Gaming Machines

By introducing performance control and display effects into the gaming console, the problem that existing gaming consoles are difficult to attract players and provide easy-to-understand game performance and announcements is solved, and the effect of attracting players and improving the gaming experience is achieved.

JP7654264B2Active Publication Date: 2025-04-01KYORAKU IND CO LTD
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Patent Information

Application Number
JP2022105425
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-30
Publication Date
2025-04-01
Estimated Expiration
2042-06-30

AI Technical Summary

Technical Problem

Existing consoles are difficult to attract players at the same time and provide easy-to-understand gaming performance and announcements.

Method used

Engage players and improve the gaming experience by introducing performance controls and display effects into the gaming console, including transformed image display, highlighting effects and sound controls.

Benefits of technology

It achieves the effect of attracting players and improves the ease of use and entertainment of the game console through a variety of display and sound effects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that attracts a player.SOLUTION: A first emphasis performance that makes emphasis when a specific image is variably operated can execute an image display that can emphasize at least the outer area of a specific image. A second emphasis performance that emphasizes a change in the specific image during the temporary stop can execute image display that can emphasize at least the surface area of the specific image. Specific notification regarding performance effect can execute image display and / or an audible output, and restrict the image display of the first emphasis performance and / or the second emphasis performance from affecting the specific notification.SELECTED DRAWING: Figure 75
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Description

[Technical field]

[0001] The present invention relates to a gaming machine such as a pachinko gaming machine played by a player. [Background technology]

[0002] 2. Description of the Related Art Conventionally, there are gaming machines that perform a special symbol lottery and perform a notification effect (variable effect) that notifies a player whether or not a jackpot has been hit (for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] "Pachinko Hissho Guide", Guide Works Co., Ltd., published June 1, 2022, June 2022 issue, pages 18-21, Original Gingira Paradise Summary of the Invention [Problem to be solved by the invention]

[0004] Gaming machines are always expected to provide enjoyment not only through the acquisition of gaming media (gaming balls, medals, etc.), but also through the game itself (presentation and gameplay). Gaming machines are also expected to provide moderate ease of understanding in terms of presentation and notifications.

[0005] Therefore, one object of the present invention is to provide a gaming machine that attracts players. [Means for solving the problem]

[0006] In order to achieve the above object, one aspect of the present invention employs the following configuration: Note that reference symbols, explanatory text, and the like in parentheses are merely examples of correspondences with the embodiments described below to aid in understanding one aspect of the present invention, and do not in any way limit the scope of one aspect of the present invention.

[0007] A gaming machine (1) according to one aspect of the present invention comprises: A gaming machine capable of executing a special game (jackpot game) advantageous to a player, A determination means (100) for making a determination; a game control means (100) for controlling the progress of the game and transmitting predetermined commands based on the result of the judgment by the judgment means; A presentation control means (400, etc.) for controlling a predetermined game presentation based on the predetermined command transmitted by the game control means; A display means (70) capable of displaying the game performance, The performance control means includes: The display means can display a display effect (announcement effect) in which a specific image (decorative pattern) is displayed in a variable manner, then temporarily stopped, and then stopped. In the display performance, when the specific image is displayed in a variable manner, a first emphasis performance (a variable start emphasis performance, a variable start notice emphasis performance; FIG. 31, FIG. 59) for emphasizing the specific image can be executed; The specific image displayed during the temporary stop Statue emphasis do The second emphasis effect (shaking emphasis; Figure 30) can be executed (paragraph 0277, etc.) The second emphasis effect may include a first change effect that periodically changes the specific image, It is possible to execute specific notifications regarding the performance effects (volume / light gauges, etc.; Figures 70 to 73, etc.), The first emphasis effect can execute an image display capable of emphasizing at least an area outside the specific image, The second emphasis effect can execute an image display capable of emphasizing at least a surface area of ​​the specific image, The specific notification can be performed by displaying an image and / or outputting an audible signal; The image display of the first emphasis effect and / or the second emphasis effect can be restricted from affecting the image display of the specific notification (FIGS. 74 to 77, etc.). Includes a first mode and a second mode The display effect can be set in any one of a plurality of modes (effect modes) (paragraph 0220, etc.) It is possible to execute an operation performance (operation promotion performance; button image display, etc.) that prompts the operation of an operation means (performance button, etc.), The operation presentation includes a predetermined operation image (button image), In the operation presentation, the predetermined operation image Execute the third emphasis production It is possible, The third emphasis effect may include a second change effect that periodically changes the predetermined operation image, When the first mode is set, a first sound effect related to the third emphasis performance can be output; When the second mode is set, a second sound effect different from the first sound effect related to the third emphasis performance can be output, A fourth emphasis effect that emphasizes the operating means can be executed, The fourth emphasis effect may include an effect produced by a vibration sound of the operating means. Effect of the Invention

