot symbol.

[0033] The normal symbol indicator 43 is composed of two LEDs indicated by "s" and "t". When a normal symbol is determined, the indicator displays a changing symbol and then stops the symbol indicating the result of the normal symbol determination, thereby notifying the player of the determination result. Specifically, for example, the two LEDs are lit alternately to display a changing symbol, and the symbol is stopped by lighting each LED for a predetermined time (for example, 0.5 seconds) in a lighting pattern corresponding to the result of the normal symbol determination. If a winning symbol is displayed as stopped, an auxiliary game is performed in which the opening / closing member 23 is operated in an opening pattern corresponding to the current game state to open the second start opening 22.

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

[0035] The first special symbol hold indicator 44 is composed of two LEDs labeled "u" and "v", and the lighting pattern of these LEDs indicates the number of holds for the first special symbol judgment. The second special symbol hold indicator 45 is composed of two LEDs labeled "w" and "x", and the lighting pattern of these LEDs indicates the number of holds for the second special symbol judgment. In this embodiment, the upper limit for the number of holds in each of these is set to "4". The regular symbol hold indicator 46 is composed of two LEDs labeled "q" and "r", and the lighting pattern of these LEDs indicates the number of holds for the regular symbol judgment.

[0036] The round indicator 47 displays the number of rounds in the jackpot game that will be played in accordance with the jackpot corresponding to the jackpot, when a jackpot symbol is stopped and displayed on the first special symbol indicator 41 or the second special symbol indicator 42. In the game machine 1 of this embodiment, there are cases in which a jackpot game including 3 rounds is played and cases in which a jackpot game including 10 rounds is played. For this reason, in this embodiment, the round indicator 47 is configured to have an LED for 3R and an LED for 10R, and the number of rounds is indicated by the lighting up of either of these LEDs.

[0037] The game state indicator 48 is composed of three LEDs labeled "a1 to a3", and the lighting pattern of these LEDs indicates the game state of the game machine 1. The launch direction indicator 49 is composed of two LEDs labeled "y to z", and the lighting pattern of these LEDs indicates the launch direction of the game ball. That is, it indicates whether the player should shoot to the left or to the right.

[0038] [Example of the configuration of the performance features included in gaming machine 1] As illustrated in Figures 1 and 2, the game board 2 is equipped with various elements for performing different effects, such as decorative elements 13, movable decorative elements 14, an effect indicator 125, a first special effect symbol hold indicator 126, a second special effect symbol hold indicator 127, and an image display device 7 at the rear of the game board 2. The front frame 31 is also equipped with various elements for performing different effects, such as frame lamps 37, a speaker 38, and a robot-type gimmick 15.

[0039] The decorative component 13 incorporates a panel lamp 5 (see Figure 5) which has multiple color LEDs, and various light effects can be created by changing the lighting and flashing patterns of each LED or by changing the emitted color of each LED.

[0040] The movable decorative member 14 is positioned in front of the display screen 70 of the image display device 7 and behind the decorative member 13. The movable decorative member 14 has multiple color LEDs built in, and the movable decorative member 14 performs predetermined effects through both the movement of the movable decorative member 14 itself and the light, or both. In this embodiment, a predetermined space is provided between the game board 2 and the display screen 70 in which the movable decorative member 14 can operate, and the movable decorative member 14 is configured to move up and down along the display screen 70. Normally, the movable decorative member 14 is positioned in an initial position (see Figure 2) in which most of it is hidden behind the decorative member 13 and only the lower end of the movable decorative member 14 is visible. In contrast, when a pre-announcement effect is performed using the display screen 70 or speaker 38 to suggest that the probability of a jackpot is relatively high, the movable decorative member 14 lights up in a predetermined light-emitting pattern and drops to an operating position that covers most of the display screen 70.

[0041] The frame lamp 37 is composed of multiple LEDs built into various locations on the front frame 31, and various lighting effects are created by changing the lighting and flashing patterns of each LED, or by changing the light color of each LED.

[0042] The robot-type gimmick 15 (an example of a "movable performance element") is positioned on the front frame 31 in a location that can be viewed from above by a seated player. Specifically, the robot-type gimmick 15 is located on the front frame 31 to the left of the first performance button 35 when the gaming machine 1 is viewed from the front, and at the back of the upper tray 33. In this way, because the robot-type gimmick 15 is located at the back of the upper tray 33, the robot-type gimmick 15 will not get in the way, for example, when a player takes game balls from the lower tray 34 and puts them into the upper tray 33, or when they touch game balls stored in the upper tray 33, by the player's hand touching the robot-type gimmick 15. The robot-type gimmick 15 has multiple color LEDs built in, and the robot-type gimmick 15 performs predetermined effects through both the movement of the robot-type gimmick 15 itself and the light, or both. In this embodiment, the robot-type gimmick 15 is configured to perform a rocking motion, which involves rocking its upper body 151 (see Figure 21) from side to side alternately while emitting light in a predetermined light-emitting pattern. This rocking motion will be described in detail later based on Figure 21 and other figures.

[0043] The image display device 7 is a liquid crystal display device that displays performance images on its display screen 70, and the player can view the display screen 70 through an opening formed in the center of the game board 2. The display screen 70 displays performance images that include various display objects such as performance symbols that notify the result of the special symbol judgment, characters and items, hold images (hold icons) that are displayed in the same number as the number of holds for the first special symbol judgment (or second special symbol judgment), and variation indication images (the said icon) that indicate that the special symbol is currently changing. Note that the image display device 7 is not limited to a liquid crystal display device, but may be other image display devices such as an EL display device, as long as it is capable of displaying performance images.

[0044] The speaker 38 outputs sound effects such as music, voices, and sound effects in sync with or asynchronously with the display effects performed on the display screen 70 to create sound effects.

[0045] The performance indicator 125 is composed of two LEDs and displays changing symbols in accordance with the changing display of special symbols and performance symbols, and displays a stopped symbol indicating the result of the special symbol judgment in accordance with the stopping display of special symbols and performance symbols. The performance indicator 125 indicates the result of the special symbol judgment by the combination of lighting and extinguishing of each LED and the lighting color.

[0046] The first special symbol hold indicator 126 is composed of two LEDs, and the combination of lighting and extinguishing of each LED displays the same number of holds for the first special symbol judgment as displayed on the first special symbol hold indicator 44. The second special symbol hold indicator 127 is composed of two LEDs, and the combination of lighting and extinguishing of each LED displays the same number of holds for the second special symbol judgment as displayed on the second special symbol hold indicator 45.

[0047] [Example of the configuration of the input means provided by the gaming machine 1] As illustrated in Figure 1, the front frame 31 is provided with a first performance button 35 and a second performance button 36 as input means that can be used by the player. The first performance button 35 is a push button for inputting operation information by pressing it. The second performance button 36 is a push button for inputting operation information by grasping the gripping part of the second performance button 36 and pressing it down. In the gaming machine 1, performances may be displayed in response to the operation of the first performance button 35 or the second performance button 36.

[0048] It should be noted that the configuration of the input means is not limited to that exemplified in this embodiment, and other configurations are also possible. That is, for example, in this embodiment, the case in which the gaming machine 1 has two input means is described, but there may be one or three or more input means. Furthermore, the input means is not limited to push buttons, but may also be other input means such as a touch panel capable of detecting the player's touch operation, an optical sensor capable of detecting the player's hand held over the display screen 70, a joystick that can be moved forward, backward, left, and right to specify position and direction, or an operating means that the player can grasp and change the posture of.

[0049] [Example of the internal configuration of the second major prize winning slot 28] Figure 4 is an explanatory diagram illustrating the opening and closing control of the second large prize opening 28 and the V prize opening 287. An opening / closing member 29 for opening and closing the second large prize opening 28 is provided at the opening of the second large prize opening 28 (see Figures 1 and 4(A)). In addition, as illustrated in Figures 4(A) to (C), the second large prize opening sensor 281, the V prize opening sensor 283, the discharge port sensor 284, the sliding member 285, etc. are provided inside the second large prize opening 28.

[0050] The second large prize slot sensor 281 detects game balls that have entered the second large prize slot 28, and in this embodiment, 10 prize balls are dispensed each time a game ball passes through the second large prize slot sensor 281. The V prize slot sensor 283 detects the passage of game balls into the V prize slot 287, which is partitioned by the V prize slot sensor 283. The discharge port sensor 284 detects the passage of game balls into the discharge port, which is partitioned by the discharge port sensor 284. The sliding member 285 guides the game balls that have passed through the second large prize slot sensor 281 to the V prize slot 287 or the discharge port, and is configured to slide in the left-right direction (width direction of the game machine 1) in Figure 4. Figures 4(A) and (B) illustrate a state in which the slide member 285 is positioned to the right, closing the V-prize opening 287, while Figures 4(C) and (D) illustrate a state in which the slide member 285 is positioned to the left, opening the V-prize opening 287.

[0051] When a jackpot game is not being played, or during a long-open round game in which the first jackpot opening 26 is kept open for an extended period, the second jackpot opening 28 is closed by the opening / closing member 29, and the V-jackpot opening 287 is closed by the sliding member 285 (see Figure 4(A)). In contrast, during a round game in which the second jackpot opening 28 is opened and closed, the second jackpot opening 28 and the V-jackpot opening 287 may be in the following states.

[0052] Specifically, in round games where the second large prize opening 28 is opened and closed, as illustrated in Figures 4(A) and (B), the opening / closing member 29 may rotate while the sliding member 285 remains in the right position, resulting in the second large prize opening 28 being opened. In this case, although the second large prize opening 28 is open, the V prize opening 287 is still blocked by the sliding member 285. Therefore, even if a game ball enters the second large prize opening 28, it will not pass through the V prize opening 287, but will instead pass through the discharge sensor 284.

[0053] Furthermore, in round games where the second large prize opening 28 is opened and closed, as illustrated in Figures 4(B) and (C), the sliding member 285 may move from the right position to the left position while the second large prize opening 28 remains open, resulting in the V prize opening 287 also being opened. In this case, since both the second large prize opening 28 and the V prize opening 287 are open, any game ball that enters the second large prize opening 28 will pass through the V prize opening 287 (i.e., be detected by the V prize opening sensor 283).

[0054] The V-entry slot sensor 283 functions as a so-called probability change switch. As described above, if a game ball enters the V-entry slot (the game ball is detected by the V-entry slot sensor 283) while both the second large entry slot 28 and the V-entry slot 287 are open, the game will be controlled in the "probability change game state" described later after the jackpot game in which the V-entry occurred has ended. On the other hand, if a game ball does not enter the V-entry slot while both the second large entry slot 28 and the V-entry slot 287 are open, the game will be controlled in the "time-saving game state" described later after the jackpot game has ended.

[0055] Furthermore, in round games where the second large prize opening 28 is opened and closed, as illustrated in Figure 4(D), the second large prize opening 28 may be closed because the opening / closing member 29 is not operating, and the sliding member 285 may move from the right position to the left position, opening the V prize opening 287. In this case, although the V prize opening 287 is open, the second large prize opening 28 is difficult to enter, so no game balls will enter the second large prize opening 28.

[0056] Furthermore, in the transparent member located in a position corresponding to the area containing the second large prize slot sensor 281, the V prize slot sensor 283, the discharge port sensor 284, the sliding member 285, etc., the letter "V" is inscribed in a position corresponding to the V prize slot sensor 283 (see Figure 2). Therefore, players can easily identify the position of the V prize slot sensor 283 (the position of the V prize slot 287) by looking at this letter "V".

[0057] [Configuration of the control device provided by the gaming machine 1] Figure 5 is a block diagram showing an example of the configuration of the control device provided by the gaming machine 1. A control device for controlling the operation of the gaming machine 1 is provided on the back of the game board 2. As illustrated in Figure 5, the control device of the gaming machine 1 consists of a main control board 80 that controls the progress of the game using game balls, a sub-control board 90 that comprehensively controls the effects based on information from the main control board 80, an image and sound control board 100 that controls the effects using images and sounds, and a lamp control board 120 that controls the effects using various lamps and movable members. In this embodiment, the main control board 80 functions as a game control unit that controls the progress of the game, and the sub-control board 90, the image and sound control board 100, and the lamp control board 120 function as effect control units that control the effects. Note that the configuration of the control device is not limited to this, and for example, the sub-control board 90, the image and sound control board 100, and the lamp control board 120 may be configured on a single board.

[0058] <Example configuration of the main control board 80> The main control board 80 includes a main CPU 81, a main ROM 82, and a main RAM 83. The main CPU 81 performs various calculations related to judgment and the number of prize balls to be paid out based on the program stored in the main ROM 82. The main RAM 83 is used as a storage area for temporarily storing various data used by the main CPU 81 when executing the above program, and as a work area for data processing, etc.

[0059] The main control board 80 is connected to the first start port sensor 211, the second start port sensor 221, the gate sensor 251, the first major prize port sensor 261, the second major prize port sensor 281, the V prize port sensor 283, the discharge port sensor 284, the general prize port sensor 241, the second start port solenoid 222, the first major prize port solenoid 262, the second major prize port solenoid 282, and the V prize port solenoid 286. In this embodiment, the game machine 1 is equipped with four general prize port sensors 241 corresponding to the four general prize ports 24, but in Figure 5, for the sake of explanation, only one general prize port sensor 241 is shown.

[0060] The first start port sensor 211 detects when a game ball enters the first start port 21 and outputs a detection signal to the main control board 80. The second start port sensor 221 detects when a game ball enters the second start port 22 and outputs a detection signal to the main control board 80. The gate sensor 251 detects when a game ball passes through gate 25 and outputs a detection signal to the main control board 80. The first large prize port sensor 261 detects when a game ball enters the first large prize port 26 and outputs a detection signal to the main control board 80. The second large prize port sensor 281 detects when a game ball enters the second large prize port 28 and outputs a detection signal to the main control board 80. The V prize port sensor 283 detects when a game ball passes through V prize port 287 and outputs a detection signal to the main control board 80. The discharge port sensor 284 detects when a game ball passes through the discharge port and outputs a detection signal to the main control board 80. The general prize entry port sensor 241 detects when a game ball enters the general prize entry port 24 and outputs a detection signal to the main control board 80.

[0061] The second start port solenoid 222 is an electric solenoid connected to the opening / closing member 23 so as to be able to transmit driving force, and operates the opening / closing member 23 based on a control signal from the main control board 80 to open and close the second start port 22. The first large prize port solenoid 262 is an electric solenoid connected to the opening / closing member 27 so as to be able to transmit driving force, and operates the opening / closing member 27 based on a control signal from the main control board 80 to open and close the first large prize port 26. The second large prize port solenoid 282 is an electric solenoid connected to the opening / closing member 29 so as to be able to transmit driving force, and operates the opening / closing member 29 based on a control signal from the main control board 80 to open and close the second large prize port 28. The V prize port solenoid 286 is an electric solenoid connected to the sliding member 285 so as to be able to transmit driving force, and operates the sliding member 285 based on a control signal from the main control board 80 to open and close the V prize port 287.

[0062] Although not shown in the diagram, the gaming machine 1 is equipped with a payout control board that controls a drive motor that sends game balls from a ball tank located on the back side of the game board 2 to supply game balls to the upper tray 33 or lower tray 34. When the main CPU 81 receives detection signals from the first start port sensor 211, the second start port sensor 221, the first large prize port sensor 261, the second large prize port sensor 281, or the general prize port sensor 241, it instructs the payout control board to pay out a predetermined number of prize balls corresponding to the location where the game ball has entered, and also manages the number of prize balls to be paid out based on the information from the payout control board.

[0063] Furthermore, the main CPU 81 acquires various random numbers as acquired information when a detection signal is input from the first start port sensor 211, and uses the acquired random numbers to perform a first special symbol determination. Also, the main CPU 81 acquires various random numbers as acquired information when a detection signal is input from the second start port sensor 221, and uses the acquired random numbers to perform a second special symbol determination. Here, the various random numbers specifically refer to the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number.

[0064] The jackpot random number is used to determine whether it is a jackpot or a miss. The symbol random number is used to determine the type of jackpot (such as the number of rounds in the jackpot game or the game state after the jackpot game ends) when it is determined to be a jackpot. The reach random number is used to determine whether a reach animation is performed or not when it is determined to be a miss. The variation pattern random number is used to determine the variation pattern of the special symbols when they are displayed in a variation state.

[0065] The main CPU 81 acquires these random numbers when a game ball enters the first starting slot 21 (or second starting slot 22), and first determines whether to execute a jackpot game based on whether the acquired jackpot random number matches a predetermined random number (winning value) stored in the main ROM 82. If it is determined to execute a jackpot game based on the fact that the jackpot random number matches a winning value, the type of jackpot is determined based on which of the predetermined random numbers (which are compared with the symbol random number) stored in the main ROM 82 matches the symbol random number acquired along with the jackpot random number.

[0066] On the other hand, if the main CPU 81 determines that it will not perform a jackpot game based on the fact that the acquired jackpot random number does not match the winning value, it decides whether to perform a reach animation or a no-reach animation based on whether the reach random number acquired along with the jackpot random number matches a predetermined random value stored in the main ROM 82 (which is compared with the reach random number). In addition, regardless of the result of the determination based on the jackpot random number, the main CPU 81 determines the variation pattern of the special symbols when displaying them based on the variation pattern random number acquired along with the jackpot random number. This determines the variation time of the special symbols.

[0067] When the main CPU 81 determines that it is time to execute a jackpot game and determines the type of jackpot, it controls the opening and closing of the first large prize slot 26 via the first large prize slot solenoid 262 (operation of the opening / closing member 27), the opening and closing of the second large prize slot 28 via the second large prize slot solenoid 282 (operation of the opening / closing member 29), and the opening and closing of the V prize slot 287 via the V prize slot solenoid 286 (operation of the sliding member 285), thereby executing a jackpot game according to the type of jackpot.

[0068] Furthermore, the main CPU 81 acquires a random number (normal symbol random number) at the timing when a detection signal is input from the gate sensor 251, and uses the acquired normal symbol random number to perform normal symbol determination. If the result of this normal symbol determination determines that the second start opening 22 should be opened, the CPU 81 controls the opening and closing of the second start opening 22 (operation of the opening / closing member 23) via the second start opening solenoid 222, thereby performing an auxiliary game to open the second start opening 22.

[0069] Furthermore, the main control board 80 is connected to a first special symbol indicator 41, a second special symbol indicator 42, a regular symbol indicator 43, a first special symbol hold indicator 44, a second special symbol hold indicator 45, a regular symbol hold indicator 46, a round indicator 47, a game status indicator 48, and a launch direction indicator 49.

[0070] The main CPU 81 controls these displays 41 to 49 that constitute the main display unit 40 to execute the display processing described above based on Figure 3.

[0071] <Example configuration of sub-control board 90> The sub-control board 90 includes a sub-CPU 91, sub-ROM 92, sub-RAM 93, and RTC (real-time clock) 94. The sub-CPU 91 performs calculations to control the performance based on the program stored in the sub-ROM 92. The sub-RAM 93 is used as a storage area to temporarily store various data used by the sub-CPU 91 when executing the above program, and as a work area for data processing. The RTC 94 measures the current date and time.

[0072] The sub-control board 90 is connected to a first performance button detection sensor 96 and a second performance button detection sensor 97. The first performance button detection sensor 96 outputs operation information (operation signal) to the sub-control board 90 when the first performance button 35 (see Figure 1) is operated. The second performance button detection sensor 97 outputs operation information (operation signal) to the sub-control board 90 when the second performance button 36 (see Figure 1) is operated.

[0073] The sub-CPU 91 sets the performance content based on game information such as special symbol judgment, normal symbol judgment, and jackpot gameplay transmitted from the main control board 80. In doing so, it may also accept input of operation information from the first performance button 35 and the second performance button 36 and set the performance content according to that operation information. The sub-CPU 91 sends commands to the image and sound control board 100 and the lamp control board 120 to instruct them to execute the performance content that has been set.

[0074] <Example configuration of the image and sound control board 100> The image and sound control board 100 controls the image display by the image display device 7 and the output of sound effects by the speaker 38. In this embodiment, the image and sound control board 100 includes an image and sound control CPU 101, a control ROM 102, a control RAM 103, a VDP (Video Display Processor) 104, a CGROM 105, a VRAM 106, an audio DSP (Digital Signal Processor) 107, an audio ROM 108, an SDRAM 109, and an amplifier 110.

[0075] The control ROM 102 is composed of a mask ROM and stores various tables, including the control program for the image and sound control CPU 101, a display list generation program for generating a display list, and a display list creation table used in the process of creating the display list. Here, the display list consists of a set of commands for instructing the execution of drawing on a frame-by-frame basis and includes various parameters such as the type of image to be drawn, the position (coordinates) where the image is drawn, the display priority, the display magnification, the rotation angle, and the transparency. The control RAM 103 is used as a storage area for temporarily storing various data used by the image and sound control CPU 101 when executing the above control program, and as a work area for data processing.

[0076] The image and sound control CPU 101 instructs the VDP 104 to display the image data stored in the CGROM 105 on the image display device 7, based on the control program, various tables such as the display list creation table, and commands received from the sub-control board 90. This instruction is mainly performed by outputting the display list. The image and sound control CPU 101 also instructs the sound DSP 107 to output the sound data stored in the sound ROM 108 from the speaker 38.

[0077] CGROM105 stores the necessary performance data for executing performances associated with the display of special symbols and performances associated with jackpot games. This CGROM105 is composed of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed sprite data (a single image file) consisting of a collection of pixel information for a predetermined range of pixels (e.g., 32x32 pixels), movie data consisting of a collection of multiple image files, etc. The pixel information consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. In addition, CGROM105 stores uncompressed palette data, etc., in which color number information that specifies a color number is associated with display color information for actually displaying the color.

[0078] Furthermore, it is also possible to compress only a portion of the image data stored in CGROM105. Various known compression methods, such as MPEG4, can be used to compress the movie data.

[0079] VRAM106 is composed of SRAM that can write and read image data at high speed, and although not shown in the diagram, it is configured to include a display list memory area, an expanded memory area, a frame buffer, etc.

[0080] The display list storage area temporarily stores the display list output from the image and sound control CPU 101. The decompression storage area stores the image data that has been decompressed after being read from the CGROM 105. The frame buffer is a frame buffer used for both drawing and displaying the image data shown on the display screen 70.

[0081] The VDP104 decompresses the image data stored in the CGROM105 in a compressed state and stores the decompressed image data in the decompression storage area. The VDP104 also uses the image data stored in the decompression storage area to perform drawing processing on the frame buffer based on the display list stored in the display list storage area. The VDP104 also generates an RGB signal, which is a video signal indicating the color of the image, from the image data stored in the frame buffer and outputs the generated RGB signal to the image display device 7.

[0082] The audio DSP 107 is connected to an audio ROM 108, an SDRAM 109, and an amplifier 110. The audio ROM 108 stores various audio data related to music, voices, sound effects, warning sounds, etc. The SDRAM 109 is used as a workspace for data processing by the audio DSP 107. The audio DSP 107 reads audio data corresponding to instructions from the image and audio control CPU 101 from the audio ROM 108 to the SDRAM 109, performs data processing, and outputs the processed audio data to the speaker 38 (via the amplifier 110). The amplifier 110 adjusts the volume according to instructions regarding volume obtained from the image and audio control CPU 101 via the audio DSP 107 and outputs the audio data to the speaker 38.

[0083] In this embodiment, we describe a case where the VDP is responsible for rendering management and the audio DSP is responsible for sound management. However, in other embodiments, a configuration in which the VDP is responsible for both rendering management and sound management may be adopted. In this case, it is not necessary to provide a separate audio DSP.

[0084] <Example configuration of lamp control board 120> The lamp control board 120 includes a lamp CPU 121, a lamp ROM 122, and a lamp RAM 123, and is connected to the frame lamp 37, the panel lamp 5, the movable decorative member motor 141, the robot-type gimmick oscillation motor 154, the performance indicator 125, the first special effect hold indicator 126, and the second special effect hold indicator 127. The lamp ROM 122 stores the program executed by the lamp CPU 121, light emission pattern data, operation pattern data, etc. Here, the light emission pattern data is data indicating the respective light emission patterns of the frame lamp 37, the panel lamp 5, the LEDs built into the movable decorative member 14, the LEDs built into the robot-type gimmick 15, etc. The operation pattern data is data indicating the operation patterns of the movable decorative member 14, the robot-type gimmick 15, etc., and as operation pattern data for the robot-type gimmick 15, multiple oscillation pattern data indicating oscillation patterns for oscillating the robot-type gimmick 15 in various oscillation patterns are stored in the lamp ROM 122.

[0085] The lamp CPU 121 performs calculations to control the operation of the frame lamp 37, the panel lamp 5, the movable decorative member 14, the robot-type gimmick 15, the performance indicator 125, the first special symbol hold indicator 126, the second special symbol hold indicator 127, etc., based on the program stored in the lamp ROM 122.

[0086] The lamp CPU 121 reads light emission pattern data corresponding to a command received from the sub-control board 90 from the light emission pattern data stored in the lamp ROM 122 into the lamp RAM 123, and controls the illumination of the frame lamp 37, the panel lamp 5, the LEDs built into the movable decorative member 14, and the LEDs built into the robot-type gimmick 15. The lamp CPU 121 also reads operation pattern data corresponding to a command received from the sub-control board 90 from the operation pattern data (or, in the case of the robot-type gimmick 15, oscillation pattern data) stored in the lamp ROM 122 into the lamp RAM 123, and controls the driving of the movable decorative member motor 141 (a stepping motor in this embodiment) that operates the movable decorative member 14 and the robot-type gimmick oscillation motor 154 (a stepping motor in this embodiment) that operates the robot-type gimmick 15.

[0087] Furthermore, the lamp CPU 121 controls the display of changing and stopping symbols on the performance indicator 125 based on commands from the sub-control board 90. The lamp CPU 121 also controls the display of the number of reserved symbols related to the first special symbol determination by the first special symbol reserved indicator 126 and the display of the number of reserved symbols related to the second special symbol determination by the second special symbol reserved indicator 127, based on commands from the sub-control board 90.