[0008] According to the present invention, it is possible to provide a gaming machine that attracts the interest of players. [Brief description of the drawings]

[0009] [Figure 1] FIG. 1 is a schematic front view showing an example of a pachinko gaming machine 1 according to a first embodiment; [Diagram 2] FIG. 2 is an example of a partially enlarged view of the pachinko gaming machine 1. [Diagram 3] FIG. 1 is a diagram showing an example of the rear face of a pachinko gaming machine 1. [Figure 4] A block diagram showing an example of the configuration of a control device provided in a pachinko gaming machine 1. [Diagram 5] FIG. 2 is a diagram for explaining the transition of the gaming state of the pachinko gaming machine 1. [Figure 6] 1 is a flowchart showing a main process executed by the main control unit 100. [Figure 7] An example of a detailed flowchart of a power interruption monitoring process [Figure 8] An example of a detailed flowchart of the recovery process [Figure 9] 1 is a flowchart showing a timer interrupt process performed by the main control unit 100. [Figure 10] An example of a detailed flowchart of the start port switch processing [Figure 11]An example of a detailed flowchart of special symbol processing [Figure 12] FIG. 1 is a diagram for explaining an example of a variation pattern determination table. [Figure 13] FIG. 1 is a diagram for explaining an example of a variation pattern determination table. [Figure 14] FIG. 1 is a diagram for explaining an example of a variation pattern determination table. [Figure 15] FIG. 1 is a diagram for explaining an example of a variation pattern determination table. [Figure 16] An example of a detailed flowchart for processing large prize slots [Figure 17] An example of a detailed flowchart for processing large prize slots [Figure 18] An example of a detailed flowchart for processing large prize slots [Figure 19] An example of a flowchart showing a timer interrupt process performed by the performance control unit 400 [Figure 20] An example of a detailed flowchart showing a command reception process [Figure 21] An example of a detailed flowchart showing a command reception process [Figure 22] A diagram showing examples of numbers and colors of decorative patterns [Diagram 23] A diagram showing examples of decorative patterns [Figure 24] A diagram for explaining an outline of the operation of the decorative pattern and the hold icon in the notification performance. [Diagram 25] A diagram showing an example of the relationship between the color of the reserved icon and the probability of winning [Figure 26] A time chart for explaining the contents of the notification performance [Figure 27] A time chart for explaining the contents of the notification performance [Figure 28] FIG. 13 is a diagram for explaining a specific example of the content of a notification performance; [Figure 29] FIG. 13 is a diagram for explaining a specific example of the content of a notification performance; [Diagram 30] FIG. 1 is a diagram for explaining a specific example of an emphasis effect; [Diagram 31]FIG. 1 is a diagram for explaining a specific example of an emphasis effect; [Diagram 32] FIG. 1 is a diagram for explaining a specific example of an emphasis effect; [Diagram 33] FIG. 13 is a diagram for explaining a specific example of the content of a notification performance; [Diagram 34] FIG. 13 is a diagram for explaining a specific example of the content of a notification performance; [Diagram 35] FIG. 13 is a diagram for explaining a specific example of the content of a notification performance; [Diagram 36] FIG. 1 is a diagram for explaining a specific example of an emphasis effect; [Figure 37] FIG. 1 is a diagram for explaining a specific example of an emphasis effect; [Figure 38] FIG. 13 is a diagram for explaining a specific example of the content of a notification performance; [Figure 39] FIG. 13 is a diagram for explaining a specific example of the content of a notification performance; [Diagram 40] FIG. 13 is a diagram for explaining a specific example of the content of a notification performance; [Diagram 41] FIG. 1 is a diagram for explaining a specific example of an emphasis effect; [Diagram 42] FIG. 1 is a diagram for explaining a specific example of an emphasis effect; [Diagram 43] FIG. 1 is a diagram for explaining a specific example of an emphasis effect; [Diagram 44] FIG. 1 is a diagram for explaining a specific example of an emphasis effect; [Diagram 45] FIG. 1 is a diagram for explaining a specific example of an emphasis effect; [Figure 46] FIG. 1 is a diagram for explaining a specific example of an emphasis effect; [Figure 47] FIG. 1 is a diagram for explaining a specific example of an emphasis effect; [Figure 48] FIG. 13 is a diagram for explaining a specific example of the content of a notification performance; [Figure 49] FIG. 13 is a diagram for explaining a specific example of the content of a notification performance; [Figure 50] FIG. 13 is a diagram for explaining a specific example of the content of a notification performance; [Figure 51] FIG. 13 is a diagram for explaining a specific example of the content of a notification performance; [Figure 52] FIG. 13 is a diagram for explaining a specific example of the content of a notification performance; [Figure 53] FIG. 13 is a diagram for explaining a specific example of a re-lottery effect in the notification effect according to the second embodiment; [Figure 54] FIG. 13 is a diagram for explaining a specific example of a re-lottery effect in a notification effect. [Figure 55] FIG. 13 is a diagram for explaining a specific example of a re-lottery effect in a notification effect. [Figure 56] FIG. 13 is a diagram for explaining a special symbol according to the third embodiment. [Figure 57] FIG. 13 is a diagram showing an example of the characteristics of emphasis effects [Figure 58] FIG. 13 is a diagram showing an example of the characteristics of emphasis effects [Figure 59] FIG. 13 is a diagram showing an example of the characteristics of emphasis effects [Figure 60] FIG. 13 is a diagram showing an example of the characteristics of emphasis effects [Figure 61] FIG. 13 is a diagram showing an example of the characteristics of emphasis effects [Figure 62] FIG. 13 is a diagram showing an example of the characteristics of emphasis effects [Figure 63] FIG. 13 is a diagram showing an example of the characteristics of emphasis effects [Figure 64] FIG. 13 is a diagram showing an example of the characteristics of emphasis effects [Figure 65] FIG. 13 is a diagram showing an example of the characteristics of emphasis effects [Figure 66] FIG. 13 is a diagram showing an example of the characteristics of emphasis effects [Figure 67] FIG. 13 is a diagram for explaining a specific example of an emphasis effect related to an operation response effect according to the fourth embodiment; [Figure 68] FIG. 13 is a diagram for explaining a specific example of an emphasis effect related to an operation response effect. [Figure 69] FIG. 13 is a diagram for explaining a specific example of an emphasis effect related to an operation response effect. [Figure 70] FIG. 13 is a diagram for explaining control related to volume adjustment and the like according to the fifth embodiment; [Figure 71] FIG. 1 is a diagram for explaining controls related to volume adjustment, etc. [Figure 72]FIG. 1 is a diagram for explaining controls related to volume adjustment, etc. [Figure 73] FIG. 1 is a diagram for explaining controls related to volume adjustment, etc. [Figure 74] FIG. 1 is a diagram for explaining controls related to volume adjustment, etc. [Figure 75] FIG. 1 is a diagram for explaining controls related to volume adjustment, etc. [Figure 76] FIG. 1 is a diagram for explaining controls related to volume adjustment, etc. [Figure 77] FIG. 1 is a diagram for explaining controls related to volume adjustment, etc. [Figure 78] FIG. 13 is a diagram for explaining control regarding right-hand hit notification / left-hand hit notification, etc. according to the sixth embodiment. [Figure 79] A diagram for explaining control regarding right-hit notification / left-hit notification, etc. [Figure 80] A diagram for explaining control regarding right-hit notification / left-hit notification, etc. [Figure 81] A diagram for explaining control regarding right-hit notification / left-hit notification, etc. [Figure 82] FIG. 23 is a diagram for explaining control related to left-handed hit notification and the like according to the seventh embodiment; [Figure 83] FIG. 13 is a diagram for explaining control regarding left-handed hit notification, etc. [Figure 84] FIG. 23 is a diagram for explaining control regarding turning off each device when power is cut according to the eighth embodiment; [Figure 85] FIG. 13 is a diagram for explaining an example of a game flow according to the ninth embodiment. [Figure 86] FIG. 1 is a diagram for explaining an example of control of a background image. [Figure 87] FIG. 1 is a diagram for explaining an example of control of a background image. [Figure 88] FIG. 19 is a diagram for explaining an example of the operation of a decorative pattern according to the tenth embodiment. [Figure 89] FIG. 23 is a diagram for explaining an identification image according to the 11th embodiment; DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0010] (First embodiment) Hereinafter, a pachinko gaming machine 1 according to a first embodiment of the present invention will be described with reference to the drawings as appropriate. Note that the pachinko gaming machine 1 may be simply referred to as the gaming machine 1.