[0088] [Regarding the game state] Next, the game states of the gaming machine 1 will be described. In the gaming machine 1 of this embodiment, the game is controlled in one of three game states: "normal game state," "probability variation game state," and "time reduction game state."

[0089] The "normal game state" is a game state in which special symbol judgment is performed in a low-probability state where the probability of executing a jackpot game is relatively low, and support functions that support the entry of game balls into the second start port 22 (functions commonly called "electric support") are not provided. In the normal game state, the probability of executing a jackpot game by special symbol judgment is set to a relatively low probability (for example, 1 / 210) (see Figure 6(A)). In addition, the probability of opening the second start port 22 by normal symbol judgment is set to a relatively low probability (for example, 1 / 11), the variation time of normal symbols is set to a relatively long time (for example, 20 seconds), and the opening time of the second start port 22 when it is determined to open is set to a relatively short time (for example, 0.1 seconds x 1 time).

[0090] The "probability variation game state" is a game state in which special symbol judgment is performed in a high-probability state where the probability of executing a jackpot game is relatively high, and the above support functions are added. In other words, in the probability variation game state, the probability of executing a jackpot game by special symbol judgment is set to a relatively high probability (for example, 1 / 60) (see Figure 6(A)). In addition, the probability of opening the second start gate 22 by normal symbol judgment is set to a relatively high probability (for example, 11 / 11), the variation time of normal symbols is set to a relatively short time (for example, 1.5 seconds), and the opening time of the second start gate 22 when it is determined to open is set to a relatively long time (for example, 1.5 seconds x 3 times).

[0091] The "Shortened Play Mode" is a play mode in which special symbol judgment is performed in the low-probability state described above, and the electric reel support function is added. In other words, in the shortened play mode, the probability of determining that a jackpot game will be executed by special symbol judgment is set to a relatively low probability (for example, 1 / 210). Also, the probability of determining that the second start gate 12 will be opened by normal symbol judgment is set to a relatively high probability (for example, 11 / 11), the variation time of the normal symbols is set to a relatively short time (for example, 1.5 seconds), and the opening time of the second start gate 12 when it is determined that it will be opened is set to a relatively long time (for example, 1.5 seconds x 3 times).

[0092] When comparing these game states with respect to the variation time of special symbols, the variation time of special symbols in the "probability variation game state" and "time-saving game state" tends to be set to be relatively shorter compared to the variation time of special symbols in the "normal game state". It goes without saying that the probability of being judged to perform a special game (jackpot probability), the probability of being judged to open the second start port 22 (winning probability of normal symbol judgment), the variation time of normal symbols, and the opening time of the second start port 22, as shown in the description of each game state, are merely examples, and other probabilities and times may also be used.

[0093] In the following explanation, the state in which it is easy for game balls to enter the second starting port 22 due to the provision of the above support function will be referred to as the "high base state," and the state in which it is difficult for game balls to enter the second starting port 22 due to the lack of the support function will be referred to as the "low base state." In this embodiment, the "normal game state" corresponds to the low base state, and the "probability variation game state" and the "time reduction game state" correspond to the high base state.

[0094] [How to play the game] When a player shoots a game ball to the right, it may not enter the first starting opening 21 but may enter the second starting opening 22. However, in a low base state, the second starting opening 22 is less likely to open, and even if it does open, the opening time is short. For this reason, when the game is controlled in a low base state (which corresponds to the "normal game state" in this embodiment), the player will play by shooting to the left, aiming for the first starting opening 21.

[0095] When a game ball shot to the left during normal gameplay enters the first starting opening 21, the first special symbol judgment is performed. After the first special symbol is displayed in a rotating pattern, either a jackpot symbol or a losing symbol is displayed as the first special symbol indicating the judgment result of the first special symbol judgment.

[0096] If a losing symbol is displayed at the stop, the jackpot game will not be played, and the game state will not change. On the other hand, if a jackpot symbol is displayed as the first special symbol, a jackpot game will be played for a predetermined number of rounds corresponding to that jackpot symbol, and after the jackpot game ends, the game will be controlled in either a "probability variation game state" or a "time reduction game state".

[0097] Furthermore, when the game state transitions to a "probability variation game state" or a "time reduction game state" following the end of a big win, that is, when the game state transitions from a low base state to a high base state, the above-mentioned support function that facilitates the entry of game balls into the second start opening 22 makes it easier for game balls to enter the second start opening 22 than the first start opening 21. For this reason, when the game is controlled in a high base state, the player will play by shooting to the right, aiming for the second start opening 22. Also, if both the right to judge the first special symbol and the right to judge the second special symbol are reserved, the judgment of the second special symbol will be executed with priority over the judgment of the first special symbol. For this reason, when the game is controlled in a probability variation game state or a time reduction game state, the judgment of the second special symbol will basically be performed.

[0098] If a jackpot symbol stops and is displayed as the second special symbol during a probability variation game or a time-saving game, the game will generally be controlled in the probability variation game state after the jackpot game ends, although it may also be controlled in the time-saving game state. On the other hand, if a jackpot is not hit during a probability variation game or a time-saving game, the game state will return from the probability variation game state (or time-saving game state) to the normal game state.

[0099] [Regarding the use of random numbers for determining special symbols] Next, the determination process using the jackpot random number and the symbol random number will be explained with reference to Figure 6. Here, Figure 6 is an explanatory diagram for explaining the jackpot random number and the symbol random number. Note that in the explanatory diagrams for each random number exemplified from Figure 6 onward, the range of possible random numbers is set to a smaller range than the actual range in order to simplify the explanation. In the gaming machine 1, when a game ball passes through the first start opening 21 (or the second start opening 22), acquired information such as the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number is obtained.

[0100] <Processing based on jackpot random numbers> The jackpot random numbers illustrated in Figure 6(A) are random numbers used in the jackpot determination process (step S308 in Figure 30) to determine whether or not to execute a jackpot game. These random numbers are set individually for both the low-probability state, where the probability of determining that a jackpot game will be executed is relatively low, and the high-probability state, where the probability of determining that a jackpot game will be executed is relatively high.

[0101] In this embodiment, four winning values ​​for the low probability state are stored in the main ROM 82, and the main CPU 81 determines to execute a jackpot game when the acquired jackpot random number matches any of these four winning values ​​while the game is being controlled in the low probability state (in this embodiment, this corresponds to the "normal game state" and the "time-saving game state"). In addition, fourteen winning values ​​for the high probability state (in this embodiment, this corresponds to the "probability variation game state") are stored in the main ROM 82, and the main CPU 81 determines to execute a jackpot game when the acquired jackpot random number matches any of these fourteen winning values ​​while the game is being controlled in the high probability state.

[0102] In this embodiment, the jackpot random number can take on 840 values ​​from "0" to "839" in both the low probability state and the high probability state (see Figure 6(A)). Therefore, the jackpot probability in the low probability state is 1 / 210 (=4 / 840), and the jackpot probability in the high probability state is 1 / 60 (=14 / 840).

[0103] <Processing based on random numbers for the patterns> When the main CPU 81 determines that it is time to execute a jackpot game, it determines the type of jackpot based on which of the random numbers pre-set for each type of jackpot matches the random number of symbols obtained along with the jackpot random number used in the determination. In other words, it selects the first special symbol (or second special symbol) to be stopped and displayed on the first special symbol display 41 (or second special symbol display 42) as the jackpot symbol.

[0104] (Types of jackpots related to the determination of the first special symbol) As illustrated in Figure 6(B), in this embodiment, there are two types of jackpots that can be won when a game ball enters the first starting opening 21 during normal gameplay: "3R probability variation A" and "3R normal".

[0105] Here, "3R probability variation A" (see Figure 6(B)) is a jackpot in which, in response to the jackpot symbol X1 stopping and being displayed on the first special symbol display 41, a jackpot game is executed consisting of a total of three long-opening round games, including one long-opening round game (the first round game) in which the second large prize slot 28 is opened for a long time, and two long-opening round games (the second and third round games) in which the first large prize slot 26 is opened for a long time.

[0106] If the "3R probability variation A" is won, both the second large prize slot 28 and the V prize slot 287 will be opened wide during the first round of gameplay. As a result, the player can pass the game ball through the V prize slot 287 simply by shooting to the right, and if even one game ball is detected by the V prize slot sensor 283 during the first round of gameplay, the game will be controlled in "probability variation gameplay state" after the jackpot game ends.

[0107] In this embodiment, after the end of a jackpot game related to "3R probability variation A," the number of times the second special symbol judgment (or first special symbol judgment) and the variation display of the second special symbol (or first special symbol) are performed in the "probability variation game state" (the number of STs in Figure 6(B)) is set to 100. If a jackpot is not determined along the way, the probability variation game state continues until 100 special symbol judgments have been performed. If all 100 of these special symbol judgments are misses, then 100 time-saving game rounds are granted. Here, "time-saving game rounds" refers to a game that includes the second special symbol judgment (or first special symbol judgment) performed in the "time-saving game state" and the variation display of the second special symbol (or first special symbol) performed according to that special symbol judgment.

[0108] On the other hand, "3R Normal" (see Figure 6(B)) is a jackpot that, in response to the jackpot symbol X2 stopping and being displayed on the first special symbol display 41, is executed in a total of three rounds of jackpot games: one short-opening round game (the first round game) in which the second large prize slot 28 is briefly opened, and two long-opening round games (the second and third rounds) in which the first large prize slot 26 is opened for a longer period. When "3R Normal" is won, in the first round of jackpot games, no game balls are paid out because the game balls do not basically enter the second large prize slot 28. For this reason, when "3R Normal" is won, the number of long-opening round games executed during the jackpot game is two, so "3R Normal" can be said to be a jackpot of effectively two rounds.

[0109] If the "3R Normal" is won, a short-opening round game is executed as the first round game, in which the second large prize slot 28 is briefly opened. For this reason, no game balls enter the V-slot during the jackpot game related to "3R Normal", and after the jackpot game related to "3R Normal" ends, the game is controlled in a "time-saving game state". In the game machine 1 of this embodiment, the number of time-saving rounds for "3R Normal" is set to 100, and when a jackpot game is executed in response to the jackpot symbol X2 (which indicates that "3R Normal" has been won) being stopped and displayed on the first special symbol display 41, if a jackpot is not determined along the way, the game is controlled in a time-saving game state until 100 second special symbol judgments (or first special symbol judgments) are performed after the jackpot game ends.

[0110] Thus, "3R probability variation A" is a jackpot in which the number of ST rounds is "100" and the number of time-saving rounds (which are the number of time-saving game rounds) is "100", while "3R normal" is a jackpot in which the number of ST rounds is "0" and the number of time-saving rounds is "100" (see Figure 6(B)).

[0111] By the way, even though the right to control the game in "probability variation game state" after the jackpot game ends is acquired by winning "3R probability variation A", it is conceivable that a situation may occur where, for example, a ball jam in the game area 3 causes the game ball not to be detected by the V-entry port sensor 283 during the first round of the game. For this reason, in the game machine 1 of this embodiment, even if such a situation occurs, in order to allow the player to easily aim for a jackpot after the jackpot game ends, if the game ball does not enter the V-entry port during the first round of the game related to "3R probability variation A", 100 rounds of time-saving gameplay are granted after the jackpot game ends. In other words, the same game control as after the jackpot game related to "3R normal" is performed.

[0112] In this embodiment, when the result of the first special symbol judgment during normal gameplay is a jackpot, random values ​​for determining the type of jackpot are stored in the main ROM 82. Specifically, as illustrated in Figure 6(B), 50 random values ​​are stored for "3R probability variation A" and 50 random values ​​are stored for "3R normal".

[0113] In this embodiment, the range of possible symbols for the random number is set to 100, from "0" to "99". When a jackpot is determined based on the jackpot random number obtained in response to a game ball entering the first start opening 21, "3R probability variation A" is selected as the type of jackpot related to the first special symbol determination at a rate of 50% (=50 / 100×100), and "3R normal" is selected at a rate of 50% (=50 / 100×100) (see Figure 6(B)).

[0114] Therefore, when the result of the first special symbol judgment is a jackpot, the probability that the jackpot symbol X1 indicating "3R probability variation A" will stop and be displayed on the first special symbol display 41, and the probability that the jackpot symbol X2 indicating "3R normal" will stop and be displayed on the first special symbol display 41 are both 50%.

[0115] Thus, if the result of the first special symbol judgment during normal gameplay is either "3R probability change A" or "3R normal", in either case the game enters a high base state after the jackpot game ends, so the player will play by shooting to the right, aiming for gate 25 and the second start opening 22.

[0116] (Types of jackpots related to the second special symbol determination) As illustrated in Figure 6(C), there are four types of jackpots available for the second special symbol determination, which is performed when a game ball enters the second starting opening 22: "10R probability variation A", "10R probability variation B", "3R probability variation B", and "3R probability variation C".

[0117] Here, "10R probability variation A" (see Figure 6(C)) is a jackpot in which, in response to the jackpot symbol Y1 being displayed on the second special symbol display 42, a jackpot game is executed consisting of a total of 10 long-opening round games, including one long-opening round game (the first round game) in which the second large prize slot 28 (and the V prize slot 287) are opened for a long time, and nine long-opening round games (the second to tenth round games) in which the first large prize slot 26 is opened for a long time.

[0118] "10R Probability Change B" (see Figure 6(C)) is a jackpot in which, in response to the jackpot symbol Y2 being displayed on the second special symbol display 42, a jackpot game is executed consisting of a total of 10 long-opening round games, including one long-opening round game (the first round game) in which the second large prize slot 28 (and the V prize slot 287) are opened for a long time, and nine long-opening round games (the second to tenth round games) in which the first large prize slot 26 is opened for a long time, similar to when "10R Probability Change A" is won.

[0119] On the other hand, if you win "3R probability variation B", the jackpot symbol Y3 will stop and be displayed on the second special symbol display 42, and if you win "3R probability variation C", the jackpot symbol Y4 will stop and be displayed on the second special symbol display 42 (see Figure 6(C)). If you win "3R probability variation B" or "3R probability variation C", a total of three long-open round games will be executed, including one long-open round game (the first round game) in which the second large prize slot 28 (and V prize slot 287) are opened for a long time, and two long-open round games (the second and third round games) in which the first large prize slot 26 is opened for a long time, similar to when you win "3R probability variation A" (see Figure 6(B)).

[0120] Thus, in the case of winning "10R probability variation A", "10R probability variation B", "3R probability variation B", and "3R probability variation C", both the second large prize slot 28 and the V prize slot 287 are opened wide during the first round of gameplay. Therefore, as long as the player is shooting to the right during the first round of gameplay related to these big wins, they can easily acquire the right to play in "probability variation game state" after the end of the big win game.

[0121] Furthermore, for these four types of jackpots related to the second special symbol judgment, the ST count and time reduction count are set as follows: For "10R probability change A" and "3R probability change B," both the ST count and time reduction count are set to "100," while for "10R probability change B" and "3R probability change C," the ST count is set to "100" and the time reduction count is set to "0." Therefore, if you win "10R probability change B" or "3R probability change C," and all 100 special symbol judgments after the jackpot game ends are misses, the game state will return to "normal game state." On the other hand, if you win "10R probability change A" or "3R probability change B," and all 100 special symbol judgments after the jackpot game ends are misses, the game state will transition from "probability change game state" to "time reduction game state."

[0122] Therefore, in a high-base state, the probability of a player hitting the jackpot is higher when winning "10R probability variation A" or "3R probability variation B" than when winning "10R probability variation B" or "3R probability variation C".

[0123] In this embodiment, when the result of the second special symbol judgment is a jackpot, random values ​​for determining the type of jackpot are stored in the main ROM 82. Specifically, as illustrated in Figure 6(C), 30 random values ​​are stored for "10 probability variation A", 45 random values ​​are stored for "10 probability variation B", 10 random values ​​are stored for "3 probability variation B", and 15 random values ​​are stored for "3 probability variation C".

[0124] In this embodiment, as described above, the range of possible symbols for the random number is set to 100 numbers from "0" to "99". When a jackpot is determined based on the jackpot random number obtained in response to a game ball entering the second starting opening 21, the types of jackpots related to the second special symbol determination are as follows: "10R probability variation A" is selected at a rate of 30% (=30 / 100×100), "10R probability variation B" is selected at a rate of 45% (=45 / 100×100), "3R probability variation B" is selected at a rate of 10% (=10 / 100×100), and "3R probability variation C" is selected at a rate of 15% (=15 / 100×100) (see Figure 6(C)).

[0125] Therefore, when the result of the second special symbol judgment is a jackpot, the probability that the jackpot symbol Y1 indicating "10R probability variation A" will stop and be displayed on the second special symbol display 42 is 30%, the probability that the jackpot symbol Y2 indicating "10R probability variation B" will stop and be displayed on the second special symbol display 42 is 45%, the probability that the jackpot symbol Y3 indicating "3R probability variation B" will stop and be displayed on the second special symbol display 42 is 10%, and the probability that the jackpot symbol Y4 indicating "3R probability variation C" will stop and be displayed on the second special symbol display 42 is 15%.

[0126] <Processing based on reach random numbers> If the main CPU 81 determines that it will not perform a jackpot game, it decides whether to perform a reach animation or a no-reach animation based on whether the reach animation obtained along with the jackpot random number used in that determination matches the random number corresponding to a reach animation or the random number corresponding to a no-reach animation.

[0127] Although not shown in the diagram, in this embodiment, the main ROM 82 stores 10 random values ​​for reach-inducing animations, and the main CPU 81 decides to perform a reach-inducing animation if the acquired reach-inducing random number matches any of these 10 random values. In addition, 90 random values ​​are stored for non-reach-inducing animations, and the main CPU 81 decides to perform a non-reach-inducing animation if the acquired reach-inducing random number matches any of these 90 random values. In this embodiment, the range of possible reach-inducing random numbers is set to "0" to "99", and when it is determined that a jackpot game will not be executed, the probability of a reach-inducing animation being performed is 10% (=10 / 100×100), and the probability of a reach-inducing animation not being performed (the probability of a non-reach-inducing animation being performed) is 90% (=90 / 100×100).

[0128] If the main CPU 81 decides to perform a reach-in-the-win animation, it selects a variation pattern for the special symbols that will be selected by the sub-control board 90 as the variation pattern for the animation symbols that will be involved in the reach-in-the-win animation. Conversely, if the main CPU 81 decides to perform a non-reach-in-the-win animation, it selects a variation pattern for the special symbols that will be selected by the sub-control board 90 as the variation pattern for the animation symbols that will not be involved in the reach-in-the-win animation.

[0129] [Regarding the flow of the game] Next, the flow of the game will be explained with reference to Figure 7. Here, Figure 7 is an explanatory diagram for explaining the flow of the game in the game machine 1. Due to the configuration of the game board 2, game balls launched into the left game area 3L can enter the first starting opening 21, while game balls launched into the right game area 3R cannot enter the first starting opening 21. Also, in the normal game state, the second starting opening 22 is unlikely to open, and even if it does open, the opening time of the second starting opening 22 is extremely short, making it very unlikely that a game ball will enter the second starting opening 22. For this reason, there is no advantage for the player to shoot to the right in the normal game state. As is clear from these points, the normal game state is a left-side advantageous state where it is easier to hit a jackpot (special symbol judgment is more likely to be performed) by launching the game ball into the left game area 3L than by launching it into the right game area 3R. For this reason, the player shoots to the left in the normal game state.

[0130] When a game ball shot to the left enters the first starting opening 21 during normal gameplay, the first special symbol judgment is performed. The first special symbol is then displayed on the first special symbol display 41, and after the first special symbol is displayed in a variable manner, the first special symbol indicating the result of the first special symbol judgment is displayed in a stopped position. If the result of the first special symbol judgment is "miss," the miss symbol is displayed as the first special symbol. On the other hand, if the result of the first special symbol judgment is "jackpot," one of the jackpot symbols X1 to X2 (see Figure 6(B)) is displayed as the jackpot symbol, and the jackpot game corresponding to the displayed jackpot symbol is executed. These jackpot games are as described above based on Figure 6(B).

[0131] When the result of the first special symbol judgment in normal gameplay is "jackpot", there are two possibilities: when the jackpot symbol that indicates a probability variation jackpot (jackpot symbol X1: see Figure 6(B)) stops and is displayed (see Figure 7(A)); and when the jackpot symbol that indicates a normal jackpot (jackpot symbol X2: see Figure 6(B)) stops and is displayed (see Figure 7(D)).

[0132] If the jackpot symbol X1, which signals a probability-increasing jackpot, is displayed at this point, the jackpot game described above will be executed based on Figure 6(B). If this jackpot game is executed, and the game ball enters the V-entry point during the long-open round game (during the first round of the game) in which the second large entry point 28 and the V-entry point 287 are kept open for an extended period, the game will be controlled in a probability-increasing game state after the jackpot game ends (see Figure 7(B)). As described above, this probability-increasing game state will continue until 100 special symbol judgments (and special symbol variation displays) are performed, unless a jackpot is determined along the way. On the other hand, even if a jackpot game including the above-mentioned long-open round game is played, if the game ball does not enter the V-zone due to, for example, a ball jam in game area 3, the game is controlled in a time-saving game state after the jackpot game ends, which may continue until the second special symbol judgment (or first special symbol judgment) is performed 100 times (see Figure 7(C)).

[0133] In the probability variation game state, the probability of winning the normal symbol judgment, which is performed on the condition that the game ball passes through gate 25, is set to a relatively high probability (11 / 11 in this embodiment), and the opening time of the second start opening 22 when the normal symbol judgment is won is set to a relatively long time (1.5 seconds x 3 times in this embodiment). For this reason, the probability variation game state is a right-side advantageous state in which it is easier to hit a jackpot (special symbol judgment is more likely to be performed) by shooting the game ball into the right game area 3R than by shooting it into the left game area 3L. For this reason, when the game is controlled in the probability variation game state, the player shoots to the right. This is also true when the game is controlled in the time-saving game state, which is a high base state similar to the probability variation game state.

[0134] When a game ball shot to the right enters the second start port 22 while the game is controlled in a probability variation state, a second special symbol judgment is performed, and the second special symbol is displayed in the second special symbol display 42, and then the second special symbol indicating the result of the second special symbol judgment is displayed. If the result of the second special symbol judgment is "miss", the miss symbol is displayed as the second special symbol. On the other hand, if the result of the second special symbol judgment is "jackpot", one of the jackpot symbols Y1 to Y4 (see Figure 6(C)) is displayed as the jackpot symbol for a probability variation jackpot (see Figure 7(F)), and the jackpot game corresponding to the displayed jackpot symbol is executed. Here, if a game ball enters the V-zone during a jackpot game, the game will be controlled again in a probability variation state after the jackpot game ends (see Figure 7(B)). If a game ball does not enter the V-zone during a jackpot game, the game will be controlled in a time-saving state after the jackpot game ends (see Figure 7(C)).

[0135] Furthermore, when the game is controlled in the time-saving game state and a game ball shot to the right enters the second start opening 22, a second special symbol judgment is performed, and the second special symbol is displayed in the second special symbol display 42, and then the second special symbol indicating the result of the second special symbol judgment is displayed in a stopped position. If the result of the second special symbol judgment is "miss", the miss symbol is displayed as the second special symbol. On the other hand, if the result of the second special symbol judgment is "jackpot", one of the jackpot symbols Y1 to Y4 (see Figure 6(C)) is displayed as the jackpot symbol for a probability-changing jackpot (see Figure 7(I)), and the jackpot game corresponding to the displayed jackpot symbol is executed. Here, if a game ball enters the V-zone during a jackpot game, the game is controlled in a probability variation state after the jackpot game ends (see Figure 7(J)). If a game ball does not enter the V-zone during a jackpot game, the game is controlled again in a time-saving state after the jackpot game ends (see Figure 7(K)).

[0136] Furthermore, if no jackpot is determined during the time-saving game state, which continues until 100 special symbol judgments (and special symbol variation displays) have been made, the game state will be returned from the time-saving game state to the normal game state (see Figure 7(L)).

[0137] Furthermore, as described above based on Figure 6(C), the jackpots related to the second special symbol judgment include "10R probability change A" and "3R probability change B," which grant 100 rounds of probability change games followed by 100 rounds of time-saving games, and "10R probability change B" and "3R probability change C," which do not grant time-saving games after 100 rounds of probability change games. Therefore, if the game transitions to a probability change game state upon the end of a jackpot game related to "10R probability change A" or "3R probability change B," and no jackpot is determined until 100 rounds of special symbol judgment (and display of special symbol fluctuations) have been performed, the game will transition to a time-saving game state that continues until 100 rounds of time-saving games have been performed (see Figure 7(H)). On the other hand, if the game transitions to a probability variation game state upon the end of a jackpot game related to "10R probability variation B" or "3R probability variation C," and no jackpot is determined even once until 100 special symbol judgments (and special symbol variation displays) have been performed, the game state will return from the probability variation game state to the normal game state (see Figure 7(G)).

[0138] [About the variable animations] In the gaming machine 1 of this embodiment, various effects are performed on the display screen 70 as the first special symbol (or second special symbol) is displayed in a variable state and then stopped. Here, we will explain the variable effect performed on the display screen 70 in conjunction with the variable display of the first special symbol.

[0139] In the game machine 1, when a game ball enters the first start opening 21 and the first special symbol judgment is performed, the first special symbol is displayed in a variable manner on the first special symbol display 41, and then the first special symbol indicating the judgment result of the first special symbol judgment is displayed in a stopped manner. The display screen 70 is provided with a performance symbol display area 73 (see Figure 2) where performance symbols that notify the judgment result of the first special symbol judgment (or second special symbol judgment) are displayed, and on the display screen 70, a variable performance is performed, including the variable display of performance symbols, in conjunction with the variable display of the first special symbol (see Figure 2). Then, when the first special symbol is displayed in a variable manner for a variable time corresponding to the variable pattern selected when the first special symbol judgment was performed, the first special symbol is displayed in a stopped manner, and the performance symbols indicating the judgment result of the first special symbol judgment are displayed in a stopped manner.