[0011] [General configuration of pachinko gaming machine 1] A schematic configuration of a pachinko gaming machine 1 will be described with reference to Fig. 1 to Fig. 3. Fig. 1 is an example of a front view of the gaming machine 1. Fig. 2 is an enlarged view of a first variable winning section 49 in Fig. 1. Fig. 3 is an example of a perspective view of the back side of the gaming machine 1.

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

[0013] The outer frame 2 has a decorative plate 2b attached to the lower front of a rectangular base frame 2a whose central portion is open in the front-to-back directions, and is fixed to the island equipment of the amusement arcade via fixing members (e.g., nails, fasteners, etc.).

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

[0015] The glass frame 4 is detachably connected to the game board mounting frame 3 via the second hinge 7 at one end side in the horizontal direction, and is supported rotatably with the second hinge 7 as a fulcrum. Therefore, when the glass frame 4 is rotated like a door relative to the game board mounting frame 3, the game area 5a of the game board 5 and the front part of the game board mounting frame 3 can be opened and closed. An opening 8 (window part) that opens in the front-rear direction (front-rear direction) is formed in the approximate center part near the top of the glass frame 4, and a transparent member 8a (glass plate, acrylic plate, etc.) is attached so as to close the opening 8 from the rear, making it possible to view the game area 5a through the opening 8 and the transparent member 8a. Around the opening 8 of the glass frame 4, there are provided a speaker 9, a frame lamp 10 having multiple decorative LEDs, an upper tray 11 for storing game balls such as game balls paid out based on the establishment of a grant condition, a lower tray (not shown) for receiving and storing game balls that do not fit in the upper tray 11 and flow into the overflow ball flow path, and a lever 13 that can be operated to launch the game balls. Although not shown in Fig. 1, the game board 5 is provided with multiple board lamps 10a (see Fig. 4).