[0140] During the display of these changing symbols, a so-called "reach" effect may occur. Specifically, in the display area 73 of the display screen 70, for example, a portion of the symbol rows of the symbols, in which the numbers 1 to 9 are written vertically in a continuous sequence from bottom to top, are displayed horizontally in three columns. When the changing display of the first special symbol begins, these symbol rows are displayed in a scrolling manner from top to bottom. In contrast, when a reach effect occurs, before all the symbols are displayed to stop, for example, the symbols in the left column (left symbols) and the symbols in the right column (right symbols) are pseudo-stopped sequentially or simultaneously, without stopping completely. Figure 2 illustrates a state in which three symbols are pseudo-stopped as the left symbols, and three symbols are pseudo-stopped as the right symbols, while the middle column of symbols continues to scroll. In addition, a pseudo-stop is a type of animation where the symbols are swayed in place without moving them much. In the following explanation, the term "pseudo-stop" may be used to distinguish it from a true stop (sometimes simply called a "stop display"), which completely freezes the symbols.

[0141] When the same special effect symbols appear to stop on the active payline as the left and right symbols, a reach is established, and a reach animation is performed that makes the player expect three identical special effect symbols to line up. In this reach animation, with the reach symbols (left and right symbols) appearing to stop, the special effect symbols (middle symbols) that make up the middle row of symbols are scrolled slowly so that the player can identify them, and finally, the win or loss is announced by stopping a middle symbol that is the same as the reach symbols, or a middle symbol that is different from the reach symbols, on the active payline.

[0142] While a detailed explanation will be omitted, these reach-out sequences utilize other display objects such as characters and items in addition to the symbols used in the sequence. Furthermore, in the following explanation, the sequences that occur before a reach is achieved in a spinning sequence where a reach-out sequence is performed may be referred to as "pre-reach sequences."

[0143] The types of reach animations will be explained in detail later, but if the result of the first special symbol judgment is "miss," three animation symbols indicating a reach miss (for example, "323") will pseudo-stop to notify the player of the miss, and these three animation symbols will then actually stop as the miss symbol is displayed as the first special symbol. On the other hand, if no reach animation is performed, three animation symbols indicating a scattered combination (for example, "629") will pseudo-stop to notify the player of the miss, and these three animation symbols will then actually stop as the miss symbol is displayed as the first special symbol. In this way, if it is determined that a jackpot game will not be played, a miss notification animation is performed in which three animation symbols indicating a reach miss or scattered combination will pseudo-stop before actually stopping to notify the player of the miss (that a jackpot game will not be played).

[0144] If this losing notification animation is executed, the jackpot game will not be played. If the right to determine the first special symbol is reserved, the first special symbol and the animation symbols will be displayed for a predetermined confirmation time (for example, 0.5 seconds) before the reserved determination of the first special symbol is performed, and the display of the first special symbol corresponding to this determination will begin.

[0145] On the other hand, if the result of the first special symbol judgment is "jackpot," a reach animation is usually performed while the first special symbol is being displayed, and three special symbols showing matching numbers (for example, "333") are pseudo-stopped to announce the jackpot. Then, as the jackpot symbol is displayed as the first special symbol, these three special symbols actually stop. In this way, if it is determined that a jackpot game will be played, a win notification animation is performed in which the three special symbols are pseudo-stopped in a manner indicating a jackpot, and then actually stopped to announce the jackpot (that a jackpot game will be played). When this win notification animation is performed, the jackpot game is played.

[0146] [Screen configuration of display screen 70] Figure 2 illustrates the screen configuration of the display screen 70 in normal gameplay. When the game is controlled in normal gameplay, a hold icon display area 71, the icon display area 72, and the performance symbol display area 73 are formed on the display screen 70, as illustrated in Figure 2. The performance symbol display area 73 is a display area in which the left symbol constituting the left column of symbols, the middle symbol constituting the middle column of symbols, and the right symbol constituting the right column of symbols are displayed, as described above.

[0147] <Hold icon display area 71> The hold icon display area 71 is a display area where a hold icon is displayed to indicate that the first special symbol judgment is pending. In the gaming machine 1, if a game ball enters the first start port 21 in a situation where the special symbol judgment and the special symbol fluctuation display cannot be started immediately, such as when the special symbol fluctuation display is in progress or during a jackpot game, the right to judge the first special symbol is pending up to a predetermined number (four in this embodiment).

[0148] Thus, when the right to determine the first special symbol is reserved, the number of reserved icons in the reserved icon display area 71 is the same as the number of reserved first special symbol determinations indicated by the first special symbol reserved indicator 44. Figure 2 shows an example where two reserved icons are displayed in the reserved icon display area 71 to indicate that the number of reserved first special symbol determinations is "2".

[0149] Furthermore, if a reserve icon is displayed in the reserve icon display area 71 while a highly reliable reach animation, such as the SPSP reach described later, is being performed, it not only limits the display area used for the reach animation, but the display of the reserve icon may also reduce the excitement of the reach animation. For this reason, in the gaming machine 1 of this embodiment, the display objects (in this embodiment, the base of the reserve icon) and the reserve icon that make up the reserve icon display area 71 are displayed during normal reaches and SP reaches, while as the reach animation progresses from a normal reach or SP reach to an SPSP reach, the display objects and the reserve icon that make up the reserve icon display area 71 are removed from the display screen 70, and after the SPSP reach ends, the display objects and the reserve icon that make up the reserve icon display area 71 are displayed again.

[0150] Furthermore, when the game is controlled in the normal game state, the game ball will not enter the second start port 22 in principle. For this reason, in the normal game state, the right to judge the second special symbol is not reserved in principle, and the reserved icon related to the judgment of the second special symbol is not displayed on the display screen 70, nor is a display area for displaying this reserved icon formed.

[0151] <Icon display area 72> The icon display area 72 is a display area that displays the icon as a variation suggestion image that indicates that the first special symbol is being displayed in a variation state. The icon is displayed in the icon display area 72 when the variation state of the first special symbol begins, and is removed from the icon display area 72 when, for example, the first special symbol is displayed in a stopped state. However, the timing of the removal of the icon is not limited to this, and the icon may be removed while the variation state of the first special symbol is being displayed, for example, when the SPSP reach develops or in the middle of the SPSP reach, as described later.

[0152] Incidentally, if a game ball enters the first start opening 21 while the special symbol variation display is not being performed and the right to determine the special symbol is not reserved, the icon will be displayed in the icon display area 72 as the variation display of the first special symbol begins. On the other hand, if a reserved icon is displayed in the reserved icon display area 71, and the variation display of the symbol corresponding to the icon displayed in the icon display area 72 ends, the first special symbol determination corresponding to the earliest reserved icon displayed in the reserved icon display area 71 (the reserved icon displayed in the position closest to the icon display area 72) will be performed. Then, as the variation display of the first special symbol begins in response to the execution of this first special symbol determination, the earliest reserved icon will shift from the reserved icon display area 71 to the icon display area 72 and be displayed as the new icon. In this way, the reserved icon that has shifted to the icon display area 72 (in this case, the icon) will be displayed larger than when it was displayed in the reserved icon display area 71 (see Figure 2). Therefore, it is possible to make the player pay more attention to the icon displayed in the icon display area 72 than to the hold icon displayed in the hold icon display area 71.

[0153] Furthermore, if a different hold icon from the first hold icon mentioned above is displayed in the hold icon display area 71, as the first hold icon shifts to the icon display area 72, the other hold icons in the hold icon display area 71 will shift toward the icon display area 72. As is clear from the above explanation, in the gaming machine 1, the icon corresponding to the hold icon that was displayed in the hold icon display area 71 may be displayed in the icon display area 72. Therefore, in the following explanation, when there is no distinction between the hold icon and the icon in question, they may be collectively referred to simply as "icons."

[0154] (Regarding the icon change animation) By the way, the hold icon is usually displayed as a white hold icon (the default hold icon). However, when a hold icon is displayed in the hold icon display area 71, an icon change animation may occur in which the color of the hold icon changes. When this icon change animation occurs, the white hold icon changes to a hold icon of a color that suggests the probability of a big win, such as blue, green, or red. The colors that suggest the probability of a big win, as exemplified here, are listed in order from the lowest probability of a big win to the highest probability of a big win. Red is more likely to be selected when the result of the first special symbol judgment corresponding to that red hold icon is a "big win," or when it is a "miss" but the special symbol's variation time is set to a relatively long time. Green is more likely to be selected when it is a "big win," or when it is a "miss" but the special symbol's variation time is set to a medium time. Blue is more likely to be selected when it is a "miss," or when it is a "miss" and the special symbol's variation time is set to a relatively short time. In this embodiment, the probability of hitting the jackpot is set to approximately 1% for white hold icons, approximately 3% for blue hold icons, approximately 15% for green hold icons, and approximately 45% for red hold icons.

[0155] In this explanation, we have described an example where an icon change effect occurs in which the display color of a hold icon changes only once when it is displayed in the hold icon display area 71. However, in the gaming machine 1 of this embodiment, other icon change effects may also occur. That is, for example, when a white hold icon is displayed in the hold icon display area 71, it may change to a blue hold icon, and then to a green hold icon, so an icon change effect may occur in which the display color of a single hold icon changes multiple times. In addition, when a white hold icon that has shifted from the hold icon display area 71 to the icon display area 72 is displayed as that icon, an icon change effect may occur in which its display color changes.

[0156] In addition, there are cases where the display color of the icon changes in both the hold icon display area 71 and the icon display area 72, such as when the display color of the hold icon displayed in the hold icon display area 71 changes, and then the display color of that hold icon changes when it shifts to the icon display area 72 and is displayed as that icon. There are also cases where the hold icon is displayed in a color other than white from the beginning (for example, blue), or where the display color of a hold icon whose initial color is other than white is changed.

[0157] As described above, the gaming machine 1 of this embodiment displays reserved information on the display screen 70 indicating that the right to determine a special symbol is reserved, and the display manner of the reserved information can be changed. In the following description, reserved icons that are displayed in a color other than white, or such icons, may be referred to as "special icons" to distinguish them from normal reserved icons that are displayed in white, or such icons.

[0158] [Variations on display control of pending information] The display control of the pending information is not limited to the example given in this embodiment, but may also be as follows. That is, in this embodiment, for the sake of explanation, the display colors of the icons (pending icon and the icon in question) are described as being four colors: white, blue, green, and red. However, in other embodiments, other colors may be available, such as gold, which suggests an even higher probability of a jackpot than red, or rainbow colors, which are selected only when a "jackpot" is achieved.

[0159] Furthermore, in this embodiment, the example described is an icon change effect that changes the display color of an icon (such as a hold icon or the icon itself). However, the icon change effect is not limited to the effect exemplified in this embodiment, as long as it changes the display manner of the icon. It may also be an icon change effect that changes the shape or size of the icon, or an icon change effect that changes the display color in addition to the shape or size of the icon, etc.

[0160] Furthermore, in this embodiment, we will describe a case in which, in addition to an icon change animation targeting the hold icon displayed in the hold icon display area 71, an icon change animation targeting the same icon displayed in the icon display area 72 can be performed. However, in other embodiments, a configuration may be adopted in which only the former icon change animation can be performed without providing the icon display area 72 (without displaying the icon).

[0161] Furthermore, in this embodiment, a case is described as one in which a hold icon as hold information is displayed on the display screen 70 and the display color of the hold icon is changed. In contrast, in other embodiments, for example, four color LEDs whose emission color can be changed may be provided, and the same number of LEDs as the number of holds in the first special symbol judgment may be lit, and the display manner of the hold information may be changed by changing the emission color of any of the LEDs.

[0162] [Regarding pre-determination processing] In the gaming machine 1 of this embodiment, if the right to perform a first special symbol determination (or second special symbol determination) is reserved, a pre-determination process may be performed to determine whether or not to perform a jackpot game before the first special symbol determination (or second special symbol determination) is executed for that right. For example, if a game ball enters the first start port 21 while the first special symbol is being displayed in a normal game state, the main CPU 81 acquires information such as a jackpot random number in response to the game ball entering the first start port 21, and based on the acquired jackpot random number, performs a similar jackpot determination process prior to the jackpot determination process in the first special symbol determination performed at the start of the first special symbol display (see step S308 in Figure 30), and determines in advance whether or not it will be determined to be a "jackpot" when the first special symbol determination is executed. Furthermore, based on the random variation pattern numbers obtained along with the jackpot random number, the same process as the variation pattern selection process in step S309 of Figure 30 is performed to determine in advance which variation pattern will be selected when the first special symbol determination is executed.

[0163] Thus, when the main CPU 81 performs a pre-determination process in response to the right to determine the first special symbol being reserved, it sends a reserved command to the sub-control board 90 that includes pre-determination information indicating the result of that pre-determination. In response, the sub-CPU 91, based on the pre-determination information included in the reserved command, executes a pre-read animation that makes the player expect a win notification animation to be performed as a result of the display of the first special symbol variation that occurs in response to the reserved determination of the first special symbol being executed.

[0164] One example of this predictive effect is the icon change effect described above. When the sub-CPU 91 receives a hold command containing pre-determination information from the main control board 80, it decides whether or not to execute the icon change effect based on that pre-determination information. If it decides to execute the icon change effect, it decides what kind of change pattern to use to change the display manner (such as the color of the icon) of the icon (hold icon or the icon in question), and then causes the image and sound control board 100 to execute the icon change effect based on that decision.

[0165] In addition to the icon change effect, the gaming machine 1 of this embodiment can also perform various pre-announcement effects such as the weak chance symbol effect (see Figure 8(C)), the first symbol attention effect (see Figure 8(D)), the strong chance symbol effect (see Figure 8(E)), the second symbol attention effect (see Figure 8(F)), and the pre-fluctuation effect (see Figure 22(B)). These pre-announcement effects will be described in detail later.

[0166] [The main sequence of events during normal gameplay] Next, with reference to Figure 8, the flow of major effects in normal gameplay will be explained. Here, Figure 8 is an explanatory diagram illustrating the flow of major effects in normal gameplay. In Figure 8, "pre-read target variation" refers to the variation display of the first special symbol (and effect symbols) that occurs in response to the execution of the first special symbol determination that is the target of the pre-determination process, and "pre-target variation" refers to the variation display of the first special symbol (and effect symbols) that occurs before the pre-read target variation.

[0167] (Changes before the target) First, as a "pre-target variation," the variation display of the first special symbol and the performance symbols begins (see Figure 8(A)). Specifically, as the variation display of the first special symbol begins, the display screen 70 starts scrolling display of the three symbol rows in the performance symbol display area 73 (see Figure 2). Here, if the result of the first special symbol judgment performed by the main CPU 81 at the start of the pre-target variation is "miss," and a variation pattern in which a "no-reach performance" is performed is selected as the variation pattern for the first special symbol, then at least three performance symbols whose left and right symbols are different from each other (for example, the three performance symbols "436") may be pseudo-stopped and displayed at the end of the variation display of the first special symbol, and as the losing symbol is stopped and displayed as the first special symbol, a no-reach miss notification performance may be executed in which the above three performance symbols are stopped as they are (see Figure 8(B)).

[0168] The sub-CPU 91 uses the symbol changes that occur without a reach animation as "pre-target changes" to execute various pre-announcement animations. In the example shown in Figure 8, the sub-CPU 91 executes a weak chance symbol animation (see Figure 8(C)) and a first animation symbol attention animation (see Figure 8(D)) in the "pre-target changes" based on the pre-determination result related to the "pre-announcement target changes".

[0169] (Weak chance event) The weak chance symbol effect (see Figure 8(C)) is an effect in which, during the display of the first special symbol's variation related to the pre-reach variation in which no reach effect is performed, three effect symbols representing a weak chance symbol, including two first effect symbols, are displayed as pseudo-stops. In this embodiment, the first effect symbols are even-numbered symbols, and examples of weak chance symbols include "221", "443", and "889", which are composed of two even-numbered symbols and one odd-numbered symbol. Figure 12(C) illustrates the weak chance symbol effect displaying the "443" weak chance symbol, which is composed of two 4 symbols and one 3 symbol. Note that the combination of three effect symbols representing a weak chance symbol is merely an example, and in other embodiments, a different configuration may be adopted, for example, by displaying three even-numbered symbols as a weak chance symbol.

[0170] (First stage design highlight) The first symbol attention effect (an example of "other attention effects": see Figure 8(D)) is an effect that draws attention to the first symbol (in this embodiment, even-numbered symbols) when a reach effect is not being performed. Figure 12(D) illustrates how the left 4 and middle 4 symbols displayed in the weak chance effect of Figure 12(C) are enlarged, and how blue rain falls from rain clouds onto the left 4 and middle 4 symbols, increasing the attention given to these two 4 symbols. When this first symbol attention effect is performed, a sound effect for the first symbol attention effect is output from speaker 38. In this way, the first symbol attention effect in this embodiment displays an effect showing blue rain falling onto the left 4 and middle 4 symbols, which can guide the player's gaze to the left 4 and middle 4 symbols and effectively increase the attention given to the left 4 and middle 4 symbols.

[0171] In this embodiment, the explanation is given using the example of a case where there are two first-effect symbols that draw the player's attention. However, the number of first-effect symbols that draw the player's attention is not limited to two; it may be one or three. Also, the first-effect symbols are not limited to even-numbered symbols; they may be odd-numbered symbols. Furthermore, in this embodiment, the explanation is given using the example of a case where the weak chance symbol effect and the first-effect symbol attention effect are performed in sequence. However, these effects may be performed simultaneously. Also, a different configuration may be adopted, such as performing the first-effect symbol attention effect when the weak chance symbol effect is not being performed (for example, when the first-effect symbols are displayed in a pre-read target variation without a reach occurring).

[0172] On the other hand, the sub-CPU 91 may execute a strong chance symbol effect (see Figure 8(E)) and a second effect symbol attention effect (see Figure 8(F)) during the "pre-target variation" based on the prior judgment result related to the "pre-target variation".

[0173] (Strong chance event) The strong chance symbol effect (see Figure 8(E)) is an effect in which, during the display of the first special symbol's variation related to the pre-reach variation where no reach effect is performed, three effect symbols representing a strong chance symbol, including two second effect symbols, are displayed as pseudo-stops. In this embodiment, the second effect symbols are odd-numbered symbols, and examples of strong chance symbols include "334", "556", and "776", which consist of two odd-numbered symbols and one even-numbered symbol. Figure 12(G) illustrates the strong chance symbol effect displaying the "776" strong chance symbol, which consists of two 7 symbols and one 6 symbol. Note that the combination of three effect symbols representing a strong chance symbol is merely an example, and in other embodiments, a different configuration may be adopted, for example, by displaying three odd-numbered symbols as a weak chance symbol.

[0174] (Second stage design highlight) The second symbol attention effect (an example of "other attention effects": see Figure 8(F)) is an effect that draws attention to the second symbol (in this embodiment, odd-numbered symbols) when a reach effect is not being performed. Figure 12(H) illustrates how the left 7 and middle 7 symbols displayed in the strong chance effect of Figure 12(G) are enlarged, and how red lightning strikes the left 7 and middle 7 symbols, increasing the attention given to these two 7 symbols. When this second symbol attention effect is performed, a sound effect for the second symbol attention effect is output from speaker 38. In this way, the second symbol attention effect in this embodiment displays an effect showing red lightning striking the left 7 and middle 7 symbols, thereby guiding the player's gaze to the left 7 and middle 7 symbols and effectively increasing the attention given to them.

[0175] Comparing the image used in the first and second symbol-focused animations, the first animation (see Figure 12(D)) uses an image representing rain clouds and blue rain, while the second animation (see Figure 12(H)) uses an image representing red lightning. Thus, the second animation uses an image with a more conspicuous color than the first animation, and when comparing these two animations, the second animation is more effective at drawing attention to the left and middle symbols than the first animation.

[0176] In this embodiment, the explanation is given using the example of a case where there are two second-effect symbols to draw the player's attention. However, the number of second-effect symbols to draw attention is not limited to two; it may be one or three. Also, the second-effect symbols are not limited to odd-numbered symbols. For example, only a specific odd-numbered symbol (for example, the 7 symbol) may be designated as the second-effect symbol to draw attention to. Furthermore, in this embodiment, the explanation is given using the example of a case where the strong chance symbol effect and the second-effect symbol attention effect are performed in sequence. However, these effects may be performed simultaneously. Also, a different configuration may be adopted, such as performing the second-effect symbol attention effect when the strong chance symbol effect is not being performed (for example, when the second-effect symbol is displayed in a pre-read target variation without a reach occurring).

[0177] (Number of times the change before the target was performed) Up to this point, we have explained the various pre-announcement effects that are performed in the pre-target variation based on the pre-determination result related to the right to determine the first special symbol corresponding to the pre-announcement target variation. However, as is clear from the flow of the effects returning from Figure 8(B) to Figure 8(A), the number of pre-target variations in which the pre-announcement effect is performed is not limited to one, and there may be multiple pre-target variations in which the pre-announcement effect is performed before the pre-announcement target variation.

[0178] For example, if two pre-target spins occur before a pre-target spin, the first pre-target spin may execute a weak chance symbol effect (see Figure 8(C)) and a first symbol focus effect (see Figure 8(D)), and then the second pre-target spin may execute a strong chance symbol effect (see Figure 8(E)) and a second symbol focus effect (see Figure 8(F)). Also, for example, if two pre-target spins occur before a pre-target spin, the first pre-target spin may execute a weak chance symbol effect (see Figure 8(C)) and a first symbol focus effect (see Figure 8(D)), and the second pre-target spin may also execute a weak chance symbol effect (see Figure 8(C)) and a first symbol focus effect (see Figure 8(D)). Furthermore, for example, if two pre-target changes occur before a pre-target change, the strong chance event (see Figure 8(E)) and the second symbol attention event (see Figure 8(F)) may be executed during the first pre-target change, and the strong chance event (see Figure 8(E)) and the second symbol attention event (see Figure 8(F)) may also be executed during the second pre-target change.

[0179] Furthermore, if three pre-target spins occur before the pre-target spin, for example, a weak chance event (see Figure 8(C)) and a first-symbol attention event (see Figure 8(D)) may be executed in the first pre-target spin, followed by a weak chance event (see Figure 8(C)) and a first-symbol attention event (see Figure 8(D)) in the second pre-target spin, and then a strong chance event (see Figure 8(E)) and a second-symbol attention event (see Figure 8(F)) in the third pre-target spin. Also, for example, a weak chance event (see Figure 8(C)) and a first-symbol attention event (see Figure 8(D)) may be executed in all of the first to third pre-target spins, or a strong chance event (see Figure 8(E)) and a second-symbol attention event (see Figure 8(F)) may be executed in all of the first to third pre-target spins.

[0180] (First stage design focus and second stage design focus) As is clear from the explanation so far, the gaming machine 1 of this embodiment is capable of executing both a first symbol attention effect, which draws attention to the first symbol, and a second symbol attention effect, which draws attention to the second symbol, when a reach effect is not being executed. Therefore, by executing the first symbol attention effect (see Figure 12(D)) in the pre-target spin, it is possible to make the player expect that various attention effects described later will be executed in the pre-read target spin. Also, by executing the second symbol attention effect (see Figure 12(H)) in the pre-target spin, it is possible to make the player expect that various attention effects will be executed in the pre-read target spin.

[0181] Furthermore, when comparing the first and second symbol-focused animations, the probability of various highlight animations and win notification animations occurring during the pre-read target spin is higher when the second symbol-focused animation is performed than when the first symbol-focused animation is performed. Therefore, the second symbol-focused animation can be said to have a higher probability of resulting in a jackpot than the first symbol-focused animation. For this reason, players can enjoy the game while expecting the second symbol-focused animation to be performed instead of the first symbol-focused animation during the target pre-spin, or the second symbol-focused animation to be performed during a pre-spin that follows a pre-spin that saw the first symbol-focused animation.

[0182] Furthermore, although not shown in Figure 8, when a pre-target variation is occurring, a hold icon indicating that the pre-read target variation is being held is displayed in the hold icon display area 71 (see Figure 2). An icon change effect may also be performed targeting this hold icon corresponding to the pre-read target variation. The synergistic effect of the icon change effect targeting the hold icon corresponding to the pre-read target variation, the weak chance eye effect (or strong chance eye effect), and the first effect symbol attention effect (or second effect symbol attention effect) can be achieved, and by executing these pre-read effects in combination, it is possible to effectively increase the player's expectation that a win notification effect will be performed during the pre-read target variation.

[0183] In this embodiment, the first symbol attention effect is always executed in conjunction with the weak chance effect. However, in other embodiments, a configuration may be adopted in which the first symbol attention effect is executed only in part when the weak chance effect is executed. Also, in this embodiment, the second symbol attention effect is always executed in conjunction with the strong chance effect. However, in other embodiments, a configuration may be adopted in which the second symbol attention effect is executed only in part when the strong chance effect is executed.

[0184] Furthermore, in this embodiment, the performance images used for the first performance symbol attention performance and the performance images used for the second performance symbol attention performance are merely examples, and it goes without saying that the content and display colors of the performance images used may be different. In other embodiments, it is also conceivable to adopt a configuration in which the first performance symbol attention performance is executed when a weak chance event performance is not performed in the pre-target spin, or a configuration in which the second performance symbol attention performance is executed when a strong chance event performance is not performed in the pre-target spin.

[0185] Furthermore, in this embodiment, the case in which the display screen 70 and speaker 35 are used for the first and second symbol attention effects will be explained as an example. However, the effects means used for these symbol attention effects are not limited to these, and in other embodiments, these symbol attention effects may be performed using one of several effects means such as the display screen 70, speaker 35, frame lamp 37, panel lamp 5, and movable decorative member 14, or two or more of these effects means may be used in combination to perform these symbol attention effects. For example, when the panel lamp 5 is used alone to perform the first symbol attention effect, one example of an effect is to make the color LEDs closest to the left and middle symbols emit blue light, and the other color LEDs emit light in a color different from blue.