[0016] The speakers 9 are provided at two positions spaced apart on the top of the glass frame 4, and output BGM (background music), SE (sound effects), etc. to create a sound (music, voice, etc.) presentation. A plurality of frame lamps 10 are provided around the opening 8, and lighting is created by changing the direction of light irradiation and the color of light emitted by each lamp (LED). The frame lamps 10 light up / blink when the glass frame 4 opens or a payout abnormality occurs in which game balls cannot be paid out from the payout device 95 (see FIG. 3).

[0017] The bottom surface of the upper tray 11 slopes downward toward the lever 13 (to the right), and a ball feed solenoid (not shown) is provided at the end of the downward slope. When the game balls stored in the upper tray 11 flow down and reach the ball feed solenoid, the ball feed solenoid operates to send the game balls one by one toward the game board mounting frame 3. In addition, in the center front part of the upper tray 11, a performance button 16 and a cross key 18 are arranged side by side, functioning as input devices for performing decision operations, selection operations, etc. related to various performances described later. In addition, in the right part of the upper tray 11, a loan button 20 is provided that can perform operations to loan game balls and return storage media such as cards that store remaining balances.

[0018] The effect button 16 allows a player to perform input operations such as decision operations, and is provided with an effect button detection switch (not shown) for detecting the operation of the effect button 16, a button drive motor (not shown) for changing the effect button 16 between a normal state and a protruding state positioned higher than the normal state, a button drive device (not shown) equipped with a button vibration motor for changing the effect button 16 between the normal state and a vibration state in which it vibrates in a predetermined manner, and an effect button light-emitting LED (not shown) for changing the effect button 16 between an off state and a lit (or flashing) state in which it emits light in a predetermined manner.

[0019] The cross key 18 allows a player to perform input operations such as selection operations, and is provided with an up button, a down button, a left button, and a right button, as well as a cross key detection switch (not shown) for detecting the operation of the cross key 19.

[0020] In this embodiment, the button drive device is configured to vibrate the effect button 16, but if another operating means (for example, an effect lever that the player can operate to input) is provided in addition to the effect button 16, the effect lever may also be made to vibrate. The cross key 18 may also be made to vibrate, and furthermore, not only the operating means but also a decorative member (for example, a character model) provided in a position that the player can touch may be made to vibrate.

[0021] When the loan button 20 is operated, a ball loan machine (not shown) installed next to the gaming machine 1 deducts the remaining balance stored in a storage medium and loans gaming balls.

[0022] Between the upper tray 11 and the lower tray (not shown), an overflow ball flow path (not shown) is formed to receive game balls that do not fit into the upper tray 11 and guide them to the lower tray. In addition, a full detection switch (not shown) is provided in the middle of the overflow ball flow path to detect the occurrence of a tray full error in which the lower tray becomes full of game balls, and while the full detection switch detects that the lower tray is full, the payout device 95 (see FIG. 3) stops paying out game balls.

[0023] The lever 13 is provided with a rotatable launch handle 15, a touch sensor (not shown) that detects when the player's hand is touching the launch handle 15, and a launch volume (not shown) consisting of a variable resistor whose resistance value changes depending on the rotation angle of the launch handle 15 to change the launch speed of the game balls. When the touch sensor detects that the player's hand is touching the launch handle 15, a ball feed solenoid (not shown) is activated to send out game balls one by one.

[0024] The game board mounting frame 3 is provided with a game board mounting portion (not shown) for mounting the game board 5, a launching device 26 for launching game balls toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an open detection switch (not shown) for detecting the opening (opening / closing) of the glass frame 4.

[0025] The game board mounting portion is formed in a recessed chamber shape that opens forward at approximately the center near the top of the game board mounting frame 3, and the game board 5 can be stored from the front. An opening that opens in the front-to-rear direction is provided at the back of the recessed chamber of the game board mounting portion, and various devices provided on the back side of the game board 5 face the rear of the gaming machine 1 through this opening.

[0026] The launching device 26 is provided with a launching member for launching game balls, a launching solenoid (not shown) for driving the launching member, a launching rail that slopes upward from the launching member toward the lower left end of the game board, and a stopper that stops the game ball at the launch position, which is the lower end of the slope of the launching rail. The game ball sent to the launch position by the ball feed solenoid is launched toward the game area 5a by the operation of the launching member.

[0027] The lock mechanism 27 is provided on the right side of the game board mounting part, and the front end of the cylinder in which the keyhole is formed is exposed on the front side of the glass frame 4. When a special key is inserted into the keyhole of the cylinder and rotated in one direction, the game board mounting frame 3 is unlocked and the game board mounting frame 3 can be opened and closed, and when it is rotated in the other direction, the glass frame 4 is unlocked and the glass frame 4 can be opened and closed.

[0028] A curved inner rail 35 and an outer rail 36 are provided near the outer edge of the game board 5, and a game area 5a into which game balls can flow is formed in the area surrounded by the inner rail 35 and the outer rail 36. A launched ball guide path 38 is formed between the inner rail 35 and the outer rail 36 to guide the game balls launched by the launching device 26 to the upstream part of the game area 5a. An outlet 39 is formed at the most downstream part of the game area 5a to guide the game balls that have flowed down to outside the game area (the collection part of the game board mounting frame 3). A frame-shaped decorative frame 40 (center case) that regulates the entry of game balls into the interior is provided approximately in the center of the game area 5a, and the decorative frame 40 divides the game area 5a into a left side game area where game balls fired with a first firing strength flow down and a right side game area where game balls fired with a second firing strength that is stronger than the first firing strength flow down, and the left side game area and the right side game area are connected below the decorative frame 40.

[0029] A warp device 41 is provided on the left side of the decorative frame 40 to introduce the game balls flowing down the left game area into the decorative frame 40, and a stage section 42 is provided on the lower part of the decorative frame 40 to allow the game balls guided into the decorative frame 40 by the warp device 41 to flow down below the decorative frame 40. In addition, three normal winning openings (general winning openings) 43 through which game balls can always win (enter) are provided on the lower left side of the decorative frame 40, and one normal winning opening 43 through which game balls can always win (enter) is provided on the lower right side of the decorative frame 40. When a game ball that has won (entered) in the normal winning opening 43 is detected by the normal winning opening switch 43a (see FIG. 4) (a grant condition is established), a predetermined number of game balls (for example, five balls) are paid out from the payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (award of prize value).

[0030] A first start hole 45 (a start winning area of ​​a first special symbol) where a game ball can always win (enter) is provided below the stage section 42, and when a game ball that has won (entered) the first start hole 45 is detected by the first start hole switch 45a (a prize condition is established), a predetermined number of game balls (for example, three balls) are paid out from a payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (awarded prize value). In addition, the right to make a jackpot judgment to determine whether or not a special game (jackpot game) is executed is granted.

[0031] A variable starting section 46 is provided below the decorative frame 40 and diagonally below and to the right of the first starting hole 45. This variable starting section 46 can be switched from a closed state, in which it is impossible or difficult for the game ball to enter, to an open state, in which it is possible or easy for the game ball to enter, based on the establishment of predetermined conditions. The variable starting section 46 has an upper surface that slopes downward in the left-right direction (left side in Figure 1) to form a flow path for the game ball, and is provided with an opening / closing member 48 that can move in the front-to-back direction, a second starting port 47 (starting winning area for the second special pattern) that opens upward directly below the opening / closing member 48, a second starting port switch 47a (see Figure 4) that detects a game ball that has won (entered) the second starting port 47, and a second starting port opening / closing section 48b (solenoid) that converts the second starting port 47 to a closed state by moving the second starting port opening / closing member 48 forward (winning restriction position) and converts the second starting port 47 to an open state by moving the second starting port opening / closing member 48 backward (winning allowable position). When a game ball enters the second start hole 47 and is detected by the second start hole switch 47a (the award condition is established), a predetermined number of game balls (for example, two balls) are paid out from the payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (awarded prize value). In addition, the right to make a jackpot judgment (lottery) to determine whether or not a special game (jackpot game) is executed is granted.