[0186] (Predicted target changes) Next, we will explain the effects during the pre-read target variation (the variation in question). In the pre-read target variation, as in the case when the pre-target variation starts, first, as the variation display of the first special symbol begins, the display screen 70 starts scrolling display of the three symbol rows in the effect symbol display area 73. Here, if the result of the first special symbol judgment performed at the start of the variation of the pre-read target variation is "miss" and it is decided to perform a "no-reach effect", then usually a no-reach effect (see Figure 8(H)) is performed in which a reach is not established by the effect symbols during the variation display of the first special symbol related to the pre-read target variation, and the three effect symbols indicating scattered symbols are displayed in order or simultaneously in a pseudo-stop display, and then, as the missing symbol is displayed as the first special symbol, a miss notification effect (see Figure 8(I)) is performed in which the three effect symbols indicating scattered symbols are stopped as they are.

[0187] In this embodiment of the gaming machine 1, if a weak chance symbol effect and a first symbol attention effect are executed in the pre-target spin, or if a strong chance symbol effect and a second symbol attention effect are executed in the pre-target spin, a reach effect is always executed in the pre-read target spin. Therefore, in this embodiment of the gaming machine 1, if none of these pre-read effects are executed in the pre-target spin, a no-reach effect (see Figure 8(H)) and a miss notification effect (see Figure 8(I)) are performed.

[0188] On the other hand, in some cases where the result of the first special symbol judgment performed at the start of the pre-read target fluctuation is a "jackpot", or where the result of the first special symbol judgment is a "miss" and it is decided to perform a "reach animation", or where the result of the first special symbol judgment is a "miss" and it is decided to perform a "no reach animation", the following animations will be performed.

[0189] In other words, a pre-reach animation (see Figure 8(J)) may occur between the start of the display of the first special symbol and the performance symbol related to the pre-read target variation and the establishment of a reach by the performance symbol. This pre-reach animation is a notification animation that suggests the possibility of a win notification animation being performed in the pre-read target variation before a reach by the performance symbol is established in the pre-read target variation, and indicates the likelihood of such a possibility. This pre-reach animation will be described in detail later based on Figure 10.

[0190] Next, after a predetermined amount of time has elapsed since the display of the first special symbol and the performance symbol related to the pre-read target fluctuation began, a reach formation animation is performed to indicate that a reach has been formed by the performance symbols. For example, the left symbol is pseudo-stopped on the active line, and then the right symbol, which is the same as the left symbol, is pseudo-stopped on the active line (see Figures 8(K) and 10(I)). Once a reach has been formed by the performance symbols in this way, a predetermined reach animation is performed to make the player expect that the middle symbol, which is the same as the reach symbols (left and right symbols), will stop on the active line to form a matching set (i.e., that the performance symbols with matching numbers will be displayed).

[0191] In the gaming machine 1 of this embodiment, three types of reach effects are provided that can be executed in conjunction with the display of the first special symbol during normal gameplay: normal reach (see Figure 8(L)), SP reach (see Figure 8(O)), and SPSP reach (see Figure 8(P)).

[0192] (Normal reach) Here, a normal reach (see Figure 8(L)) is a reach animation with a relatively low probability of winning a jackpot and infrequent execution of the win notification animation. In this embodiment, the probability of winning a jackpot is set to approximately 3%. When the reach formation animation shown in Figure 8(K) occurs, a normal reach (see Figure 8(L)) is performed first. During a normal reach, the two reach symbols (left symbol and right symbol) are displayed as if they have stopped on the active line, and an animation is displayed showing the scrolling speed of the middle row of symbols, which was scrolling rapidly between the left and right symbols, gradually decreasing.

[0193] Here, if the result of the first special symbol judgment performed by the main CPU 81 at the start of the pre-read target variation is "jackpot", and a variation performance pattern that notifies a jackpot with a normal reach is set by the sub CPU 91 at the start of the pre-read target variation, then at the end of the pre-read target variation, the same middle symbol as the reach symbol is pseudo-stopped on the active line, thereby pseudo-stopping three performance symbols representing the same numbers (for example, the "333" performance symbols), and as the jackpot symbol is stopped and displayed as the first special symbol, the three performance symbols representing the same numbers are stopped as they are in a jackpot notification performance (see Figure 8(M)).

[0194] Furthermore, if the result of the first special symbol judgment performed by the main CPU 81 at the start of the pre-read target variation is "miss", and a variation performance pattern that notifies a miss in a normal reach is set by the sub-CPU 91 at the start of the pre-read target variation, then at the end of the pre-read target variation, a middle symbol different from the reach symbol is pseudo-stopped on the active line, thereby pseudo-stopping three performance symbols representing a reach miss (for example, the "343" performance symbols), and as the miss symbol is stopped and displayed as the first special symbol, the three performance symbols representing the reach miss are stopped as they are in a miss notification performance (see Figure 8(N)).

[0195] (SP Reach) Furthermore, if the result of the first special symbol judgment performed by the main CPU 81 at the start of the pre-read target variation is "jackpot", and a variation performance pattern that announces a jackpot in an SP reach (see Figure 8(O)) developed from a normal reach is set by the sub-CPU 91 at the start of the pre-read target variation, then at the end of the pre-read target variation, three performance symbols representing matching numbers (for example, the "444" performance symbols) are pseudo-stopped and displayed, and as the jackpot symbol is stopped and displayed as the first special symbol, the three performance symbols representing matching numbers are stopped as they are in a jackpot announcement performance (see Figure 8(M)).

[0196] Furthermore, if the result of the first special symbol judgment performed by the main CPU 81 at the start of the pre-read target variation is "miss", and a variation performance pattern that notifies of a miss in an SP reach developed from a normal reach (see Figure 8(O)) is set by the sub-CPU 91 at the start of the pre-read target variation, then at the end of the pre-read target variation, three performance symbols representing a reach miss (for example, the "454" performance symbols) are pseudo-stopped and displayed, and as the miss symbol is stopped and displayed as the first special symbol, a miss notification performance (see Figure 8(N)) is performed in which the three performance symbols representing the reach miss are stopped as they are.

[0197] Here, the SP Reach (see Figure 8(O)) is a reach animation that is more likely to trigger a win notification than a normal reach, but it is not a reach animation that is particularly likely to trigger a win notification, and its jackpot reliability is set to approximately 16% in this embodiment. The content of the SP Reach animation can be anything, but in the gaming machine 1 of this embodiment, the SP Reach animation is a battle animation that shows the main character and the enemy character battling. If the result of the first special symbol judgment performed at the start of the pre-read target variation is "jackpot", a victory animation showing the main character winning against the enemy character as a result of the battle is performed before the win notification animation (see Figure 8(M)). If the result of the first special symbol judgment performed at the start of the pre-read target variation is "miss", a defeat animation showing the main character losing to the enemy character as a result of the battle is performed before the miss notification animation (see Figure 8(N)).

[0198] (SPSP Reach) Furthermore, the fluctuation animation pattern setting process executed by the sub-CPU 91 at the start of the pre-read target fluctuation may set fluctuation animation patterns that develop from a normal reach (see Figure 8(L)) to an SP reach (see Figure 8(O)) and then to an SPSP reach (see Figure 8(P)), or fluctuation animation patterns that develop directly from a normal reach to an SPSP reach without going through an SP reach. In these cases, the SPSP reach starts midway through the pre-read target fluctuation.

[0199] Here, if the result of the first special symbol judgment performed by the main CPU 81 at the start of the pre-read target variation is "miss", then at the end of the pre-read target variation, three performance symbols representing a reach miss (for example, the "767" performance symbols) are pseudo-stopped and displayed, and as the miss symbol is stopped and displayed as the first special symbol, the three performance symbols representing the reach miss are stopped as they are in a miss notification effect (see Figure 8(N)). Figure 11(I) shows an example of a state in which three performance symbols representing the reach miss "454" are pseudo-stopped and displayed as a result of the execution of an SPSP reach.

[0200] On the other hand, if the result of the first special symbol judgment performed by the main CPU 81 at the start of the pre-read target variation is "jackpot", then a double-digit symbol attention effect (an example of "another attention effect": see Figure 8(Q)) is performed at the end of the pre-read target variation to draw attention to three effect symbols that represent the same number (for example, the "777" effect symbol), and then these three effect symbols representing the same number are displayed as pseudo-stops, and as the jackpot symbol is displayed as the first special symbol, a win notification effect (see Figure 8(R)) is performed in which the three effect symbols representing the same number are stopped as they are.

[0201] Figures 15(D) to (E), described later, illustrate how a "double-digit symbol attention" feature is performed prior to the win notification feature in Figure 15(F), drawing attention to three symbols representing the repeating number "777". Similarly, Figures 16(G) to (H) illustrate how a "double-digit symbol attention" feature is performed prior to the win notification feature in Figure 16(I), drawing attention to three symbols representing the repeating number "222". These "double-digit symbol attention" features are performed at the end of the SPSP reach when the result of the first special symbol judgment performed at the start of the pre-read target variation is "Big Win". These "double-digit symbol attention" features will be described in more detail later.

[0202] Here, the SPSP Reach (see Figure 8(P)) is the reach animation that most likely to trigger a win among the three types of reach animations, and its jackpot reliability is set to approximately 38% in this embodiment. The content of the SPSP Reach animation can be anything, but in the gaming machine 1 of this embodiment, the SPSP Reach animation is a battle animation depicting a battle between the main character and the enemy character. If the result of the first special symbol judgment performed at the start of the pre-read target variation is "jackpot", a victory animation depicting the main character winning against the enemy character as a result of the battle is performed before the win notification animation (see Figure 8(R)). If the result of the first special symbol judgment performed at the start of the pre-read target variation is "miss", a defeat animation depicting the main character losing to the enemy character as a result of the battle is performed before the miss notification animation (see Figure 8(N)).

[0203] As described above, in the gaming machine 1 of this embodiment, battle sequences are performed during both SP Reach and SPSP Reach. However, if a variation sequence pattern that develops from SP Reach to SPSP Reach is set at the start of the pre-read target variation, then, for example, the battle sequence during SP Reach (first half battle) will not determine the winner, and a series of sequences showing the development from SP Reach to SPSP Reach and the start of a new battle sequence (second half battle) will be performed before and after the start of the SPSP Reach. On the other hand, if a variation sequence pattern that develops directly from Normal Reach to SPSP Reach (without going through the SP Reach sequence) is set at the start of the pre-read target variation, the second half battle will start without the first half battle being performed.

[0204] Furthermore, there are multiple victory animation patterns for the second half of the battle that takes place during the SPSP Reach. In addition to an animation pattern in which the main character defeats the enemy character alone, there are also animation patterns in which the main character and an ally character who appeared midway through the second half of the battle fight together to defeat the enemy character.

[0205] So far, we have explained the three types of reach animations: normal reach, special reach, and special special reach. If we rank these three types of reach animations from lowest to highest probability of winning a jackpot, the order is normal reach, special reach, and special special reach. Therefore, players can enjoy playing the game while hoping that it will eventually develop into a special special reach.

[0206] (Pre-announcement animation to build anticipation for a winning hand) Returning to the explanation of Figure 8, after the pre-reach animation in Figure 8(J) is performed, a reach-establishment-teasing animation (see Figures 8(S), 13(C), and 18(A)) may be performed to heighten the player's anticipation for a reach to be established based on the animation symbols. If this reach-establishment-teasing animation is performed, then either a reach-establishment animation (see Figure 8(U)) or a reach-establishment failure animation (see Figure 8(T)) may be performed afterward.

[0207] If a reach failure animation (see Figure 8(T)) occurs here, then no further reach animations will occur, and a loss notification animation (see Figure 8(N)) will be performed. Figures 18(C) to (I) illustrate how, after a reach failure animation is performed in response to the player's operation of the first animation button 35, a loss notification animation is performed in which three animation symbols indicating scattered symbols are displayed as pseudo-stops before being displayed as actual stops.

[0208] (Winning animation) Figure 13(F) illustrates how the reach formation animation shown in Figure 8(U) is performed. When this reach formation animation is performed, the subsequent animation changes depending on the type of animation symbols that make up the reach symbols. Specifically, in the gaming machine 1 of this embodiment, when a reach is formed with odd-numbered symbols, the reach formation animation (see Figure 8(U)) is followed by a reach symbol attention animation (see Figure 8(V)), and then it develops directly into an SPSP reach (see Figure 8(P)) without going through a normal reach or SP reach. On the other hand, when a reach is formed with even-numbered symbols, the reach formation animation (see Figure 8(U)) and the reach symbol attention animation (see Figure 8(V)) that accompanies it are not performed, and it develops directly into an SPSP reach (see Figure 8(P)) without going through a normal reach or SP reach.

[0209] Figures 13(F) to (I) and 14 illustrate how, after a reach formation animation that notifies the player that a reach has been formed with the number 7, a reach symbol focus animation is performed to draw attention to the number 7, and then the game directly develops into an SPSP reach without going through a normal reach or SP reach. Similarly, Figures 16(D) to (F) illustrate how, after a reach formation animation that notifies the player that a reach has been formed with the number 2, the game directly develops into an SPSP reach without a reach symbol focus animation and without going through a normal reach or SP reach.

[0210] The characteristics of the reach symbol attention effect will be described in detail later, but the sub-CPU 91 is configured to execute a reach symbol attention effect that draws attention to the second performance symbol (odd-numbered symbols in this embodiment) when a reach is achieved by the performance symbols, but not to execute a reach symbol attention effect that draws attention to the first performance symbol (even-numbered symbols in this embodiment).

[0211] After the reach formation animation shown in Figure 8(U) occurs, the game will proceed directly to an SPSP reach (see Figure 8(P)), regardless of whether the reach symbol attention animation shown in Figure 8(V) is performed. The series of animations that occur after the development to an SPSP reach will be described in detail later based on Figure 9.

[0212] <Specific examples of pre-reach animations in normal gameplay> Next, with reference to Figure 10, a specific example of a pre-reach performance performed during the display of the first special symbol's variation in the normal game state will be described. Here, Figure 10 is a screen diagram showing a specific example of a series of performances from the start of the variation to the reach establishment performance in the normal game state. The game machine 1 of this embodiment can perform various pre-reach performances (see Figure 8(J)) between the start of the display of the first special symbol's variation in the normal game state (from the start of the variation in Figure 8(G)) and the performance of the reach establishment performance (see Figure 8(K)).

[0213] Figure 10(A) illustrates a state in the display screen 70 where, with one hold icon (for example, a red hold icon) displayed in the hold icon display area 71, the losing symbol is displayed as the first special symbol to indicate that the result of the first special symbol judgment corresponding to the icon displayed in the icon display area 72 is "miss". At the same time, the performance symbol showing the scattered numbers "526" is displayed. In this way, after a predetermined confirmation time (0.5 seconds in this embodiment) has elapsed since the losing symbol was displayed as the first special symbol, the first special symbol judgment corresponding to the earliest hold icon displayed in the hold icon display area 71 (in this case, a red hold icon) is performed. If the result of this first special symbol judgment is "miss", and a variation performance pattern that directly develops from a normal reach (see Figure 8(L)) to an SPSP reach (see Figure 8(P)) is set by the sub-CPU 91, the following performance will be performed.

[0214] That is, in response to the execution of the first special symbol determination corresponding to the earliest hold icon, as the variable display of the first special symbol is started, the earliest hold icon displayed in the hold icon display area 71 shifts to the icon display area 72, and the scroll display of the three symbol columns is started (see FIGS. 10(A) and (B)). When a predetermined time elapses after the start of the scroll display of the three symbol columns, a first notice may be executed as a pre-reach effect (see FIG. 8(J)) (see FIG. 10(C)). For example, as the first notice, a step-up notice is executed in which the display mode of the effect image (first notice effect image) related to the step-up notice displayed in the central area of the display screen 70 is gradually changed, and the effect sound related to the step-up notice is output from the speaker 38.

[0215] Following the above first notice, a pseudo-consecutive effect may be executed (see FIG. 10(D)). Here, the pseudo-consecutive effect is an effect that makes it appear as if the effect symbols displayed in the effect symbol display area 73 are variably displayed a plurality of times during the variable display of one special symbol (here, the first special symbol). Regarding this pseudo-consecutive effect, the following effect display is performed.

[0216] That is, the scroll speed of the symbol column in the left column decreases and the left symbol (e.g., 6 symbols) pseudo-stops, and then the scroll speed of the symbol column in the right column decreases and the right symbol (e.g., 4 symbols, different from the left symbol that pseudo-stopped earlier) pseudo-stops, and then the scroll speed of the symbol column in the middle column decreases, and the 7 symbols as the middle symbol notifying the execution of the pseudo-consecutive effect pseudo-stops (see FIG. 10(D)).

[0217] As described above, after the effect symbols that are different from each other as the left symbol and the right symbol pseudo-stop, when 7 symbols pseudo-stop in the middle row, a second consecutive variable effect following the first consecutive variable effect (see Fig. 10(E)) is started. Specifically, after the character "×2" indicating the start of the second consecutive variable effect is largely displayed in the central region of the display screen 70, this character "×2" is then displayed small in the upper left region of the display screen 70. Along with this, the left 6 symbols, the middle 7 symbols, and the right 4 symbols resume their downward movement, and thus, the scroll display of the three symbol columns in the effect symbol display area 73 resumes (see Figs. 10(D) and (E)).

[0218] When this second consecutive variable effect is being performed, as a second notice, for example, a dialogue notice is executed. Specifically, as illustrated in Fig. 10(F), an effect image (second notice effect image) representing a predetermined character uttering a dialogue is displayed in the central region of the display screen 70, and at the same time, an effect sound related to the dialogue notice (for example, the voice of the character) is output from the speaker 38.

[0219] Although not shown in Fig. 10, when the second consecutive variable effect is started, a first effect button operation promotion effect similar to that illustrated in Fig. 18(C) described later is performed. And if the player operates the first effect button 35 during the valid period related to this first effect button operation promotion effect, as an operation corresponding effect, the above-mentioned dialogue notice is executed. As is clear from the above explanation, the step-up notice is a reach pre-effect that is performed regardless of the player's operation, while the dialogue notice is a reach pre-effect that is performed according to the player's operation, and in this regard, the two are different from each other.

[0220] Returning to the explanation of Figure 10, as described above, if a dialogue announcement is performed as a second announcement during the pseudo-second consecutive variation performance, then the second pseudo-consecutive variation performance during the variation display of the first special symbol will be performed (see Figure 10(G)). Specifically, as illustrated in Figure 10(G), the scrolling speed of the left column of symbols decreases and the left symbol (for example, symbol 2) pseudo-stops, then the scrolling speed of the right column of symbols decreases and the right symbol (for example, symbol 5) pseudo-stops, and then the scrolling speed of the middle column of symbols decreases and symbol 7 pseudo-stops as the middle symbol.

[0221] When the second pseudo-consecutive spin animation is performed while the first special symbol is being displayed, the pseudo-third consecutive spin animation begins, following the pseudo-second consecutive spin animation. Specifically, the characters "×3" indicating the start of the pseudo-third consecutive spin animation are displayed largely in the central area of ​​the display screen 70, and then these "×3" characters are displayed more faintly in the upper left area of ​​the display screen 70. Consequently, the scrolling display of the three symbol rows in the animation symbol display area 73 resumes (see Figures 10(G) and (H)).

[0222] Then, after a predetermined amount of time has elapsed since the pseudo-third consecutive variation animation began, the scrolling speed of the left column of symbols slows down and the left symbol (for example, the number 4) pseudo-stops, followed by the scrolling speed of the right column of symbols slowing down and the right symbol (in this case, the number 4) pseudo-stops (same as the left symbol), and a reach-establishment animation (see Figure 8(K)) is performed to announce that a reach has been established with the number 4 (see Figure 10(I)).

[0223] In this explanation, we have used the example of a "pre-reach pseudo-consecutive display" where the scrolling display of each symbol row is resumed before a reach is achieved. However, there are also cases where a "post-reach pseudo-consecutive display" is performed, where the scrolling display of each symbol row is resumed after a reach is achieved.

[0224] <Specific examples of the first and second symbol-focused performances> Next, with reference to Figure 12, specific examples of the first and second symbol-focused performances will be explained. Here, Figure 12 is a screen diagram showing specific examples of the first and second symbol-focused performances. In Figure 12, the hold icon labeled "Hold 1" indicates that the first pre-target variation described above is being held; the hold icon labeled "Hold 2" indicates that the second pre-target variation described above is being held; and the hold icon labeled "Hold 3" indicates that the pre-read target variation described above is being held.

[0225] Figure 12(A) illustrates a state in which, on the display screen 70, a total of three hold icons, the hold icon for hold 1, the hold icon for hold 2, and the hold icon for hold 3, are displayed in the hold icon display area 71. In order to notify that the result of the first special symbol judgment corresponding to the icons displayed in the icon display area 72 is "miss", the losing symbol is displayed as the first special symbol, and at the same time, the performance symbol showing the scattered numbers "965" is displayed. In this way, after a predetermined confirmation time (0.5 seconds in this embodiment) has elapsed since the losing symbol was displayed as the first special symbol, the first special symbol judgment corresponding to the earliest hold icon displayed in the hold icon display area 71 (here, the hold icon for hold 1, which suggests that the first pre-target variation is held: see Figure 12(A)) is performed. If the result of this first special symbol judgment is "miss" and it is decided to perform the "no reach performance", the following performance will be performed.

[0226] (Pre-target change for the first time) In other words, as the first special symbol variation display begins in response to the execution of the first special symbol determination corresponding to the hold icon of hold 1, the hold icon of hold 1 shifts from the hold icon display area 71 to the icon display area 72, and the scrolling display of the three symbol rows related to the first target variation begins (see Figures 12(A) and (B)). In addition, as illustrated in Figures 12(A) and (B), the hold icons of hold 2 and hold 3 shift to the left within the hold icon display area 71 and are displayed as the first hold icon and the second hold icon, respectively.

[0227] (Weak chance event and first event symbol attention event) Thus, after a predetermined amount of time has elapsed since the scrolling display of the three symbol rows related to the first target variation began, the three performance symbols indicating weak chance symbols—the left 4 symbols, the middle 4 symbols, and the right 3 symbols—simultaneously stop (see Figure 12(C)). Consequently, the left 4 symbols and the middle 4 symbols that are displayed in a pseudo-stopped state are enlarged, while the right 3 symbols are reduced in size. Blue rain then falls from rain clouds onto the left 4 symbols and the middle 4 symbols, and the first performance symbol attention performance is carried out to increase the attention of these two sets of 4 symbols (see Figure 12(D)). The flow of the performance that executes this weak chance symbol performance and the first performance symbol attention performance is as described above based on Figures 8(C) and (D).

[0228] Figure 12(D) illustrates how the first-stage symbol attention-raising feature is performed to increase the attention of two 4-symbols as the first-stage symbols (even-numbered symbols in this embodiment). However, there are also cases where the first-stage symbol attention-raising feature is performed to increase the attention of two 2-symbols, or where the first-stage symbol attention-raising feature is performed to increase the attention of two 8-symbols.

[0229] Subsequently, towards the end of the first pre-target variation, although not shown in the diagram, an animation is displayed that returns the size of the left 4 symbols, middle 4 symbols, and right 3 symbols to their normal size. After that, these three animation symbols showing "443" are displayed as pseudo-stops, and as the losing symbol is displayed as the first special symbol, a losing notification animation is performed in which these three animation symbols actually stop. Figure 12(E) shows an example of the state in which the three animation symbols showing "443" have actually stopped.

[0230] When a losing symbol is displayed as the first special symbol for the first pre-target variation, and a predetermined confirmation time (0.5 seconds in this embodiment) has elapsed, a first special symbol determination is performed corresponding to the earliest held icon displayed in the held icon display area 71 (here, the held icon for held 2, which suggests that the second pre-target variation is held: see Figure 12(E)). If the result of this first special symbol determination is "losing" and it is decided to perform the "no reach" effect, the following effect is performed.

[0231] (Pre-target change for the second time) In other words, as the first special symbol variation display begins in response to the execution of the first special symbol determination corresponding to the hold icon of hold 2, the hold icon of hold 2 shifts from the hold icon display area 71 to the icon display area 72, and the scrolling display of the three symbol rows related to the second target variation begins (see Figures 12(E) and (F)). In addition, as illustrated in Figures 12(E) and (F), the hold icon of hold 3 shifts to the left within the hold icon display area 71 and is displayed as the first hold icon.

[0232] Thus, after a predetermined amount of time has elapsed since the scrolling display of the three symbol rows related to the second target pre-variation began, the three special symbols indicating a strong chance combination—the left 7 symbol, the middle 7 symbol, and the right 6 symbol—simultaneously stop (see Figure 12(G)). Consequently, the left 7 and middle 7 symbols displayed in the pseudo-stopped state are enlarged, while the right 6 symbol is reduced in size. A red lightning strike then directly hits the left 7 and middle 7 symbols, triggering a second special symbol attention effect that increases the attention given to these two 7 symbols (see Figure 12(H)). The flow of the effects that execute this strong chance combination effect and the second special symbol attention effect is as described above based on Figures 8(E) and (F).

[0233] Figure 12(H) illustrates how a second-stage symbol attention-grabbing effect is performed to increase the attention of two 7 symbols as the second-stage symbols (odd-numbered symbols in this embodiment). However, there are also cases where a second-stage symbol attention-grabbing effect is performed to increase the attention of two 3 symbols, or two 5 symbols.