[0032] A gate 44 (normal pattern starting area) through which game balls can pass at any time is provided in the right-side game area to the right of the decorative frame 40, and when a game ball that has passed through the gate 44 is detected by the gate switch 44a, no prize ball is awarded, but a normal pattern lottery is executed to open the second starting port 47.

[0033] Below gate 44 is provided a first variable winning section 49 (first variable winning device) which can be converted from a closed state in which it is impossible or difficult for the game ball to win (enter the prize) to an open state in which it is possible or easy to win the prize based on the satisfaction of a predetermined condition (a jackpot being determined by the jackpot determination).

[0034] The first variable winning section 49 has an upper surface that slopes downward in the left-right direction (right side in the figure) to form a flow path for game balls, and is equipped with an opening / closing member 51 that can move in the front-to-back direction, a first large prize winning opening 50 (winning area) that opens upward directly below the opening / closing member 51, a first large prize winning opening switch 50a that detects game balls that have won (entered) the first large prize winning opening 50, and a first large prize winning opening opening opening / closing section 51b (see Figure 4) for changing the first large prize winning opening 50 to a closed state by moving the opening / closing member 51 forward (winning restriction position) and for changing the first large prize winning opening 50 to an open state by moving the opening / closing member 51 backward (winning permitted position). Then, when the opening / closing member 51 moves rearward during a jackpot game and the first large prize opening 50 changes from a closed state to an open state, when a game ball that has flowed down the top surface of the opening / closing member 51 or that has reached the first large prize opening 50 enters the first large prize opening 50 and is detected by the first large prize opening switch 50a, a predetermined number of game balls (for example, 10) are paid out from the payout device 95 (see Figure 3) to the upper tray 11 as prize balls.

[0035] As shown in FIG. 2, the first variable winning section 49 is semi-transparent so that the inside can be seen, and a guide member 220, an opening / closing member 221, a guide member 222, and an outlet 223 are provided inside. The guide members 220 and 222 are fixed, while the opening / closing member 221 can be moved in the front-rear direction (toward the depth side) by a specific area opening / closing section 150 (not shown in FIG. 2). A specific area 224 is provided directly below the opening / closing member 221, and a game ball passing through the specific area 224 is detected by a specific area switch 151 (not shown in FIG. 2). In FIG. 2, a "V" mark is drawn in the specific area 224 so that it can be seen by the player. When the opening / closing member 221 is in a closed state in which it has moved forward, a game ball that has won the first large prize opening 50 and has been detected by the first large prize opening switch 50a (not shown in FIG. 2) flows down by the guide member 220, the opening / closing member 221, and the guide member 222, and enters the discharge opening 223 without passing through the specific area 224. On the other hand, when the opening / closing member 221 is in an open state in which it has moved backward, a game ball that has won the first large prize opening 50 and has been detected by the first large prize opening switch 50a (not shown in FIG. 2) passes through the specific area 224 and then enters the discharge opening 223 with a high probability. As will be described later, when a small prize is won in the special symbol lottery, a small prize game is played, the opening / closing member 51 and the opening / closing member 221 are opened, and the game ball can pass through the specific area 224. When the game ball passes through the specific area 224 during the small win game, a big win (a second type big win) occurs and a big win game is played. The big win of the special symbol lottery is a first type big win.

[0036] Below the first variable winning section 49 is provided a second variable winning section 55 which can be switched from a closed state in which it is impossible or difficult for the game ball to win (score) a prize based on the establishment of a predetermined condition (a jackpot being determined to have occurred) to an open state in which it is possible or easy to win a prize.