[0234] Subsequently, towards the end of the second pre-target variation, although not shown in the figure, an animation is displayed that returns the left 7 symbol, middle 7 symbol, and right 6 symbol to their normal size. After that, these three animation symbols indicating "776" are displayed as pseudo-stops, and as the losing symbol is displayed as the first special symbol, a losing notification animation is performed in which these three animation symbols are actually stopped. Figure 12(I) illustrates the state in which the three animation symbols indicating "776" have actually stopped. In this way, after a predetermined confirmation time (0.5 seconds in this embodiment) has elapsed since the losing symbol was displayed as the first special symbol related to the second pre-target variation, a first special symbol determination corresponding to the earliest held icon displayed in the held icon display area 71 (here, the held icon for held 3, which suggests that the pre-read target variation is held: see Figure 12(I)) is performed. The animation in the pre-read target variation that is performed in response to this first special symbol determination will be described in detail later based on Figure 13.

[0235] <Pre-reach animation and failed reach animation> Next, referring to Figure 18, we will explain a specific example of a sequence of animations when a reach formation announcement animation (see Figure 8(S)) is followed by a reach formation failure animation (see Figure 8(T)). Here, Figure 18 is a screen diagram showing a specific example of a sequence of animations when a loss notification animation is performed after a reach formation failure animation.

[0236] (Pre-announcement animation to build anticipation for a winning hand) As described above based on Figure 8, in the pre-read target fluctuation, a reach-establishment prompting presentation (see Figure 8(S)) may occur after the pre-reach presentation (see Figure 8(J)). Figure 18(A) illustrates a situation where a hold icon is displayed in the hold icon display area 71, and a scrolling display of three symbol rows corresponding to that icon (in this case, the white icon) is shown in the icon display area 72, while a specific character and a speech bubble representing the character's line, "A big chance if a reach is established!?" are displayed, prompting the player to anticipate a reach being established by the performance symbols.

[0237] After this reach-establishment prompting animation is performed, a slow-movement animation of the left and right symbols is performed, in which the left symbol and the right symbol, which is identical to the left symbol, are simultaneously and slowly descended (see Figure 18(B)). Figure 18(B) illustrates how the left four symbols and the right four symbols descend simultaneously and slowly as a result of the slow-movement animation of the left and right symbols. When this slow-movement animation of the left and right symbols begins, the scrolling speed of the middle row of symbols increases, and the middle row of symbols becomes invisible. Once the left four symbols and the right four symbols have descended to a predetermined height in the vertical direction of the display screen 70, a first-performance button operation prompting animation is performed, prompting the player to operate the first performance button 35 (see Figure 18(C)). Figure 18(C) illustrates a state in which, due to the first performance button operation prompting effect, the display screen 70 displays an image of the first performance button 35 that mimics the first performance button, the words "Press!" indicating the operation content of the first performance button 35 prompting the player, and an effective period gauge indicating the remaining time during which the operation of the first performance button 35 is effective.

[0238] (Failed reach animation) Here, if the sub-CPU 91 has set at the start of the pre-read target variation to execute a reach formation failure animation (see Figure 8(T)) after the reach formation anticipation animation (see Figure 8(S)), a series of reach formation failure animations exemplified in Figures 18(D) to (G) will be performed. Here, Figure 18(D) illustrates how the left four symbols pseudo-stop at a predetermined height in the vertical direction of the display screen 70, and how the downward movement speed of the right four symbols, which were about to pseudo-stop at the predetermined height, increases, and the scrolling display of the right column of symbols resumes. Furthermore, Figure 18(E) illustrates how the scrolling speed of the right column of symbols decreases again, and how the right five symbols that appeared in the upper right slowly descend. Furthermore, Figure 18(F) illustrates how, with the left four symbols and the right five symbols pseudo-stopped at the predetermined height, the above-mentioned specific character and a speech bubble representing the specific character's line, "Too bad...", are displayed. Furthermore, Figure 18(G) illustrates how the scrolling speed of the middle row of symbols decreases sharply, causing the middle 5 symbols that appeared at the top to slowly descend.

[0239] After this series of failed reach sequences are performed, the three symbols representing the scattered "455" combination are pseudo-stopped, and as the losing symbol is displayed as the first special symbol, a losing notification sequence is performed in which these three symbols are actually stopped (see Figures 18(H) and (I)).

[0240] [The sequence of events following the "reach" announcement and the subsequent "reach" announcement.] Next, referring to Figure 9, we will explain the sequence of events when a reach is established (see Figure 8(U)) is performed following a reach establishment animation (see Figure 8(P)), and the game directly develops into an SPSP reach. Here, Figure 9 is an explanatory diagram illustrating the flow of the sequence of events from the reach establishment animation onward following the reach establishment animation.

[0241] In the above description regarding FIG. 18, a specific example of a series of effects was described in the case where, after the reach success provoking effect (see FIG. 8(S)), the reach success failure effect (see FIG. 8(T)) is performed, and then the losing notification effect (see FIG. 8(N)) is performed. Next, here, while referring to FIG. 9, a series of effect flows in the case where, after the reach success provoking effect (see FIG. 8(S)), the reach success effect (see FIG. 8(U)) is performed, and then it directly develops into an SPSP reach (see FIG. 8(P)) without going through a normal reach or an SP reach will be described.

[0242] When a variation effect pattern in which a reach success effect (see FIG. 8(U)) is performed after the reach success provoking effect (see FIG. 8(S)) and then develops into an SPSP reach (see FIG. 8(P)) is set by the sub CPU 91 at the start of the prediction target variation shown in FIG. 8, a series of effects as follows are performed.

[0243] That is, when the above variation effect pattern is set, during the variation display of the first special symbol and the effect symbol related to the prediction target variation, the reach success provoking effect (see FIG. 9(A)) and the reach success effect (see FIG. 9(B)) are performed in order. Regarding the reach success provoking effect, it is as described above based on FIG. 18(A). As for the subsequent reach success effect (see FIG. 9(B)), there are cases where an even symbol reach success effect for notifying reach success by even symbols is performed (for example, see FIG. 16(D)), and cases where an odd symbol reach success effect for notifying reach success by odd symbols is performed (for example, see FIG. 13(F)). When either one of the reach success effects is performed, the post-reach effect (an example of an "expectation effect") after FIG. 9(C) is started.

[0244] As described above, in the gaming machine 1 of the present embodiment, roughly speaking, two types of reach success effects, an even symbol reach success effect and an odd symbol reach success effect, can be executed. However, the gaming machine 1 of the present embodiment has a feature that the subsequent effect flow changes according to the type of reach success effect.

[0245] Specifically, the sub-CPU 91 is configured to perform the following animation control: if it executes the odd-numbered symbol reach-establishment animation (see Figure 9(B)), it will execute the reach-symbol attention animation (see Figure 9(C)) following the odd-numbered symbol reach-establishment animation; however, if it executes the even-numbered symbol reach-establishment animation (see Figure 9(B)), it will not execute the reach-symbol attention animation (see Figure 9(C)). Below, with reference to Figure 13, a specific example of the reach-symbol attention animation, which draws attention to odd-numbered symbols as reach-symbols, will be explained.

[0246] <Specific examples of the "Reach" symbol highlighting effect> Figure 13(A) illustrates the situation immediately after the start of the pre-target variation (symbol variation corresponding to the hold icon of hold 3: see Figure 8(G)) following the first pre-target variation (symbol variation corresponding to the hold icon of hold 1: hold 1 variation) and the second pre-target variation (symbol variation corresponding to the hold icon of hold 2: hold 2 variation), as explained based on Figure 12. Specifically, when the first special symbol determination corresponding to the hold icon of hold 3 corresponding to the pre-target variation is performed, the variation display of the first special symbol begins, and the earliest hold icon displayed in the hold icon display area 71 (in this case, the hold icon of hold 3) shifts to the icon display area 72, and the scrolling display of the three symbol rows begins (see Figure 13(A)).

[0247] Then, when a predetermined time has elapsed since the start of the scrolling display of these three symbol columns, a pre-reach performance (see FIG. 8(J)) that makes the player expect a winning notification performance to be executed in the current preview target variation is performed (see FIG. 13(B)). Although not shown in FIG. 13, until the reach establishment exciting performance (see FIGS. 8(S), 9(A), and 13(C)) is performed after the start of the current preview target variation, similar to the first performance button operation promotion performance described above based on FIG. 18(C), a first performance button operation promotion performance that prompts the player to operate the first performance button 35 is performed. FIG. 13(B) exemplifies a state in which a catchphrase preview is performed as a pre-reach performance in response to the player operating the first performance button 35 during the valid period of this first performance button operation promotion performance. In the catchphrase preview here, a performance image representing a predetermined character uttering the catchphrase "Chance!" is displayed on the display screen 70, and a voice with the same content as this catchphrase is output from the speaker 38.

[0248] Here, the case where a catchphrase preview is performed as a pre-reach performance is described as an example. However, for example, there may be a case where a step-up preview described above is performed as a pre-reach performance, or a case where both a step-up preview and a catchphrase preview are performed as pre-reach performances.

[0249] (Reach establishment exciting performance) After such a pre-reach performance (see FIGS. 8(J) and 13(B)) is performed, a reach establishment exciting performance (see FIGS. 8(S) and 9(A)) is performed (see FIG. 13(C)). Since the reach establishment exciting performance exemplified in FIG. 13(C) is as described above based on FIG. 18(A), detailed description here is omitted.

[0250] Next, a slow-motion left and right symbol movement effect is performed, in which the left symbol and the right symbol, which is identical to the left symbol, are simultaneously and slowly lowered (see Figure 13(D)). Figure 13(D) illustrates how the left 7 symbol and the right 7 symbol simultaneously and slowly lower due to the slow-motion left and right symbol movement effect. When this slow-motion left and right symbol movement effect begins, the scrolling speed of the middle row of symbols increases, the middle row of symbols becomes invisible, and when the left 7 symbol and the right 7 symbol have descended to a predetermined height in the vertical direction of the display screen 70, a first-effect button operation prompt effect is performed to prompt the player to operate the first effect button 35 (see Figure 13(E)). The first-effect button operation prompt effect illustrated in Figure 13(E) is performed in the same way as the first-effect button operation prompt effect described above based on Figure 18(C).

[0251] (A winning combination is achieved with odd-numbered symbols) Here, since the sub-CPU 91 has pre-set that a reach with the number 7 will be achieved at the start of the pre-read target variation, a reach achievement animation (see Figure 9(B)) is performed to notify that a reach with the number 7 has been achieved, either when the player operates the first performance button 35, or when the validity period related to the first performance button operation prompt animation in Figure 13(E) ends without the player operating the first performance button 35 (see Figure 13(F)). Figure 13(F) shows an example of a reach achievement animation in which the left and right 7 symbols are displayed as pseudo-stopped symbols, reach lines extending left and right passing over these 7 symbols, the words "Reach!", a specific character, and a speech bubble representing the specific character's line "You did it!!", and along with these display animations, the same audio as the words "Reach!" is output from the speaker 38.

[0252] (Attention-grabbing effect for the winning symbols) Next, since a reach is achieved with the odd-numbered 7 symbol, the reach achievement animation (see Figure 9(B) and Figure 13(F)) is followed by a reach symbol highlighting animation (see Figure 9(C)) (see Figures 13(G) to (I)). Figure 13(G) illustrates how the left 7 symbol, which is displayed as a pseudo-stop during the reach achievement animation, expands and moves to the right, while the right 7 symbol, which is also displayed as a pseudo-stop during the reach achievement animation, expands and moves to the left. Figure 13(H) illustrates how, as the left and right 7 symbols expand and move closer to each other, these 7 symbols rotate clockwise with the scrolling direction of each symbol row (downward in this case) as the axis. Figure 13(I) then shows a merging animation representing the merging of the left and right 7 symbols when they have come close to each other, and illustrates how a single giant 7 symbol is displayed as a result of the merging animation. Although not shown in the diagram, during the period when the "reach" symbol highlighting effect is performed, a specific sound effect is output from speaker 38.

[0253] In the gaming machine 1 of this embodiment, in addition to the display screen 70 and speaker 38, various other means of presentation such as frame lamps 37, game board lamps 5, and movable decorative members 14 are provided, so it is possible that the player may not be looking at the winning symbols displayed during the winning combination presentation. In contrast, in the gaming machine 1 of this embodiment, a winning symbol attention presentation is performed when a winning combination is achieved with odd-numbered symbols, so it is expected that the player's gaze will be moved to the display screen 70 and their attention will be drawn to the winning symbols.

[0254] In this embodiment of the gaming machine 1, the reach-winning animation, which notifies the player of the occurrence of a reach with odd-numbered symbols, is immediately followed by the reach-winning animation, so it can be understood that the reach-winning animation is performed when a reach is achieved. The reach-winning animation is performed using the display screen 70 and the speaker 38, and although not shown in the figure, when the reach-winning animation is being performed, the frame lamp 37 and the game board lamp 5 light up with a lighting pattern for the reach-winning animation.

[0255] <Specific examples of sequences of animations when the "Reach Symbol" highlighting animation is not performed> Next, referring to Figure 16, we will explain a specific example of the series of effects following the reach-establishment prompting effect when the reach-symbol attention effect described in Figure 13 is not performed. Here, Figure 16 is a screen diagram showing a specific example of the repeating-digit symbol attention effect, which draws attention to the three effect symbols showing the repeating digits "222". Note that Figure 16 omits the illustration of the effects that occur during the SPSP reach, and these effects during the SPSP reach will be described in detail later based on other diagrams.

[0256] (Pre-announcement animation to build anticipation for a winning hand) Figure 16(A) illustrates the process of building anticipation for a winning combination, as shown in Figures 8(S) and 9(A). This process is carried out in the same way as the process described above based on Figure 13(C), so a detailed explanation is omitted here.

[0257] When the reach-establishment prompting animation shown in Figure 16(A) occurs, the next step is a slow-movement animation of the left and right symbols, in which the left symbol and the right symbol identical to the left symbol are simultaneously and slowly descended (see Figure 16(B)). Figure 16(B) illustrates how the two left symbols and the two right symbols descend simultaneously and slowly as a result of the slow-movement animation of the left and right symbols. The slow-movement animation of the left and right symbols exemplified in Figure 16(B) is performed in the same way as the slow-movement animation of the left and right symbols described above, based on Figure 13(D), except that the left and right symbols that descend are different.

[0258] As shown in Figure 16(B), when the left two symbols and the right two symbols descend to a predetermined height in the vertical direction of the display screen 70 due to the slow movement of the left and right symbols, a first-effect button operation prompting animation is performed to prompt the player to operate the first-effect button 35 (see Figure 16(C)). The first-effect button operation prompting animation exemplified in Figure 16(C) is performed in the same manner as the first-effect button operation prompting animation described above based on Figure 18(C).

[0259] (Even numbered symbols trigger a winning combination) Here, since the sub-CPU 91 has pre-set that a reach will be achieved with two symbols at the start of this pre-read target variation, a reach achievement animation (see Figure 9(B)) is performed to notify that a reach has been achieved with two symbols, either when the player operates the first performance button 35, or when the validity period related to the first performance button operation prompt animation in Figure 16(C) ends without the player operating the first performance button 35 (see Figure 16(D)). Figure 16(D) shows an example of a reach achievement animation in which the left two symbols and the right two symbols are displayed as pseudo-stopped, reach lines extending left and right passing over these two symbols, the words "Reach!", a specific character, and a speech bubble representing the specific character's line "You did it!!", and along with these display animations, the same audio as the words "Reach!" is output from the speaker 38.

[0260] Figure 9 illustrates the sequence of events (the first event route described later) in which, as a reach formation event (see Figure 9(B)), an even-numbered symbol reach formation event is performed to announce that a reach has been formed with even-numbered symbols, followed by a reach symbol shrinking and moving event (see Figure 9(D)), an event where the reach symbols are displayed in a reduced size in the upper left and right areas (see Figure 9(E)), the start of the SPSP reach (see Figure 9(F)), a matching number symbol attention event (see Figure 9(R)), and a win announcement event (see Figure 9(S)). In contrast, Figures 16(E) to (I) show specific examples of these events exemplified in Figure 9.

[0261] (Reach symbol shrinking and moving animation) Figure 16(E) shows a specific example of the reel symbol reduction and movement effect shown in Figure 9(D). Figure 16(E) illustrates an effect that suggests development into an SPSP reel, in which the two left symbols are reduced in size as they move to the upper left area of ​​the display screen 70, rotating 1 full clockwise around the scroll direction axis before moving to the upper left area, and simultaneously, the two right symbols are reduced in size as they move to the upper right area of ​​the display screen 70, rotating 1 full clockwise around the scroll direction axis before moving to the upper right area.

[0262] Subsequent Figure 16(F) shows a specific example of a pseudo-stop display of the reach symbol in Figure 9(E) reduced to the upper left and right regions, and the start of the SPSP reach in Figure 9(F). In Figure 16(F), it is exemplified that the left two symbols are pseudo-stopped and displayed in a reduced state in the upper left region, and the right two symbols are pseudo-stopped and displayed in a reduced state in the upper right region. Also, when the SPSP reach is started, although not shown in Figure 16, as an SPSP reach effect image displayed during the SPSP reach, an effect image of the latter half of the battle or the like is displayed on the display screen 70.

[0263] (Doubles Symbol Attention Effect) Figures 16(G) and (H) show a specific example of the doubles symbol attention effect in Figure 9(R), which is an attention effect that draws attention to the symbol indicating that the big win game is being executed. When the determination result of the first special symbol determination executed by the main CPU 8 during the start of the pre-read target variation this time is "big win", the victory effect in Figure 9(Q) is performed as the result effect of the SPSP reach. After that, three symbol display patterns showing doubles (here, doubles of "222") are displayed on the display screen 70. The doubles symbol attention effect exemplified in Figures 16(G) and (H) is an effect that draws attention to the three symbol display patterns showing doubles displayed along with the end of the SPSP reach in this way. In Figures 16(G) to (H), it is exemplified that an effect is performed to increase the attention level to these three symbol display patterns by enlarging and displaying the three symbol display patterns of "222" that are pseudo-stopped and displayed gradually getting larger.

[0264] Although not shown in Figures 16(G) and (H), when the doubles symbol attention effect is being performed, the frame lamp 37 and the panel lamp 5 emit light in a rainbow color, and the frame lamp 37 and the panel lamp 5 emit light in a light emission pattern for the doubles symbol attention effect.

[0265] In this way, after the "Double Number Symbols" special effect is performed to draw attention to the three symbols that show the repeating number "222", the three symbols that show the repeating number "222" return to their normal size and are displayed as a pseudo-stop (see Figure 16(I)), and as the jackpot symbol is displayed as the first special symbol, these three symbols that show the repeating number "222" come to a permanent stop.

[0266] Up to this point, we have explained a specific example of the series of animations, referring to Figure 16, using the case where an even-numbered symbol reach formation animation (see Figure 9(B)) is performed followed by a reach symbol reduction and movement animation (see Figure 9(D)). However, as is clear from the notation in Figure 9, the same reach symbol reduction and movement animation (see Figure 9(D)) may occur not only when an even-numbered symbol reach formation animation (see Figure 9(B)) is performed, but also when an odd-numbered symbol reach formation animation is performed followed by a reach symbol attention animation (see Figure 9(C)).

[0267] <About the characteristics of each symbol and the notable symbols used in the winning combination> Up to this point, we have explained, with reference to each diagram, the case in which when a reach is achieved with an odd-numbered symbol (for example, the 7 symbol) (see Figure 13(F)), a reach symbol attention effect (for example, see Figures 13(G) to (I)) is executed to draw attention to that odd-numbered symbol, and when a reach is achieved with an even-numbered symbol (for example, the 2 symbol) (see Figure 16(D)), an SPSP reach is executed without executing the reach symbol attention effect exemplified in Figures 13(G) to (I). Here, however, we will first explain the characteristics of each effect symbol displayed on the display screen 70.

[0268] (Characteristics of symbols 3 and 7) In the normal game state, if the result of the first special symbol judgment is "jackpot", three special symbols indicating repeating numbers are displayed as pseudo-stops on the display screen 70 before the jackpot symbol is displayed as the first special symbol. As the jackpot symbol is displayed as the first special symbol, the three special symbols indicating repeating numbers then stop in their original position. In the game machine 1 of this embodiment, nine types of repeating numbers are available: "111", "222", "333", "444", "555", "666", "777", "888", and "999". Of these nine types of repeating numbers, for the two types "777" and "333", if the jackpot symbol X1 (see Figure 6(B)) that indicates a win in 3R probability variation A is displayed, the three performance symbols representing the repeating numbers "777" or "333" may stop in place. On the other hand, if the jackpot symbol X2 (see Figure 6(B)) that indicates a win in 3R normal is displayed, the three performance symbols representing the repeating numbers "777" or "333" will not stop in place. From this, it can be said that both the three performance symbols representing the repeating numbers "777" and the three performance symbols representing the repeating numbers "333" are performance symbols that definitively indicate a probability variation jackpot.

[0269] (Characteristics of symbols 2, 4, 6, and 8) On the other hand, regarding the four types of matching numbers consisting of three identical even-numbered symbols, "222", "444", "666", and "888", when the jackpot symbol X2 (see Figure 6(B)) that signals a 3R regular win is displayed, in most cases the three performance symbols representing one of the above four types of matching numbers will stop. However, when the jackpot symbol X1 (see Figure 6(B)) that signals a 3R probability variation A win is displayed, the probability of the three performance symbols representing one of the above four types of matching numbers stopping is extremely low. From this, it can be said that the three performance symbols representing one of the above four types of matching numbers consisting of three even-numbered symbols are basically performance symbols that cannot be expected to result in a probability variation jackpot.

[0270] (Characteristics of symbols 1, 5, and 9) Furthermore, the following characteristics apply to the three types of matching numbers consisting of the same three odd numbers (excluding the 3 and 7 symbols): "111", "555", and "999". Specifically, whether the jackpot symbol X2 (see Figure 6(B)) indicating a 3R regular win is displayed or the jackpot symbol X1 (see Figure 6(B)) indicating a 3R probability variation A win is displayed, the three symbols representing one of the three matching numbers mentioned above will stop in both cases. However, the three symbols representing one of the matching numbers "111", "555", or "999" are more likely to stop in the latter case (3R probability variation A) than in the former case (3R regular). Therefore, the three symbols that show any of the following repeating numbers, "111," "555," or "999," are more likely to result in a jackpot than the three symbols that show any of the four repeating numbers composed of three even numbers.

[0271] (Features of the "Reach" symbol highlighting effect) By the way, as is clear from the above description of each symbol in this embodiment, if three symbols showing any of the four types of matching numbers, "222", "444", "666", and "888", stop in a pseudo-stop before actually stopping, it is basically not possible to expect a jackpot with a probability increase (i.e., there is a very high possibility of a 3R normal win). For this reason, if a configuration such as the even-numbered symbol reach formation animation shown in Figure 16(D) is easily applied, followed by a reach symbol attention animation that draws attention to the reach symbols (even-numbered symbols), the player will become aware of a 3R normal win at the time the reach is formed, and instead of improving the excitement by performing the reach symbol attention animation, it may actually decrease the excitement.

[0272] Therefore, in the gaming machine 1 of this embodiment, as described above, when a reach is achieved with odd-numbered symbols as illustrated in Figure 13(F), a reach symbol attention effect is performed to draw attention to the reach symbols (in this case, odd-numbered symbols). On the other hand, when a reach is achieved with even-numbered symbols as illustrated in Figure 16(D), a reach symbol attention effect is not performed to draw attention to the reach symbols (in this case, even-numbered symbols). By adopting this configuration, the above-mentioned problems are suppressed while a highly entertaining reach symbol attention effect is performed.

[0273] Although not shown in the diagram, in the gaming machine 1 of this embodiment, for example, when the left 3rd and left 4th symbols that make up the left column of symbols are displayed as pseudo-stops, and the right 3rd and right 4th symbols that make up the right column of symbols are also displayed as pseudo-stops, there are times when a reach with the 3rd symbol and a reach with the 4th symbol are achieved simultaneously. In this way, when reaches with two different reach symbols are achieved simultaneously, a reach symbol attention effect is performed to draw attention to the 3rd symbol, while a reach symbol attention effect to draw attention to the 4th symbol is not performed.

[0274] (Other configurations related to the "reach" symbol highlighting effect) Regarding the highlighting of the winning symbols, other embodiments may adopt the following configuration. In this embodiment, the highlighting of the winning symbols is performed when a winning combination of odd-numbered symbols is achieved, while the highlighting of the winning symbols is not performed when a winning combination of even-numbered symbols is achieved. In contrast, other embodiments may adopt a configuration in which, taking into account the above characteristics of each performance symbol, the highlighting of the winning symbols is performed when a winning combination of 7 or 3 is achieved (i.e., when it is confirmed that a jackpot game related to 3R probability variation A will be executed if the symbols line up as is), while the highlighting of the winning symbols is not performed when a winning combination of any symbol other than 7 or 3 is achieved (i.e., when it is confirmed that a jackpot game related to 3R normal will be executed if the symbols line up as is).

[0275] Furthermore, in this embodiment, we will explain as an example the case in which a combination of the following is performed as a reach symbol attention effect: the enlargement and movement of the left and right symbols that are displayed as pseudo-stopped symbols (see Figure 13(G)), the rotation of these left and right symbols (see Figure 13(G)), and the merging effect that combines these left and right symbols (see Figure 13(I)). In contrast, in other embodiments, a configuration may be adopted in which a reach symbol attention effect is performed to draw attention to the reach symbols without moving or changing the size of the left and right symbols that are displayed as pseudo-stopped symbols. In order to adopt such a configuration, for example, decorative images that enhance the attention of the reach symbols (left and right symbols) may be displayed around the reach symbols, or decorative images that enhance the attention of the reach symbols (left and right symbols) may be displayed so as to overlap with a part of the reach symbols.

[0276] In other embodiments, a combination of two or more elements may be used as a "reach symbol attention effect": a change in the display manner of the reach symbols (left symbol and right symbol) (for example, at least one of their size, shape, or display color), a change in the display position of the reach symbols, and the display of the decorative image described above.

[0277] Another possible way to highlight the winning symbols is to have two characters appear on the display screen 70, with one character pointing to the left symbol which is the winning symbol and the other character pointing to the right symbol which is the winning symbol, and simultaneously outputting the voice "Attention!!" from speaker 38.

[0278] In other embodiments, a special effect may be performed at a different time than when a reach is established, to draw attention to the second symbol (in this embodiment, an odd-numbered symbol). In the gaming machine 1 of this embodiment, as described above based on Figures 10(D) and (G), the 7 symbol pseudo-stops as the middle symbol that signals the execution of a pseudo-consecutive effect. Therefore, a special effect may be performed at the moment when this middle 7 symbol pseudo-stops to draw attention to this middle 7 symbol.

[0279] [Regarding the production route of SPSP reach] In the gaming machine 1 of the present embodiment, as a series of production flows performed during SPSP reach, as illustrated in FIG. 9, two production routes, a first production route and a second production route, are prepared. In FIG. 9, there is a production branch after the reach establishment encouragement production (see FIG. 9(A)), and the production flow in which the production of the first production route or the production of the second production route progresses is illustrated. On the other hand, as described above based on FIG. 8, the gaming machine 1 of the present embodiment has a development pattern that develops from normal reach (see FIG. 8(L)) via SP reach (see FIG. 8(O)) to SPSP reach (see FIG. 8(P)), and a development pattern that directly develops to SPSP reach without passing through SP reach from normal reach. Even when developing to SPSP reach in any of these development patterns, the production of the first production route or the production of the second production route illustrated in FIG. 9 progresses during SPSP reach.

[0280] [Production of the first production route of SPSP reach] Here, first, while referring to FIGS. 9 and 11, the flow of a series of productions in the first production route and specific examples of these productions will be described. FIG. 11 is a screen diagram showing a specific example of the production of the first production route of SPSP reach, and shows a specific example of a series of productions from normal reach directly developing to SPSP reach until a losing notification production is executed.

[0281] When the SPSP Reach animation proceeds along the first animation route in Figure 9, there are mainly three patterns. The first pattern is one in which the Reach Establishment animation (see Figure 9(B)) (announcing the establishment of a reach with odd-numbered symbols) is followed by the Reach Symbol Focus animation (see Figure 9(C)) (drawing attention to the odd-numbered symbols as the reach symbols), and then the Reach Symbol Shrinkage Movement animation (see Figure 9(D)) is performed. Next, the second pattern is one in which the Reach Establishment animation (see Figure 9(B)) (announcing the establishment of a reach with even-numbered symbols) is performed, and then the Reach Symbol Shrinkage Movement animation (see Figure 9(D)) is performed without the Reach Symbol Focus animation (see Figure 9(C)) being performed. And the third pattern is one in which the Reach Symbol Shrinkage Movement animation (see Figure 9(D)) is performed when the SPSP Reach develops from a normal reach (or SP reach), as shown in Figure 8.

[0282] Here, a specific example of the sequence of events when the second pattern of events is performed and then the events proceed along the first event route is as described above based on Figure 16. Now, we will explain the sequence of events and specific examples when the third pattern of events is performed and then the events proceed along the first event route.

[0283] Figure 11(A) illustrates how a normal reach occurs following the reach formation animation in Figure 10(I), which notifies the formation of a reach with four symbols. In this normal reach, as illustrated in Figure 11(A), after a reach is formed with the left four symbols and the right four symbols, the scrolling speed of the middle row of symbols gradually decreases, and the middle symbols (in this case, the middle four symbols) that are the same as the reach symbols (in this case, the left four symbols and the right four symbols) descend so as to approach the valid line determined by the reach symbols.

[0284] (Reach symbol shrinking and moving animation) Here, if a variation animation pattern that directly develops from a normal reach to an SPSP reach without going through an SP reach is set by the sub-CPU 91 at the start of the variation, the reach symbol shrinking and moving animation (see Figure 9(D)) is performed following the normal reach (see Figure 11(B)). Specifically, when the middle row of symbols is scrolling during the normal reach, the same middle symbol as the reach symbol (in this case, the middle 4 symbol) passes the active line without stopping on the active line, and then the scrolling speed of the middle row of symbols increases, making it difficult to identify the middle symbol, until the middle symbol is hidden. Then, as illustrated in Figure 11(B), the left 4 symbols shrink as they move to the upper left area of ​​the display screen 70, rotating 1 clockwise with the scroll direction as the axis before moving to the upper left area, and simultaneously, the right 4 symbols shrink as they move to the upper right area of ​​the display screen 70, rotating 1 clockwise with the scroll direction as the axis before moving to the upper right area.

[0285] (The display of the animation symbols is shown in the first display mode.) This shrinking and moving animation of the winning symbols causes the winning symbols to appear as if they have stopped in a shrunk state in the upper left and right areas until the end of the variation display of the first special symbol (see Figures 9(E) and 11(C)). Figure 11(C) shows an example where the four left symbols are displayed as if they have stopped in a shrunk state in the upper left area, and the four right symbols are displayed as if they have stopped in a shrunk state in the upper right area.

[0286] When the reach symbols are displayed in a pseudo-stop state, reduced to the upper left and right areas, the SPSP reach (the first route's presentation) begins (see Figures 9(F) and 11(D)). When this SPSP reach begins, although not shown in Figure 11(D), the presentation images for the second half of the battle, etc., are displayed in the central area of ​​the display screen 70 as SPSP reach presentation images (see Figure 9(G)).

[0287] (First possibility suggestion) Next, during the SPSP reach, while the reach symbols remain in a pseudo-stopped state, reduced to the upper left and right areas, a first possibility indication effect may be performed to suggest that a win notification effect (see Figure 9(S)) may be executed (see Figures 9(H) and 11(E)). In this embodiment, the first possibility indication effect is an effect in which possibility indication characters indicating the degree of probability that a win notification effect will be executed are displayed between the left and right reach symbols in the upper area of ​​the display screen 70. Figure 11(E) shows an example where the word "CHANCE" is displayed as the possibility indication character.

[0288] In this embodiment, two types of characters are available to indicate this possibility: "CHANCE" and "VERY GOOD CHANCE." The first possibility indication, which displays the characters "VERY GOOD CHANCE," has a higher probability of a big win than the first possibility indication, which displays the characters "CHANCE."

[0289] Furthermore, this first possibility suggestion animation is an animation that can be executed when the SPSP Reach animation is progressing along the first animation route, and will not be executed when the SPSP Reach animation is progressing along the second animation route, making it an animation exclusive to the first animation route.

[0290] Although not shown in Figure 9, Figure 11(F) illustrates how, in the latter half of the SPSP reach, a first-performance button operation prompting animation is performed to encourage the player to operate the first-performance button 35. In this first-performance button operation prompting animation, an image of the first-performance button, which is modeled after the first-performance button 35, and an effective period gauge indicating the remaining time during which the operation of the first-performance button 35 is valid are displayed on the display screen 70.

[0291] Here, if the player operates the first performance button 35 within the validity period related to the first performance button operation promotion performance in Figure 11(F), or if the validity period ends without the first performance button 35 being operated, a cut-in will be performed, for example, by superimposing a predetermined cut-in image onto the performance image (other than the reach symbol) displayed on the display screen 70 (see Figure 11(G)). This cut-in is an effect that indicates the likelihood of a win notification performance being executed in the current symbol variation, and there are three types of cut-ins: weak cut-in, medium cut-in, and strong cut-in. The weak cut-in is an effect that is entirely represented in green and displays a cut-in image representing one character, the medium cut-in is an effect that is entirely represented in red and displays a cut-in image representing two characters, and the strong cut-in is an effect that is entirely represented in gold and displays a cut-in image representing three characters. Here, if we arrange the three types of cut-ins described above in order from lowest to highest probability of winning (the likelihood of a winning notification being displayed during this symbol change), the order is weak cut-in, medium cut-in, and strong cut-in. Figure 11(G) shows an example of a strong cut-in in action.

[0292] As shown above, when the cut-in occurs and the SPSP reach reaches its final stages, a second-performance button operation prompting animation is performed, which is not shown in Figure 9, to encourage the player to operate the second performance button 36 (see Figure 11(H)). In this second-performance button operation prompting animation, as illustrated in Figure 11(H), an image of the second performance button 36 is displayed, along with the words "Press!" indicating the operation of the second performance button 36, and an effective period gauge showing the remaining time during which the operation of the second performance button 36 is valid.

[0293] Here, if the result of the first special symbol judgment performed by the main CPU 81 at the start of this symbol change is "miss", then a defeat animation (see Figures 9(I) and 11(I)) showing the protagonist character being defeated by the enemy character is performed as an action-responding animation, depending on whether the second performance button 36 was operated during the valid period related to the second performance button operation promotion animation, or whether the valid period related to the second performance button operation promotion animation ended without the second performance button 36 being operated. Figure 11(I) shows an example of the above defeat animation showing the enemy character leaving after defeating the protagonist character.

[0294] Thus, if a defeat animation occurs as the result of the battle animation (second half battle) during the SPSP reach, although not shown in Figure 11, three animation symbols indicating a failed reach (for example, the three animation symbols "434" in this case) are pseudo-stopped just before the end of the current symbol change, and as the losing symbol is stopped as the first special symbol, a loss notification animation (see Figure 9(J)) is performed in which the three animation symbols indicating a failed reach are actually stopped. In this way, when a loss notification animation is performed, the matching number animation is not performed.

[0295] (Attention-grabbing effect for matching numbers) On the other hand, in the example shown in Figure 11, if the result of the first special symbol judgment performed at the start of the symbol change is "jackpot", then, depending on whether the second performance button 36 was operated during the valid period related to the second performance button operation promotion effect, or whether the valid period related to the second performance button operation promotion effect ended without the second performance button 36 being operated, instead of a defeat effect, a victory effect (see Figure 9(Q)) showing the main character defeating the enemy character and a matching number performance symbol attention effect (see Figure 9(R)) that draws attention to the performance symbols that suggest a jackpot game will be performed will be performed as operation-responding effects. In the example shown in Figure 11, since a reach has been achieved with 4 symbols, the matching number performance symbol attention effect will draw attention to the three performance symbols that show the matching numbers "444". Thus, when a victory animation or a matching number symbol highlight animation is performed, the three symbols representing the matching number "444" will be displayed as a pseudo-stop in their normal size, and as the jackpot symbol is displayed as the first special symbol, these three symbols representing the matching number "444" will then come to a full stop.

[0296] Up to this point, referring to Figure 11 (and Figure 9), we have explained the effects performed during an SPSP reach, using the example of a case where a normal reach directly develops into an SPSP reach and the effects of the first effect route proceed. However, the effects of the first effect route are performed similarly when the effects proceed directly from the reach establishment effect in Figure 9(B) (here, the even-numbered symbol reach establishment effect) to the reach symbol shrinking and moving effect in Figure 9(D), or when the effects proceed from the reach establishment effect in Figure 9(B) (here, the odd-numbered symbol reach establishment effect) via the reach symbol attention effect in Figure 9(C) to the reach symbol shrinking and moving effect in Figure 9(D).

[0297] <Reach symbol highlighting effect → First effect route effect> Figure 17 is a screen diagram showing a specific example of a series of animations from the moment the reach symbol attention animation (see Figure 9(C)) is performed, through the reach symbol shrinking and moving animation (see Figure 9(D)), until just before the animation of the first animation route begins as part of the SPSP reach animation.

[0298] Figure 17(A) shows an example of a reach-prompt animation (see Figure 9(A)) being performed, similar to Figure 16(A) and others mentioned above. Here, if the sub-CPU 91 is set to achieve a reach with the 7 symbol at the start of this symbol change, the following animation will be performed.

[0299] In other words, once the reach-establishment prompting animation shown in Figure 17(A) occurs, the next step is a slow-movement animation of the left and right 7 symbols, in which the left 7 symbol and the right 7 symbol are simultaneously and slowly lowered (see Figure 17(B)). This slow-movement animation of the left and right symbols, exemplified in Figure 17(B), is performed in the same way as the slow-movement animation of the left and right symbols described above, based on Figure 13(D).

[0300] As shown in Figure 17(B), when the left and right 7 symbols move slowly, and the left 7 symbol and the right 7 symbol descend to a predetermined height in the vertical direction of the display screen 70, a first performance button operation prompting animation is performed to prompt the player to operate the first performance button 35 (see Figure 16(C)). Similar to what is described above based on Figure 13(E), a first performance button operation prompting animation is performed to prompt the player to operate the first performance button 35.

[0301] (A winning combination is achieved with odd-numbered symbols) Here, since the setting for achieving a reach with the number 7 is established at the start of this symbol change, a reach establishment animation (see Figure 9(B)) is performed to notify that a reach with the number 7 has been established, either when the player operates the first performance button 35, or when the validity period for the first performance button operation prompt animation in Figure 17(C) ends without the player operating the first performance button 35 (see Figure 17(D)). This reach establishment animation in Figure 17(D) is performed in the same way as the reach establishment animation described above, based on Figure 13(F).

[0302] (Attention-grabbing effect for the winning symbols) Thus, when a reach is established using the number 7 symbol (odd-number symbol reach establishment animation: see Figure 9(B)), a reach symbol attention animation (see Figure 9(C)) follows this reach establishment animation (see Figures 17(E)~(G)). Note that the reach symbol attention animation here is performed in the same way as the reach symbol attention animation described above, based on Figures 13(G)~(I), so a detailed explanation is omitted here.

[0303] Next, when the animation progresses from the Reach Symbol Attention Animation (see Figures 9(C) and 17(E)-(G)) to the animation of the first animation route of the SPSP Reach (see Figure 9), the following animation takes place. Specifically, the Reach Symbol Separation and Shrinking Animation takes place, in which the single giant 7 symbol displayed by the merging animation in Figure 17(G) separates into a left 7 symbol and a right 7 symbol, and these 7 symbols shrink and move away from each other (see Figure 17(H)). Figure 17(H) shows the left 7 symbol moving to the left while the right 7 symbol moves to the right. Thus, when the single large 7 symbol is separated into two 7 symbols (the left 7 symbol and the right 7 symbol) by the reach symbol separation and reduction effect shown in Figure 17(H), although not shown in the figure, the left 7 symbol and the right 7 symbol return to the positions they were displayed in during the reach formation effect (see Figure 17(D)), and are temporarily displayed in a pseudo-stopped state at those positions.

[0304] Thus, after the reach symbol attention effect (see Figures 9(C), 17(E)~(G)) is performed to draw attention to the 7 symbol as a reach symbol, the reach symbol separation and reduction effect (see Figure 17(H)) is performed, and then the reach symbol reduction and movement effect is performed (see Figures 9(D), 17(I)). The reach symbol reduction and movement effect exemplified in Figure 17(I) is performed in the same way as the reach symbol reduction and movement effect described above based on Figure 11(B), except that the effect symbols that are reduced and moved are different. And, as is clear from the notation in Figures 11(B)~(I), once the reach symbol reduction and movement effect in Figure 17(I) is performed, the effect proceeds to the effect of the first effect route of the SPSP reach.

[0305] Here, after the reach symbol attention effect (see FIGS. 17(E) to (G)) that draws attention to the seven symbols as the reach symbols, the reach symbol separation and reduction effect (see FIG. 17(H)) and the reach symbol reduction and movement effect (see FIG. 17(I)) that separate one large seven symbol into two seven symbols (left seven symbol and right seven symbol) were taken as an example for explanation. However, when a reach symbol attention effect that draws attention to an odd number of symbols different from the seven symbols (for example, three symbols) is performed and then the effect of the first effect route is performed, except for the difference in the reach symbols, the effect proceeds in the same flow as FIGS. 17(E) to (I).

[0306] Note that the reach symbol separation and reduction effect (see FIG. 17(H)) and the reach symbol reduction and movement effect (see FIG. 17(I)) are performed when the effect proceeds to the effect of the first effect route of the SPSP reach after the reach symbol attention effect. When the effect proceeds to the effect of the second effect route of the SPSP reach (see FIG. 9) after the reach symbol attention effect, other effects are performed without performing these reach symbol separation and reduction effects and reach symbol reduction and movement effects.

[0307] <Effect of the second effect route of SPSP reach> Next, while referring to FIGS. 9, 14, and 15, the flow and specific examples of the effect of the second effect route shown in FIG. 9 will be described. Here, FIGS. 14 and 15 are screen diagrams showing specific examples of the effect of the second effect route of the SPSP reach. Note that FIGS. 14 and 15 show specific examples of the effect of the second effect route when the reach establishment effect (see FIGS. 9(B) and 13(F)) and the reach symbol attention effect (see FIGS. 9(C) and 13(G) to (I)) are performed and then the effect of the second effect route shown in FIG. 9 (effects after FIG. 9(K)) is performed.

[0308] If the second performance route proceeds after the Reach Symbol Attention Performance (see Figures 9(C) and 13(G)-(I)), the Reach Symbol Splitting Performance (see Figures 9(K) and 14(A)-(B)) will follow the Reach Symbol Attention Performance. This Reach Symbol Splitting Performance is an effect in which one giant Reach Symbol (one giant 7 symbol in the example shown in Figure 13(I)) displayed by the Reach Symbol Attention Performance is split into many tiny Reach Symbols (in this case, tiny 7 symbols). Figures 14(A)-(B) illustrate how a series of explosions occur around one giant 7 symbol, causing many tiny 7 symbols to scatter from the giant 7 symbol, and consequently the giant 7 symbol gradually shrinks.

[0309] Furthermore, the reach symbol separation and reduction effect described above, based on Figure 17(H), involves separating one large 7 symbol into two normal-sized 7 symbols in order to advance the effect to the first effect route of the SPSP reach. However, the reach symbol splitting effect (see Figures 14(A)~(B)) is different from the reach symbol separation and reduction effect in that the miniature 7 symbols that become the reach symbols after splitting are considerably smaller than the two normal-sized 7 symbols mentioned above, and the number of miniature 7 symbols after splitting is extremely large (compared to the two normal-sized 7 symbols mentioned above).

[0310] The reach symbol splitting effect (see Figure 9(K), Figures 14(A)-(B)) is an effect in which a single large reach symbol (for example, a 7 symbol) displayed by the reach symbol attention effect (see Figure 9(C)), which draws attention to the reach symbol (in this case, an odd-numbered symbol), is split into many tiny reach symbols (for example, tiny 7 symbols). For this reason, the reach symbol splitting effect (see Figure 9(K)) may be performed after the reach symbol attention effect, but if the reach symbol attention effect is not performed, that is, if the reach establishment effect (see Figure 9(B)) which notifies that a reach has been established with an even-numbered symbol is performed, the reach symbol splitting effect (see Figure 9(K)) will not be performed.

[0311] (The display of the animation symbols is shown in the second display mode.) Next, when the reach symbol splitting animation (see Figure 9(K), Figures 14(A)~(B)) is performed, a background image representing the tiny reach symbol is displayed (see Figure 9(L), Figure 14(C)). Specifically, the sub-CPU 91 changes the background image from the normal background image state (not shown) to a background image with a pattern of tiny odd-numbered symbols (in this case, a background of tiny 7 symbols with a pattern of tiny 7 symbols). This makes it possible for the player to identify the reach symbol based on the background image displayed during the animation of the second animation route in the SPSP reach. Furthermore, since the 7 symbol in this embodiment is an animation symbol that guarantees a win of 3R probability variation A (see Figure 6(B)) if the symbols line up, it is possible to effectively increase the player's expectation of a probability variation jackpot by continuously displaying the tiny 7 symbol background during the animation of the second animation route.

[0312] Furthermore, the miniature 7-symbol background is displayed during the fluctuation display of the first special symbol in normal gameplay. For example, the miniature 7-symbol background is displayed in full screen on the display screen 70 so that each miniature 7-symbol represented by the miniature 7-symbol background appears to be swaying. Therefore, players can recognize that the fluctuation display of the first special symbol is in progress by seeing each miniature 7-symbol swaying.

[0313] Here, we compare the display patterns of the reach symbols when the SPSP reach proceeds via the first presentation route and when the SPSP reach proceeds via the second presentation route.

[0314] When the SPSP reach proceeds via the first performance route, as described above based on Figures 11(C) to (I), for example, the left symbol, as the reach symbol, is displayed in a reduced state as a pseudo-stop in the upper left area, and the right symbol, as the reach symbol, is displayed in a reduced state as a pseudo-stop in the upper right area. Note that these left and right symbols, which are displayed when the performance is progressing via the first performance route, are superimposed on the background image, although they are not shown in the figures.

[0315] On the other hand, when the SPSP reach proceeds via the second presentation route, there is no concept of left or right symbols, and the reach symbols are represented by odd-numbered symbol backgrounds such as the extremely small 7 symbol background, as exemplified in Figures 14(C)~(I) and 15(A).

[0316] Thus, since the display patterns of the winning symbols differ between the first and second performance routes, players can easily determine whether the performance is progressing via the first or second performance route based on the display patterns of the winning symbols during the SPSP reach.

[0317] Figures 14(C)-(I) and 15(A) illustrate the display of a miniature 7-symbol background with a miniature 7-symbol pattern because a reach has been achieved with the 7-symbol. However, for example, if a reach has been achieved with the 3-symbol, a miniature 3-symbol background with a miniature 3-symbol pattern will be displayed, and for example, if a reach has been achieved with the 5-symbol, a miniature 5-symbol background with a miniature 5-symbol pattern will be displayed.

[0318] However, this extremely small odd-numbered symbol background is only displayed when a reach is achieved with odd-numbered symbols and a reach symbol focus effect (see Figure 9(C)) is performed to draw attention to the odd-numbered symbols as reach symbols. Therefore, the extremely small even-numbered symbol background with an even-numbered symbol pattern is never displayed.

[0319] As described above, when the display of the extremely small odd-numbered symbol background (in this case, the extremely small 7 symbol background) begins, the intermittent illumination of the extremely small reach symbols in the background (see Figure 9(M)) is initiated, causing the extremely small reach symbols (in this case, the extremely small 7 symbols) represented by the extremely small odd-numbered symbol background to illuminate intermittently. This intermittent illumination of the extremely small reach symbols in the background is an effect that causes each extremely small odd-numbered symbol (in the example shown in Figure 14, the extremely small 7 symbols) represented by the extremely small odd-numbered symbol background to illuminate intermittently. Figures 14(D), (F), and (H) illustrate the state in which each extremely small 7 symbol is illuminated, while Figures 14(E), (G), and (I) illustrate the state in which each extremely small 7 symbol is not illuminated.

[0320] In the gaming machine 1 of this embodiment, when a reach is achieved with odd-numbered symbols, a reach symbol attention effect is performed to draw attention to those odd-numbered symbols. However, when the SPSP reach effect is progressing through the second effect route, as described above, the intermittent flashing effect of tiny reach symbols in the background is performed intermittently. Therefore, it is possible to draw attention to the reach symbols (odd-numbered symbols) not only when a reach is achieved with odd-numbered symbols, but also during the effect of the second effect route of the SPSP reach.

[0321] Next, the SPSP Reach begins (see Figures 9(N) and 14(E)). The SPSP Reach's presentation is basically the same as when the first presentation route is in progress. When the SPSP Reach begins, although not shown in Figure 14(E), the presentation images for the second half of the battle, etc., are displayed in the full screen area of ​​the display screen 70 as SPSP Reach presentation images (see Figure 9(O)).

[0322] When the first performance route is in progress, the left symbol is displayed in a reduced size in the upper left area, and the right symbol is displayed in a reduced size in the upper right area. Therefore, as described above based on Figure 9(G), the second half of the battle is performed using the central area of ​​the display screen 70. In contrast, when the second performance route is in progress, the reach symbols are represented by a background of extremely small odd-numbered symbols, making it possible to perform the second half of the battle in a wider display area compared to when the first performance route is in progress.

[0323] (Suggestion of a second possibility) Next, during the process of the SPSP Reach's second performance route, a second possibility indication performance may be performed that suggests the possibility of a winning notification performance (see Figure 9(S)) being executed (see Figures 9(P) and 14(G)). In this embodiment, the second possibility indication performance is a performance in which a vertically elongated band-shaped image representing text indicating the likelihood of a winning notification performance being executed is displayed on both the left and right sides of the display screen 70. Figure 14(G) illustrates a second possibility indication performance in which a band-shaped image representing the text "SUPER" is displayed on the left side of the display screen 70, and a band-shaped image representing the text "CHANCE!" is displayed on the right side of the display screen 70.

[0324] In this embodiment, there is only one type of presentation pattern for the second possibility suggestion presentation, as illustrated in Figure 14(G). During the process of the presentation route for the second presentation, there are cases in which the second possibility suggestion presentation is executed and cases in which it is not executed. In the former case, the probability of a big win is higher than in the latter case (i.e., the win notification presentation in Figure 9(S) is more likely to be executed in this symbol variation).

[0325] Therefore, when the second performance route is progressing as part of the SPSP reach performance, players can enjoy the game while expecting the second possibility suggestion performance to occur.

[0326] Furthermore, this second possibility suggestion animation is an animation that can be executed when the SPSP Reach animation is progressing via the second animation route, and will not be executed when the SPSP Reach animation is progressing via the first animation route, making it an animation exclusive to the second animation route.

[0327] Although not shown in Figure 9, Figure 14(H) illustrates how, in the latter half of the SPSP reach, a first-performance button operation prompting animation is performed to encourage the player to operate the first-performance button 35. However, since this first-performance button operation prompting animation is performed in the same way as during the first-performance route described above based on Figure 11(F), a detailed explanation is omitted here.

[0328] Figure 14(I) illustrates how a cut-in occurs in response to the operation of the first performance button 35 during the validity period related to the first performance button operation promotion performance in Figure 14(H), or in response to the validity period ending without the operation of the first performance button 35. The cut-ins here include weak cut-ins, medium cut-ins, and strong cut-ins, similar to the cut-ins that occur during the performance of the first performance route, and Figure 14(H) illustrates how a medium cut-in occurs.

[0329] Thus, when the cut-in occurs and the SPSP reach reaches its final stages, although not shown in Figure 9, a second-stage button operation prompting animation is performed to encourage the player to operate the second-stage button 36 (see Figure 11(H)). This second-stage button operation prompting animation is performed in the same way as the second-stage button operation prompting animation shown in Figure 11(H) that occurs during the first-stage route, except that it is performed when a very small 7 symbol background is displayed.

[0330] Here, if the result of the first special symbol judgment performed by the main CPU 81 at the start of this symbol variation is "miss", then, depending on whether the second performance button 36 was operated during the valid period related to the second performance button operation promotion effect, or whether the valid period related to the second performance button operation promotion effect ended without the second performance button 36 being operated, a defeat animation similar to the one described above (see Figure 9(T)) will be performed based on Figure 11(I), and as a loss indication animation that suggests a miss, a background destruction animation will be performed showing the panel of the tiny 7 symbol background being destroyed (see Figure 15(G)). The display of the tiny 7 symbol background will end and the background will return to the normal background.

[0331] Subsequently, as a notification of a loss shown in Figure 9(U), just before the display of the first special symbol ends, three symbols indicating a "767" reach failure are displayed as pseudo-stops (see Figure 15(H)), and as the losing symbol is displayed as the first special symbol, the three symbols indicating the "767" reach failure actually stop (see Figure 15(I)).

[0332] (Attention-grabbing effect for matching numbers) On the other hand, if the result of the first special symbol judgment performed by the main CPU 81 at the start of the symbol change is "jackpot", then, depending on whether the second performance button 36 was operated during the valid period related to the second performance button operation promotion effect, or whether the valid period related to the second performance button operation promotion effect ended without the second performance button 36 being operated, a victory effect (see Figure 9(Q)) showing the main character defeating the enemy character, and a matching number performance symbol attention effect (see Figure 9(R)) that draws attention to the performance symbols that suggest a jackpot game will be played, will be performed as operation-corresponding effects. Note that the victory effect is not shown in Figure 15, and specific examples of the matching number performance symbol attention effect are shown in Figures 15(B) to (E).

[0333] Here, if the performance proceeds via the first performance route, regardless of whether the three symbols indicating the matching numbers are odd or even, a matching number symbol highlighting performance similar to the one described above will be performed based on Figures 16(G) to (H). This is because, when the performance proceeds via the first performance route, the extremely small odd number symbol background (see Figures 14(C) to (I)) is not displayed. In contrast, as illustrated in Figures 14 and 15, if the performance proceeds via the second performance route with the extremely small odd number symbol background (in this case, the extremely small 7 symbol background) displayed, and then the matching number symbol highlighting performance is performed, the matching number symbol highlighting performance will be slightly different from when the performance proceeds via the first performance route. Specifically, it is as follows.

[0334] In other words, in response to the operation of the second performance button 36 in response to the second performance button operation prompting performance in Figure 15(A), although not shown in Figure 15, a victory performance is first performed that shows the main character defeating the enemy character. Then, as part of the matching number performance symbol attention performance that follows this victory performance, each of the tiny odd number symbols represented by the tiny odd number symbol background is gathered (moved) into the respective display areas: the left symbol display area where the left symbol is pseudo-stopped, the middle symbol display area where the middle symbol is pseudo-stopped, and the right symbol display area where the right symbol is pseudo-stopped. The tiny odd number symbols gathered in each display area are then combined to generate a performance symbol, and by repeating this series of performances, a gathering, combining, and expanding performance performance is performed in which the same performance symbol that appears in each display area is gradually enlarged (see Figures 15(B) to (C)). Figures 15(B) to (C) illustrate how the seven tiny symbols displayed in various locations on the display screen 70 gather and combine in one of the three display areas, causing the seven symbols generated in each display area to gradually increase in size.

[0335] As a result of the collective combination and expansion effect, when the normal-sized 7 symbols are pseudo-stopped in the right symbol display area, the middle symbol display area, and the right symbol display area, the same matching number symbol attention effect described above is executed consecutively based on Figures 16(G) to (H) (see Figures 15(D) to (E)). Figures 15(D) to (E) illustrate how the attention given to the three matching numbers "777" that were pseudo-stopped by the collective combination and expansion effect in Figures 15(B) to (C) increases as they are gradually enlarged.

[0336] Thus, when a victory animation (see Figure 9(Q)) or a matching number animation (see Figure 9(R), Figures 15(B)~(E)) is performed in response to the operation of the second animation button 36, the three animation symbols showing the matching number "777" are pseudo-stopped and displayed in their normal size (see Figure 15(F)). As the jackpot symbol (here, the jackpot symbol X1 that announces the win of 3R probability variation A: see Figure 6(B)) stops and is displayed as the first special symbol, a win notification animation (see Figure 9(S)) is performed in which these three animation symbols showing the matching number "777" are brought to a complete stop.

[0337] (Other configurations related to the matching number symbol display feature) Regarding the double-digit symbol attention effect, the following configuration may be adopted. That is, in this embodiment, when the first SPSP reach effect route is performed before the win notification effect, the double-digit symbol attention effect illustrated in Figures 16(G) to (H) is executed, and when the second SPSP reach effect route is performed before the win notification effect, the double-digit symbol attention effect illustrated in Figures 16(G) to (H), which is slightly different from the double-digit symbol attention effect illustrated in Figures 16(G) to (H), is executed. This will be explained as an example. In contrast, in other embodiments, for example, when the effect route of the second effect route is progressing, a configuration may be adopted in which the double-digit symbol attention effect illustrated in Figures 15(D) to (E) is performed without performing the set combination expansion effect shown in Figures 15(B) to (C), thereby performing the double-digit symbol attention effect that is the same as when the effect route of the first effect route is performed when the effect route of the second effect route is progressing.

[0338] Furthermore, in this embodiment, the example described is the case in which the effect of simultaneously enlarging three effect symbols that show matching numbers is performed as the effect of drawing attention to the matching number effect symbols. However, other effects different from the effect exemplified in this embodiment may be performed as the effect of drawing attention to the matching number effect symbols, as long as they can draw the player's attention to the three effect symbols that show matching numbers. One example of such other effects is an effect in which decorative images of a predetermined color are added to the effect of displaying the three effect symbols that show matching numbers in a pseudo-stopped state. In addition, it is also conceivable to employ a method that enhances the attention drawn to the three effect symbols by combining the movement and rotation of the three effect symbols with such other effects.

[0339] [Characteristics of each notable effect and related effects performed in normal performance mode] Up to this point, we have mainly referred to Figures 8 to 18 to explain the flow and specific examples of each notable effect that occurs when the effects are controlled in normal performance mode, as well as the effects related to these notable effects. Below, we will explain the characteristics of each notable effect and its related effects that are executed in normal performance mode, referring to Figure 19. Here, Figure 19 is an explanatory diagram for explaining the characteristics of each notable effect and its related effects that are executed in normal performance mode.

[0340] In Figure 19, the effect with the effect type "Pre-Target Effect" is a pre-read effect that is performed in a symbol change prior to the pre-read target effect, based on the pre-determination result related to the pre-read target effect. Furthermore, the effect with the effect type "Pre-read Target Effect" (the effect in question) is an effect that is performed in the pre-read target effect based on the determination result of the first special symbol determination performed at the start of the pre-read target effect.

[0341] (Attention-grabbing effect for matching numbers) The gaming machine 1 of this embodiment is configured to execute a "different attention-grabbing performance" that is different from any of the following: a reach symbol attention performance that draws attention to a second performance symbol (an odd-numbered symbol displayed as a reach symbol), a first performance symbol attention performance that draws attention to a first performance symbol (for example, an even-numbered symbol), and a second performance symbol attention performance that draws attention to a second performance symbol (for example, an odd-numbered symbol displayed when no reach performance is taking place). Specifically, the gaming machine 1 is configured to execute a repeating number performance symbol attention performance that draws attention to a performance symbol (in this embodiment, three performance symbols showing repeating numbers) that suggests that a jackpot game will be played, after executing a post-reach performance (an example of an "expectation performance") from Figure 9(C) onwards that makes the player expect that the win notification performance will be executed, prior to the win notification performance exemplified in Figure 9(S).

[0342] As described above based on Figures 8(Q), 9(R), 15(B)-(E), 16(G)-(H), etc., the matching number symbol highlighting effect can be executed when the result of the first special symbol judgment performed by the main CPU 81 at the start of the first special symbol's variation in normal gameplay is a "jackpot," but it is not executed when the result of this first special symbol judgment is a "miss." From this, it can be said that the matching number symbol highlighting effect is an effect that makes a jackpot highly likely when it occurs (i.e., an effect with a 100% jackpot reliability), and is a definitive indication effect that definitively suggests that a jackpot notification effect will be executed.

[0343] In this embodiment of the gaming machine 1, the following configuration is adopted: in the first case where a win notification is performed during an SPSP reach, the matching number symbol attention effect is performed prior to the win notification; in the second case where a win notification is performed during a normal reach, and in the third case where a win notification is performed during an SP reach, the matching number symbol attention effect is not performed. In contrast, in other embodiments, the matching number symbol attention effect may be performed prior to the win notification in the second and third cases as well, similar to the first case.

[0344] (First stage design highlight) The first symbol attention effect (see Figure 8(D)) is an effect that draws attention to the first symbol (in this embodiment, an even-numbered symbol) displayed by the weak chance symbol effect (see Figure 8(C)) when the pre-reach effect and the miss notification effect have finished, as described above based on Figures 8 and 12 (see Figures 12(C) to (D)). In this embodiment, the probability of a jackpot in the first symbol attention effect is set to approximately 15% (see Figure 19).

[0345] In this embodiment, as described above, the probability of a jackpot in the first symbol attention effect is set to a relatively high value of approximately 15%. In the gaming machine 1 of this embodiment, if the first symbol attention effect is executed in the pre-target spin (in conjunction with the weak chance eye effect), some kind of reach effect will always be executed in the subsequent pre-read target spin. This is because the sub-CPU 91 executes the first symbol attention effect only when it obtains prior determination information indicating that a spin pattern of the first special symbol that will result in the execution of one of the reach effects in the pre-read target spin is selected at the start of the pre-read target spin. Furthermore, if the weak chance eye effect and the first symbol attention effect are combined in the pre-target spin, the matching number symbol attention effect (and the win notification effect) is more likely to be executed in the pre-read target spin than if the weak chance eye effect is executed alone in the pre-target spin. Therefore, by executing a first symbol-focused animation in the pre-target spin before a reach is established and the reach animation is performed in the pre-target spin, it is possible to direct the player's attention to the animation symbols, and as a result, it is possible to effectively suggest that there is a possibility that a special animation such as a matching-numbers animation will be performed in the pre-target spin.

[0346] (Second stage design highlight) The second symbol attention effect (see Figure 8(F)) is an effect that draws attention to the second symbol (an odd-numbered symbol in this embodiment) displayed by the strong chance symbol effect (see Figure 8(E)) when the pre-reach effect and the miss notification effect have finished, as described above based on Figures 8 and 12 (see Figures 12(G) to (H)). In this embodiment, the probability of a jackpot during the second symbol attention effect is set to approximately 31% (see Figure 19).

[0347] In this embodiment, as described above, the probability of a jackpot being triggered by the second symbol highlighting effect is set to approximately 31%, which is higher than the probability of a jackpot being triggered by the first symbol highlighting effect (approximately 15% in this embodiment). In the gaming machine 1 of this embodiment, if the second symbol highlighting effect is executed in the pre-target spin (in conjunction with the strong chance eye effect), then a reach effect of SP Reach or higher (at least one of SP Reach or SPSP Reach) will always be executed in the subsequent pre-read target spin. This is because the sub-CPU 91 executes the second symbol highlighting effect only when it obtains prior determination information indicating that a spin pattern of the first special symbol that will result in the execution of at least one of SP Reach or SPSP Reach in the pre-read target spin is selected at the start of the pre-read target spin. Furthermore, the second symbol-focused performance has the characteristic that when the strong chance symbol performance and the second symbol-focused performance are combined in the pre-target spin, the matching number symbol-focused performance (and the win notification performance) is more likely to be performed in the pre-read target spin than when the strong chance symbol performance is performed alone in the pre-target spin. For this reason, by performing the second symbol-focused performance in the pre-target spin before a reach is established in the pre-read target spin and a reach performance of SP reach or higher is performed, it is possible to direct the player's attention to the performance symbols more than when the first symbol-focused performance is performed, and as a result it is possible to effectively suggest that there is a possibility that a focus performance such as the matching number symbol-focused performance will be performed in the pre-read target spin.

[0348] (Attention-grabbing effect for the winning symbols) The reach symbol attention effect (see FIGS. 8(V) and 9(C)) is an attention effect that causes the player to pay attention to the second performance symbol (in this embodiment, the odd symbol) when a reach by the performance symbol is established. When a reach by the performance symbol is established for the first performance symbol (in this embodiment, the even symbol), the attention effect that causes the player to pay attention to this first performance symbol is not executed.

[0349] Note that the reach symbol attention effect (see FIG. 8(V)) is, as is clear from the notation in FIG. 8, an effect that is executed following the reach establishment effect (see FIG. 8(U)) after the reach establishment agitation effect (see FIG. 8(S)) and before the start of the SPSP reach (see FIG. 8(P)). In the gaming machine 1 of this embodiment, the reach symbol attention effect is not executed following the reach establishment effect in FIG. 8(K). Thus, the reason for not executing the reach symbol attention effect when executing the reach establishment effect in FIG. 8(K) is that after the reach establishment effect in FIG. 8(K), a losing notification effect (see FIG. 8(N)) is often executed in the normal reach (see FIG. 8(L)). If the reach symbol attention effect is performed before the start of such a normal reach, there is a concern that it will give the player an unpleasant feeling and, instead of improving the趣味性, may rather reduce the趣味性.

[0350] Thus, the reach symbol attention effect (see FIG. 8(V)) that is executed following the reach establishment effect (see FIG. 8(U)) that is executed after the reach establishment agitation effect (see FIG. 8(S)) is set to have a jackpot reliability of approximately 39% in this embodiment. Thus, in this embodiment, the reach establishment agitation effect with a relatively high jackpot reliability is performed when a reach by the odd symbol is established, but not when a reach by the even symbol is established. Therefore, the player can enjoy the game while expecting that the reach establishment effect (see FIG. 8(U)) that notifies the establishment of a reach by the odd symbol, rather than the reach establishment effect (see FIG. 8(U)) that notifies the establishment of a reach by the even symbol, will be executed.

[0351] (Effect of reducing and displaying the reach symbol in the upper left and right regions) As described above based on Figures 9(D) to (F) and 16(D) to (F), in the gaming machine 1 of this embodiment, when the first performance route is performed as an SPSP reach performance, the performance symbols are displayed in the first display mode, with the left symbol as the reach symbol being pseudo-stopped in a reduced state in the upper left area of ​​the display screen 70, and the right symbol as the reach symbol being pseudo-stopped in a reduced state in the upper right area of ​​the display screen 70.

[0352] As is clear from the notation in Figure 9, in the gaming machine 1 of this embodiment, in some cases when the matching number symbol attention effect (see Figure 9(R)) and the win notification effect (see Figure 9(S)) are performed, an effect is performed in which the reach symbols are displayed in a reduced size in the upper left and right areas (see Figure 9(E)). In the matching number symbol attention effect, as described above based on Figures 16(G) to (H), an effect is performed to draw attention to the three effect symbols that indicate matching numbers, whereas in the effect of displaying the reach symbols in a reduced size in the upper left and right areas, as is clear from comparing the notation in Figure 16(F) with the notation in Figures 16(G) to (H), an effect is performed to draw attention to the left and right symbols of the three effect symbols in a more subdued manner. From this, it can be said that the effect of displaying the reach symbols in a reduced size in the upper left and right areas, and the effect of highlighting the matching numbers, as shown in Figure 19, is an effect that suggests that there is a possibility of the matching numbers highlighting effect being executed, and the probability of a big win is set to approximately 27% in this embodiment.

[0353] (First possibility suggestion) The first probability indication effect (see Figures 9(H) and 11(E)) is, as described above, an effect in which probability indication characters indicating the likelihood of a winning notification effect being performed are displayed between the left and right reach symbols in the upper area of ​​the display screen 70. As described above, in this embodiment, two types of probability indication characters are provided: "CHANCE" and "VERY GOOD CHANCE". The probability of a big win in the first probability indication effect displaying the character "CHANCE" is set to approximately 18%, and the probability of a big win in the first probability indication effect displaying the character "VERY GOOD CHANCE" is set to approximately 40%. Figure 11(E) shows an example of the first probability indication effect displaying the character "CHANCE".

[0354] Furthermore, as is clear from the notation in Figure 9, this first possibility suggestion effect (see Figure 9(H)) is an effect that can be executed in part when the effect of displaying the reach symbols in a reduced size in the upper left and right areas (see Figure 9(E)) is being performed, that is, when the effect of the first effect route is progressing as an SPSP reach effect, but it is not executed when the effect of the second effect route is progressing as an SPSP reach effect (that is, when the effect of displaying a background image representing the miniature reach symbols is being executed) (see Figure 19).

[0355] Furthermore, in the gaming machine 1 of this embodiment, based on the result of the pre-determination processing (pre-determination information) relating to the right to determine the first special symbol corresponding to the pre-read target variation (see Figure 8), an icon change effect targeting a reserved icon that suggests the pre-read target variation is being held in reserve can be executed. The first possibility suggestion effect has the characteristic that when the icon change effect is executed, the first possibility suggestion effect is more likely to be executed than when the icon change effect is not executed. For this reason, by executing an icon change effect targeting a reserved icon that suggests the pre-read target variation is being held in reserve prior to the start of the pre-read target variation, it is possible to make the player expect that the first effect route will proceed as an SPSP reach effect in the pre-read target variation, and that the first possibility suggestion effect will be executed in the process.

[0356] In this embodiment, in order to produce the above-mentioned characteristic that the first possibility suggestion effect is more likely to be executed when the icon change effect is executed compared to when the icon change effect is not executed, the sub-CPU 91 performs the following processing. Specifically, if pre-determination information is obtained as pre-determination information relating to the right to determine the first special symbol corresponding to the pre-read target change, indicating that the variation pattern of the first special symbol in which an SPSP reach is executed in the pre-read target change is selected at the start of the pre-read target change, then the icon change effect targeting the pending icon that suggests the pre-read target change is pending is executed with a higher probability compared to when pre-determination information is obtained indicating that the variation pattern of the first special symbol in which an SPSP reach is not executed is selected at the start of the pre-read target change.

[0357] (An effect that displays a background image representing a very small winning combination) As described above based on Figures 9(K) to (N) and Figure 14, in the gaming machine 1 of this embodiment, when the second performance route performance (see Figure 9) is performed as an SPSP reach performance, the background image of the miniature reach symbol pattern is displayed in full screen on the display screen 70 as a performance that displays the performance symbols in the second display mode. For example, Figure 14(C) shows an example where a reach with the 7 symbol has been achieved, and the background image of the miniature 7 symbol pattern is displayed in full screen as the background image of the miniature reach symbol pattern.

[0358] As is clear from the notation in Figure 9, in the gaming machine 1 of this embodiment, in some cases when the matching number symbol attention effect (see Figure 9(R)) and the win notification effect (see Figure 9(S)) are performed, the effect shown in Figure 9(L) is performed, which displays a background image representing a tiny reach symbol (in this embodiment, a background of tiny odd number symbols). As illustrated in Figure 19, the probability of a jackpot when this effect of displaying a background image representing a tiny reach symbol is set to approximately 42% in this embodiment, which is higher than the probability of a jackpot when the effect of displaying the reach symbol in a reduced size in the upper left and right areas is performed (in this embodiment, approximately 27%). From this, it can be said that the matching number symbol attention effect (see Figure 9(R)) and the win notification effect (see Figure 9(S)) are more likely to be performed when the effect of displaying a background image representing a tiny reach symbol is performed than when the effect of displaying the reach symbol in a reduced size in the upper left and right areas is performed.

[0359] As described above based on Figure 9, the animation that displays the reach symbols in a reduced size in the upper left and right areas (see Figure 9(E)) can be executed regardless of whether the reach symbols are odd or even numbers, whereas the animation that displays a background image representing the miniature reach symbols (see Figure 9(L)) is executed only when the reach symbols are odd numbers. In the gaming machine 1 of this embodiment, when the animation that displays a background image representing the miniature reach symbols (see Figure 9(L)) is executed, the following are always executed prior to it: the odd-numbered symbol reach announcement animation (see Figure 9(B)) which notifies that a reach has been established with odd numbers, and the reach symbol attention announcement animation (see Figure 9(C)) which draws attention to the reach symbols (odd numbers in this embodiment). Therefore, players can enjoy the game while expecting that the game will first show an odd-numbered symbol reach announcement, rather than an even-numbered symbol reach announcement, and then an announcement will be made showing a background image representing a very small reach symbol.

[0360] In this way, by successively executing an odd-numbered symbol reach formation animation that notifies the formation of a reach with odd-numbered symbols, and a reach symbol attention animation that draws attention to the reach symbols (odd-numbered symbols in this embodiment), and further executing an animation that displays a background image representing a very small reach symbol, it is possible to effectively increase the player's anticipation for the execution of the matching-number symbol attention animation (and the win notification animation).

[0361] Furthermore, the reach symbols (tiny odd-numbered symbols: see, for example, Figure 14(C)) displayed by the effect of displaying a background image representing a tiny reach symbol (see Figure 9(L)) are smaller than the reach symbols (left and right symbols: see Figure 16(F)) displayed by the effect of shrinking the reach symbols to the upper left and right areas (see Figure 9(E)). In other words, when the second effect route is performed as an SPSP reach effect, the displayed reach symbols are smaller than when the first effect route is performed as an SPSP reach effect. Therefore, players can enjoy the game by paying attention to the size of the reach symbols displayed during the SPSP reach.

[0362] (Intermittent flashing of tiny reach symbols in the background) The intermittent illumination effect of the tiny reach symbols in the background (see Figure 9(M)) is an effect in which the tiny reach symbols (in this embodiment, the tiny odd-numbered symbols) represented by the tiny odd-numbered symbol background are illuminated intermittently. Figures 14(D) to (I) illustrate how a large number of tiny 7 symbols, as tiny reach symbols, are illuminated intermittently. This intermittent illumination effect of the tiny reach symbols in the background uses the tiny reach symbols represented by the tiny odd-numbered symbol background, and therefore is characterized by the fact that it is only executed when the tiny reach symbols are displayed by the tiny odd-numbered symbol background (see Figure 19).

[0363] In addition, in the gaming machine 1 of this embodiment, when the effect of displaying a background image representing a tiny reach symbol is performed, the intermittent flashing effect of the tiny reach symbol in the background is always performed in conjunction with it. Therefore, the probability of a jackpot from the intermittent flashing effect of the tiny reach symbol in the background is approximately 42%, the same as the effect of displaying a background image representing a tiny reach symbol.

[0364] In the gaming machine 1 of this embodiment, when a reach is achieved with odd-numbered symbols after a reach-establishment prompting animation (see Figure 9(A)), the reach-establishment animation (see Figure 9(B)) and the reach-symbol attention animation (see Figure 9(C)) are executed, and the intermittent flashing animation described above is executed during the subsequent second animation route. Therefore, it is possible to keep the player's attention on the reach-symbols not only when a reach is achieved with odd-numbered symbols, but also afterward.

[0365] (Suggestion of a second possibility) The second possibility indication effect (see Figures 9(P) and 14(G)) is an effect that displays a vertically elongated strip image representing text indicating the likelihood of a winning notification effect being performed on both the left and right sides of the display screen 70, as described above. As illustrated in Figure 19, in this embodiment, the probability of a big win is set to approximately 55%. Figure 14(G) illustrates the second possibility indication effect, in which a strip image representing the word "SUPER" is displayed on the left side of the display screen 70, and a strip image representing the word "CHANCE!" is displayed on the right side of the display screen 70.

[0366] Furthermore, as is clear from the notation in Figure 9, this second possibility suggestion effect (see Figure 9(P)) is an effect that can be executed in part when the effect that displays a background image representing a miniature reach symbol (see Figure 9(L)) is being performed, that is, when the effect of the second effect route is progressing as an SPSP reach effect, but it is not executed when the effect of the first effect route is progressing as an SPSP reach effect (that is, when the effect that displays the reach symbols in a reduced size in the upper left and right areas is being executed) (see Figure 19).

[0367] Furthermore, in the gaming machine 1 of this embodiment, based on the result of the pre-determination processing (pre-determination information) relating to the right to determine the first special symbol corresponding to the pre-read target variation (see Figure 8), an icon change effect targeting a reserved icon that suggests the pre-read target variation is being held in reserve can be executed. The second possibility suggestion effect has the characteristic that, similar to the first possibility suggestion effect, when the icon change effect is executed, the second possibility suggestion effect is more likely to be executed than when the icon change effect is not executed. For this reason, by executing an icon change effect targeting a reserved icon that suggests the pre-read target variation is being held in reserve prior to the start of the pre-read target variation, it is possible to make the player expect that the second effect route will proceed as an SPSP reach effect in the pre-read target variation, and that the second possibility suggestion effect will be executed in the process.

[0368] In this embodiment, in order to produce the above-mentioned characteristic that the second possibility suggestion effect is more likely to be executed when the icon change effect is executed compared to when the icon change effect is not executed, the sub-CPU 91 performs the following processing. Specifically, if pre-determination information is obtained as pre-determination information relating to the right to determine the first special symbol corresponding to the pre-read target change, indicating that the variation pattern of the first special symbol in which an SPSP reach is executed in the pre-read target change is selected at the start of the pre-read target change, then the icon change effect targeting the pending icon that suggests the pre-read target change is pending is executed with a higher probability compared to when pre-determination information is obtained indicating that the variation pattern of the first special symbol in which an SPSP reach is not executed is selected at the start of the pre-read target change.

[0369] By performing this process, the gaming machine 1 of this embodiment can effectively suggest that either the first possibility suggestion effect or the second possibility suggestion effect may be executed by executing an icon change effect targeting a pending icon that suggests that a pre-read target variation is pending.

[0370] [Regarding the special effects that occur during jackpot gameplay] As described above, if the result of the first special symbol judgment in the normal game state is "jackpot", one of the jackpot symbols X1 to X2 (see Figure 6(B)) will be stopped and displayed on the first special symbol display 41. Accordingly, three performance symbols showing repeating numbers, such as "222", will be stopped on the display screen 70. Here, in the game machine 1 of this embodiment, the repeating numbers "777" and "333" are performance symbols that definitively notify that the game will be controlled in a probability variation game state after the jackpot game ends, and in some cases when 3R probability variation A is selected as the type of jackpot related to the first special symbol judgment (when jackpot symbol X1 is stopped and displayed), one of these repeating numbers will be stopped on the display screen 70 as a performance symbol that notifies a probability variation jackpot.

[0371] Thus, when the jackpot symbol X1 stops and the three special symbols indicating either "777" or "333", which definitively announce a probability variation jackpot, stop, a jackpot game is executed, including a long-opening round game in which the second jackpot opening 28 and the V-entry opening 287 are opened for an extended period, as described above based on Figure 6(B). For this reason, during this long-opening round game, a launch-prompt animation (see Figures 20(B) and (C)) is executed as an in-round animation to encourage the player to launch the game balls aiming for the V-entry opening 287. When a game ball passes through the V-entry opening 287 during this long-opening round game, the launch-prompt animation ends and a V-entry notification animation (see Figure 20(D)) is executed to announce that the game ball has entered the V-entry opening.

[0372] On the one hand, as the type of jackpot related to the first special symbol determination, when 3R sure change A is selected in part, and when 3R normal (see Fig. 6(B)) is selected, any one of the seven types of triples of "111", "222", "444", "555", "666", "888", and "999" (excluding the triples of "777" and "333") will come to a stop on the display screen 70. Here, when the three effect symbols indicating the triple of "777" or "333" come to a stop, a sure change confirmation notification effect that definitely notifies that it is a sure change jackpot during the opening period of the jackpot game is performed. On the other hand, when the three effect symbols indicating any one of the above seven types of triples come to a stop, during the opening period of the jackpot game, for example, an operation promotion effect that prompts the player to operate the first effect button 35 is performed, and according to the operation of the first effect button 35, a success effect (an effect that notifies that it is a sure change jackpot) or a failure effect (an effect that notifies that it is a normal jackpot) is performed. Specifically, when the type of jackpot is 3R sure change A, a success effect is executed according to the operation of the first effect button 35, and when the type of jackpot is 3R normal, a failure effect is executed according to the operation of the first effect button 35.

[0373] In this way, when the above-mentioned sure change confirmation notification effect or (success effect according to the operation of the first effect button 35) is executed during the opening period of the jackpot game (when winning 3R sure change A), a 3-round long open round game including a long open round game that long-opens the second big winning port 28 and the V winning port 287 is executed. This 3-round long open round game is as described above based on Fig. 6(B) etc. On the other hand, when the above-mentioned failure effect is executed during the opening period of the jackpot game (when winning 3R normal), as described above based on Fig. 6(B), a 1-round round game that short-opens the second big winning port 28 and two long open round games that long-open the first big winning port 26 are executed.

[0374] <When V winning is notified> Figure 20 is a screen diagram showing an example of the presentation when a V-win is announced during a jackpot game. When the result of the first special symbol judgment in the normal game state is "jackpot", and the jackpot symbol X1 (see Figure 6(B)) indicating 3R probability variation A stops on the first special symbol display 41, three performance symbols indicating, for example, "777" may stop on the display screen 70. In this case, the following presentation will be performed during the jackpot game related to 3R probability variation A.

[0375] First, during the opening period of a jackpot game related to 3R probability variation A, a predetermined opening sequence is performed (see Figure 20(A)). Specifically, as illustrated in Figure 20(A), the words "RUSH Bonus," which announce the type of jackpot, are displayed in the central area of ​​the display screen 70, and the words "Right Shot" and a right-pointing arrow, which prompt the player to shoot to the right, are displayed in the upper right area of ​​the display screen 70. The words "RUSH Bonus" definitively announce that the game will be controlled in a probability variation state after the jackpot game ends, and the sequence that displays the words "RUSH Bonus" functions as the probability variation confirmation announcement sequence mentioned above.

[0376] Following the opening period of the jackpot game related to 3R probability variation A, in which such an opening performance takes place, the first round of the game is a long-opening round game in which the second large prize slot 28 and the V prize slot 287 are kept open for an extended period, and predetermined in-round performances are executed (see Figures 20(B) and (C)). Specifically, as illustrated in Figures 20(B) and (C), three arrows pointing to the V prize slot 287 (with the words "Shoot Right") and the large words "Aim for V" are displayed on the display screen 70, and a shooting promotion performance is executed in which the voice "Aim for V" is output from the speaker 38. In addition, the three "777" performance symbols that stopped before the start of this jackpot game are displayed in small size in the upper left area of ​​the display screen 70.

[0377] In the first round of the game, a shooting promotion feature is implemented to encourage the player to shoot game balls towards the V-prize opening 287. As described above, the second large prize opening 28 is opened for an extended period, and 1.5 seconds after the second large prize opening 28 begins to open, the V-prize opening 287 also begins to open for an extended period. This extended opening of the V-prize opening 287 continues until the 10th game ball enters the second large prize opening 28, or until the opening time of the V-prize opening 287 reaches 10 seconds. Therefore, as long as the player shoots to the right in accordance with the shooting promotion feature, it is possible to easily get game balls into the V-prize opening 287. In this embodiment, the shooting promotion feature is explained as starting at the beginning of the first round of the game, but in other embodiments, the shooting promotion feature may start in the middle of the opening period or from the beginning of the opening period.

[0378] Next, when a game ball passes through the V-entry slot 287 during the first round of gameplay, a predetermined V-entry notification animation is performed to indicate that the game ball has entered the V-entry slot (see Figure 20(D)). Specifically, for example, an animation is displayed showing two characters happily holding up a star-shaped emblem containing the letter "V," and a predetermined V-entry notification sound is output from speaker 38.

[0379] Thus, when a V-entry notification is performed during the first round of gameplay to announce that a game ball has entered the V-entry zone, a predetermined interval period occurs, and during the subsequent second round of gameplay (a round of gameplay where the first large entry point 26 is fully open), the star-shaped emblem is displayed in small size in the lower left area of ​​the display screen 70 (see Figure 20(E)). Although not shown in Figure 20, the same effect as during the second round of gameplay is performed during the third round of gameplay. Then, as the jackpot game ending period follows the third round of gameplay, the words "Entering the Battle Rush!" are displayed in large size in the central area of ​​the display screen 70, and the voice of "Entering the Battle Rush!" is output from speaker 38 to announce that a special effect mode called "Battle Rush" has started, which definitively announces that the player is in a "probability variation game state".

[0380] [Robot-type gimmick 15 and rocking effect] Next, with reference to Figure 21, the general configuration of the robot-type gimmick 15 provided in the gaming machine 1 of this embodiment and the rocking effect using this robot-type gimmick 15 will be described. Here, Figure 21 is an explanatory diagram for describing the robot-type gimmick 15 and the rocking effect using the robot-type gimmick 15. As described above based on Figure 1, in the gaming machine 1 of this embodiment, the robot-type gimmick 15 is provided in the front frame 31 at a position where it can be seen from above by a seated player. Since this robot-type gimmick 15 is provided at the back of the upper tray 33, the player will naturally see the robot-type gimmick 15 when looking at the upper tray 33.

[0381] As illustrated in Figure 21, the robot-type gimmick 15 is composed of an upper body 151, a lower body 152, and a connecting part 153. This robot-type gimmick 15 is a movable performance prop that imitates an ally character that may appear midway through the SPSP Reach (second half battle) described above. The connecting part 153 represents the ally character's waist area, the upper body 151 represents the ally character from the waist up, and the lower body 152 represents the ally character from the waist down.

[0382] The lower body 152 is fixed to the front frame 31 at both of its legs (two lower ends) (see Figure 1). In contrast, the upper body 151 and the connecting part 153 are fixed to each other, and the upper body 151 and the connecting part 153 are configured to operate integrally on the lower body 152. Although not shown in the figure, the connecting part 153 is provided with a rotation axis whose axis is perpendicular to the plane of paper in Figure 21. Also, although not shown in the figure, the robot-type gimmick oscillating motor 154 (see Figure 5) that operates the robot-type gimmick 15 is provided within the front frame 31 so that its rotation axis is perpendicular to the plane of paper in Figure 21, just like the rotation axis of the connecting part 153, and the rotation axis of the robot-type gimmick oscillating motor 154 is connected to the rotation axis of the robot-type gimmick 15 via a drive transmission mechanism (not shown) so as to be able to transmit power. Therefore, by repeatedly rotating the rotation axis of the robot-type gimmick oscillating motor 154 in the forward and reverse directions, it is possible to oscillate the upper body 151 (and connecting part 153) in both counterclockwise and clockwise directions.

[0383] Figure 21(A) illustrates the robot-type gimmick 15 in its initial position. Figure 21(B) illustrates the robot-type gimmick 15 in a left-tilted position, where the upper body 151 (and connecting part 153) is tilted to the left, by rotating the axis of rotation of the robot-type gimmick oscillating motor 154 in the forward direction. Figure 21(C) illustrates the robot-type gimmick 15 in a right-tilted position, where the upper body 151 (and connecting part 153) is tilted to the right, by reversing the axis of rotation of the robot-type gimmick oscillating motor 154.

[0384] In this embodiment, the gaming machine 1 is configured to perform various rocking effects by having the lamp CPU 121 (see Figure 5) control the rotation of the robot-type gimmick rocking motor 154, thereby rocking the robot-type gimmick 15 between a left-tilted position and a right-tilted position (via an initial position). These rocking effects will be described in detail later based on Figures 22 to 25.

[0385] [A series of effects including shaking / swaying] In the following, we will explain the various oscillation effects that occur during the display of the first special symbol's variation in the normal game state, referring to Figures 22 and 23. Here, Figure 22 is an explanatory diagram illustrating the flow of a series of effects in the pre-target variation, and Figure 23 is an explanatory diagram illustrating the flow of a series of effects in the pre-read target variation.

[0386] Furthermore, the pre-target variation illustrated in Figure 22 is the same as the pre-target variation described above based on Figure 8, and in the gaming machine 1 of this embodiment, in the pre-target variation illustrated in Figure 8, a series of effects illustrated in Figure 22 may be performed based on the prior determination information relating to the right to the first special symbol determination corresponding to the pre-read target variation. Also, the pre-read target variation illustrated in Figure 23 is the same as the pre-read target variation described above based on Figure 8, and in the gaming machine 1 of this embodiment, in the pre-read target variation illustrated in Figure 8, a series of effects illustrated in Figure 23 may be performed based on the determination result of the first special symbol determination performed at the start of the pre-read target variation. Furthermore, in the following description, the effects after the SPSP reach in the pre-read target variation (effects from Figure 23(J) onwards) will be referred to as "subsequent effects," and effects performed before that will be referred to as "preceding effects."

[0387] First, as described above based on Figure 8(A), in the normal game state, the right to judge the first special symbol corresponding to the pre-read target variation is reserved, and the display of the first special symbol and the effect symbols as pre-target variations may begin (see Figure 22(A)). Here, if a game ball enters the first start slot 21 while the first special symbol is being displayed in the normal game state, and the right to judge the first special symbol related to the pre-read target variation is reserved, the main CPU 81 performs a pre-determination process based on acquired information such as the jackpot random number acquired at the time of entry, and the sub-CPU 91 may set to execute a pre-oscillation effect in the pre-target variation based on the result of this pre-determination process (pre-determination information).

[0388] (Pre-emptive hype) As described above, when the pre-oscillation effect is set to be executed, the sub-CPU 91 executes a pre-oscillation effect that oscillates the robot-type gimmick 15 when the first special symbol and the effect symbol are displayed as pre-target fluctuations (see Figure 22(B) for an example of the "first first oscillation effect"). This pre-oscillation effect is an effect that oscillates the robot-type gimmick 15 at ultra-high speed by alternately switching the forward rotation and reverse rotation of the robot-type gimmick oscillation motor 154 at extremely short time intervals (for example, 0.1 second intervals). In the pre-oscillation effect, the oscillation time from when the oscillation of the robot-type gimmick 15 starts until it ends is set in advance to 1 second (see Figure 22(B)). As mentioned above, this robot-shaped gimmick 15 is modeled after an ally character that may appear during the SPSP Reach (second half battle). Therefore, by executing such a pre-announcement fluctuation effect prior to the pre-announcement target fluctuation, it is possible to effectively make the player expect that the second half battle will take place during the pre-announcement target fluctuation and that an ally character will appear during that second half battle.

[0389] In addition, this pre-spin animation is performed when the result of the first special symbol judgment performed at the start of the pre-spin, which is a "miss", and when a spin pattern for the first special symbol that results in a no-reach animation is selected, then in the pre-spin, three animation symbols indicating scattered symbols are displayed as pseudo-stops on the display screen 70, and as the losing symbol is displayed as the first special symbol, a no-reach miss notification animation is performed in which the three animation symbols indicating scattered symbols are actually stopped (see Figure 22(C)).

[0390] Although not shown in Figure 22, the pre-swing animation is executed using a pre-target variation of the first special symbol with a relatively short variation time (for example, a pre-target variation with a variation time of 5 seconds). For this reason, the pre-swing animation is not executed during the execution of the first performance button operation prompting animation that prompts the player to operate the first performance button 35, during the execution of the operation response animation in response to the operation of the first performance button 35 in response to the first performance button operation prompting animation, during the execution of the second performance button operation prompting animation that prompts the player to operate the second performance button 36, or during the execution of the operation response animation in response to the operation of the second performance button 36 in response to the second performance button operation prompting animation.

[0391] Up to this point, we have explained using Figure 22 as an example, where a pre-swing animation (see Figure 22(B)) is performed during a pre-target variation. However, there are also cases where a no-reach miss notification animation (see Figure 22(C)) is performed without a pre-swing animation. The pre-swing animation has the following characteristics: Specifically, if the pre-determination result related to the right to determine the first special symbol corresponding to the pre-read target variation indicates a "jackpot," the pre-swing animation is more likely to be performed than if it indicates a "miss." In addition, the longer the variation time of the first special symbol identified based on the pre-determination result (pre-determination information) related to the right to determine the first special symbol corresponding to the pre-read target variation, the more likely the pre-swing animation is to be performed.

[0392] Furthermore, since the pre-swing animation does not use the display screen 70, it can be combined with other pre-announcement animations. In the pre-swing animation before the target, the pre-swing animation (see Figure 22(B)) may occur before the weak chance symbol animation (see Figure 9(C)) and the first symbol attention animation (see Figure 9(D)), or the pre-swing animation (see Figure 22(B)) may occur before the strong chance symbol animation (see Figure 9(E)) and the second symbol attention animation (see Figure 9(F)). It can be said that the expectation of a big win is higher when these pre-announcement animations are performed in combination than when they are performed individually.

[0393] Next, referring to Figure 23, we will explain a series of effects that occur during the display of the first special symbol and the effect symbol related to the pre-read target variation. Here, we will explain a series of effects, including various rocking effects using the robot-type gimmick 15, using as an example the case in which the effects progress in the following order during the display of the first special symbol and the effect symbol related to the pre-read target variation: pre-reach effect (see Figure 8(J)), reach establishment effect (see Figure 8(K)), normal reach (see Figure 8(L)), SP reach (see Figure 8(O)), and SPSP reach (see Figure 8(P)).

[0394] In normal gameplay, after the previous spin preceding the pre-read target spin has ended and a predetermined confirmation time has elapsed since the first special symbol (the losing symbol) was displayed, the main CPU 81 performs a first special symbol determination corresponding to the pre-read target spin. Based on the spin start command from the main control board 80, which includes the determination result of this first special symbol determination, the sub-CPU 91 sets the performance patterns for various effects that occur during the spin display of the first special symbol (and) effect symbols related to the pre-read target spin. Thus, when the main CPU 81 performs the first special symbol determination at the start of the pre-read target spin, and the sub-CPU 91 sets the performance patterns for various effects that occur during the pre-read target spin, the effects may be performed in the following sequence as illustrated in Figure 23.

[0395] (Oscillating effect that cannot be controlled at the start of fluctuation) In other words, when the determination of the first special symbol corresponding to the pre-read target variation is performed, the variation display of the first special symbol (and performance symbol) related to the pre-read target variation begins (see Figure 23(A)). When the variation display of the first special symbol (and performance symbol) related to the pre-read target variation begins in this way, a variation start operation-independent shaking effect (an example of the "second first shaking effect", see Figure 23(B)) may occur. This variation start operation-independent shaking effect is a shaking effect in which the robot-type gimmick 15 shakes at almost the same time as, or immediately after, the variation display of the first special symbol (and performance symbol) begins, and is independent of the player's operation of the first performance button 35 (or second performance button 36). Furthermore, the non-operation-dependent oscillation effect at the start of the variation is an effect in which the robot-type gimmick 15 is oscillated at high speed by alternately switching the forward rotation and reverse rotation of the robot-type gimmick oscillation motor 154 at short time intervals (for example, every 0.2 seconds). In the non-operation-dependent oscillation effect at the start of the variation, the oscillation time of the robot-type gimmick 15 from the start to the end of the oscillation is set in advance to 2 seconds (see Figure 23(B)).

[0396] This fluctuation-independent oscillation effect at the start of the variation (see Figure 23(B)) is an effect that takes place before the reach-establishment effect in Figure 23(F), and can therefore be said to be one of the pre-reach effects described above, based on Figure 8(J), etc.

[0397] Note that this fluctuation-start non-operation-dependent oscillation effect (see Figure 23(B)) is not always executed at the start of the fluctuation of the first special symbol (and effect symbol) related to the pre-read target fluctuation. There are cases where the fluctuation-start non-operation-dependent oscillation effect is executed and cases where it is not executed.

[0398] Next, after the non-operation-dependent oscillation effect at the start of the variation (see Figure 23(B)) is performed, or after a predetermined time has elapsed from the start of the pre-read target variation without the non-operation-dependent oscillation effect at the start of the variation being performed, a first-performance button operation prompting effect may be performed to prompt the player to operate the first performance button 35 (see Figure 23(C)). This first-performance button operation prompting effect is performed in the same manner as the first-performance button operation prompting effect described above, for example, based on Figure 11(F), so a detailed explanation is omitted here.

[0399] (Preview of lines) Here, if the player operates the first performance button 35 during the validity period related to the first performance button operation promotion performance in Figure 23(C), or if the validity period ends without the player operating the first performance button 35, a dialogue notification will be performed as an operation-corresponding performance (see Figure 23(D) for an example of the "first operation-corresponding performance"). The dialogue notification here is as described above based on Figure 10(F), and the dialogue notification is configured as an effect that displays an image representing a predetermined character speaking a line of dialogue in the central area of ​​the display screen 70, and outputs an audio with the same content as that line of dialogue from the speaker 38.

[0400] (Pre-reach operation response shaking effect) In the gaming machine 1 of this embodiment, a pre-reach operation-responsive oscillating effect (an example of the "second first oscillating effect," see Figure 23(E)) may be performed in conjunction with the above-mentioned dialogue notification (see Figure 23(D)). This pre-reach operation-responsive oscillating effect is similar to the dialogue notification in that it is an operation-responsive effect that is performed in response to the operation of the first performance button 35 in response to the first performance button operation prompting effect in Figure 23(C). The pre-reach operation-responsive oscillating effect is an effect that causes the robot-type gimmick 15 to oscillate at a medium speed by alternately switching the forward rotation and reverse rotation of the robot-type gimmick oscillating motor 154 at a medium time interval (for example, at 0.5-second intervals). In the pre-reach operation-responsive oscillating effect, the oscillating time from the start to the end of the oscillating of the robot-type gimmick 15 is set in advance to 3.5 seconds (see Figure 23(E)).

[0401] This reach pre-operation corresponding swing effect (see Fig. 23(E)) is an effect that is performed before the reach establishment effect in Fig. 23(F), similar to the non-operation corresponding swing effect at the start of variation (see Fig. 23(B)) and the dialogue preview (see Fig. 23(D)). Therefore, it can be said that it is one of the reach pre-effects described above based on Fig. 8(J) and the like.

[0402] The reach pre-operation corresponding swing effect may be executed in parallel with the dialogue preview, or only the dialogue preview may be executed without the reach pre-operation corresponding swing effect being executed. In the former case, the hit reliability is higher than in the latter case. Therefore, it can be said that the reach pre-operation corresponding swing effect is a chance-up effect that raises the hit reliability of the dialogue preview.

[0403] So far, it has been explained that depending on the operation of the first effect button 35 for the first effect button operation promotion effect in Fig. 23(C), both the dialogue preview (see Fig. 23(D)) and the reach pre-operation corresponding swing effect (see Fig. 23(E)) are executed, or only the dialogue preview is executed. However, depending on the effect pattern set by the sub-CPU 91, the first effect button operation promotion effect may not be executed. In this case, since the valid period related to the first effect button operation promotion effect is not set, even if the player operates the first effect button 35, the dialogue preview and the reach pre-operation corresponding swing effect will not be performed.

[0404] In this way, when the reach pre-effect is performed and a predetermined time has elapsed since the start of the prediction target variation, the reach establishment effect (see Fig. 23(F)) is performed and the normal reach is started (see Fig. 23(G)). After that, the SP reach (first half battle) is started through a predetermined development effect. The flow of the effects proceeding in the order of the reach establishment effect, the start of the normal reach, and the start of the SP reach (first half battle) is as described above based on Fig. 8(K), (L), (O), etc.

[0405] During the SP Reach (first half battle), a battle sequence is shown depicting the battle between the main character and the enemy character. However, at the start of this spin, a variation sequence pattern is set by the sub-CPU 91 that progresses from the SP Reach (first half battle) to the SPSP Reach (second half battle). Therefore, as mentioned above, before and after the start of the SPSP Reach, the outcome of the first half battle during the SP Reach is not determined, and a series of sequences are shown that depict the progression from the SP Reach to the SPSP Reach and the start of the second half battle.

[0406] (Swinging effect that cannot be controlled during SP reach) Thus, during the SP Reach where the first half of the battle takes place, an SP Reach-independent shaking effect (an example of the "second first shaking effect," see Figure 23(I)) may occur. This SP Reach-independent shaking effect is similar to the pre-shaking effect (see Figure 22(B)) and the spin-start-independent shaking effect (see Figure 23(B)) in that it shakes the robot-type gimmick 15 independently of the player's operation of the first effect button 35 (or second effect button 36). However, the shaking pattern of the robot-type gimmick 15 in the SP Reach-independent shaking effect differs from that of the pre-shaking effect and the spin-start-independent shaking effect. In other words, the non-operation-dependent swinging effect during SP reach is an effect in which the robot-type gimmick 15 swings slowly by alternately switching the forward rotation and reverse rotation of the robot-type gimmick swinging motor 154 at relatively long time intervals (for example, every 0.75 seconds). In the non-operation-dependent swinging effect during SP reach, the swinging time of the robot-type gimmick 15 from the start to the end is set in advance to 4.5 seconds (see Figure 23(I)).

[0407] It should be noted that this non-operational shaking effect during an SP Reach is not guaranteed to occur every time an SP Reach starts. Sometimes this non-operational shaking effect occurs during an SP Reach, and sometimes it does not. This non-operational shaking effect during an SP Reach has the characteristic that when it occurs during an SP Reach, it is more likely to progress from an SP Reach (first half battle) to an SPSP Reach (second half battle) than when it does not occur.

[0408] Furthermore, during the SPSP Reach (second half battle), there is a possibility that an ally character represented by the robot-type gimmick 15 will appear (i.e., the ally character appearance display animation shown in Figure 23(N) described later may occur). By performing an SP Reach-independent shaking animation that shakes the robot-type gimmick 15 during the SP Reach, the player's attention can be directed towards the ally character, effectively increasing the player's anticipation for the appearance of an ally character during the SPSP Reach (second half battle).

[0409] As is clear from the explanation so far, in the pre-read target variation, the gaming machine 1 of this embodiment can execute multiple oscillation effects with different oscillation patterns, such as the non-operation-dependent oscillation effect during the SP Reach (see Figure 23(I)), the non-operation-dependent oscillation effect at the start of the variation (see Figure 23(B)), and the operation-dependent oscillation effect before the reach (see Figure 23(E)), in addition to the non-operation-dependent oscillation effect during the SP Reach (see Figure 23(I)). By executing these oscillation effects individually or in combination, it is possible to effectively increase the player's expectation that the game will develop into the SPSP Reach, which has the highest probability of winning a jackpot among the three types of reach effects, and that the appearance of ally characters (see Figure 23(N)) will occur during the SPSP Reach.

[0410] Here, when comparing the pre-sway performance (refer to FIG. 22(B)), the sway performance not corresponding to the operation at the start of variation (refer to FIG. 23(B)), the sway performance corresponding to the operation before reach (refer to FIG. 23(E)), and the sway performance not corresponding to the operation during SP reach (refer to FIG. 23(I)), the sway performance corresponding to the operation before reach is a performance executed along with the dialogue preview as the operation-corresponding performance, whereas the pre-sway performance, the sway performance not corresponding to the operation at the start of variation, and the sway performance not corresponding to the operation during SP reach are performances executed when no operation-corresponding performance such as a dialogue preview is being executed, and thus they are different performances from the sway performance corresponding to the operation before reach.

[0411] Also, in t...

Claims

[Claim 1] A determination means for determining whether or not to perform a special game that is advantageous to the player, If the determination means determines that the special game should be executed, the special game execution means executes the special game, A gaming machine characterized by comprising: a means for controlling the effects;