[0037] The second variable winning section 55 (second variable winning device) has an upper surface that slopes downward in the left-right direction (left side in the figure) to form a flow path for the game balls, and is provided with an opening / closing member 57 that can move in the front-to-back direction, a second large winning opening 56 (winning area) that opens upward directly below the opening / closing member 57, a second large winning opening switch 56a that detects game balls that have won (entered) the second large winning opening 56, and a second large winning opening opening opening / closing section 57b (solenoid) that converts the second large winning opening 56 to a closed state by moving the opening / closing member 57 forward (winning restriction position) and changes the second large winning opening 56 to an open state by moving the opening / closing member 57 backward (winning permitted position). Then, when the opening / closing member 57 moves rearward during a jackpot game and the second large prize opening 56 changes from a closed state to an open state, the game balls that have flowed down the top surface of the opening / closing member 57 or that have reached the second large prize opening 56 enter the second large prize opening 56 and are detected by the second large prize opening switch 56a, and a predetermined number of game balls (for example, 10) are paid out from the payout device 95 (see Figure 3) to the upper tray 11 as prize balls.

[0038] In addition, the game balls launched into the left side game area will either flow directly down along the outer edge of the decorative frame 40, or flow into the warp device 41 and then flow down through the stage section 42, and win one of the three normal winning openings 43 and the first starting opening 45 provided below the decorative frame 40, or flow into the out opening 39. Therefore, the game balls will not win (pass) through the gate 44, normal winning opening 43, first variable winning section 49 (first large winning opening 50), or second variable winning section 55 (second large winning opening 56) provided in the right side game area. In addition, the game ball shot into the right-side game area flows down through the upstream flow path 91a and wins in one of the normal winning opening 43, the variable starting portion 46 (second starting opening 47), the first variable winning opening 49 (first large winning opening 50), and the second variable winning opening 55 (second large winning opening 56) provided in the right-side game area, or flows into the outlet 39. Therefore, the game ball will not win in the normal winning opening 43 or the first starting opening 45 provided in the left-side game area.

[0039] An out-ball flow path is provided on the back side of the game board 5, which receives and collects out balls consisting of game balls that have won in the normal winning port 43, the first starting port 45, the second starting port 47, the first large winning port 50, and the second large winning port 56, as well as game balls that have flowed into the out port 39, and allows them to flow down, and an out-ball switch (not shown) is provided at the most downstream part of the out-ball flow path. Game balls detected by the out-ball switch are discharged from an outlet on the back side of the game machine 1 to the outside of the game machine 1 (island equipment).

[0040] Outside the play area 5a, there are provided a pattern display device consisting of a first special pattern display 60, a second special pattern display 61, and a normal pattern display 62, a reserved display device consisting of a first special pattern reserved display 63, a second special pattern reserved display 64, and a normal pattern reserved display 65, and a main information display 59 consisting of a round number display 66, a right hit display 67, and a status confirmation display 68. This main information display 59 is basically composed of LEDs, and is designed to be dynamically lit.

[0041] The first special symbol display 60 is a variable display for displaying (informing) the result of a jackpot determination (a result of a special symbol lottery) for a first special symbol, which is made based on the entry (entry) of a game ball into the first starting hole 45. The second special symbol display 61 is a variable display for displaying (informing) the result of a jackpot determination (a result of a special symbol lottery) for a second special symbol, which is made based on the entry (entry) of a game ball into the second starting hole 47. The normal symbol display 62 is a variable display for displaying (informing) the result of a hit determination (a result of a normal symbol lottery) for a normal symbol, which is made based on the passage (entry) of a game ball into the gate 44. The jackpot determination is to obtain determination information (random number for jackpot determination, random number for special symbol determination, random number for reach determination, random number for special symbol variation pattern determination, etc.) when a game ball enters the first start hole 45 or the second start hole 47, and to determine whether or not to execute a jackpot game based on the obtained determination information. Then, when a jackpot determination is made based on the entry of a game ball into the first start hole 45, the first special symbol display 60 displays the variation of the first special symbol, and after a predetermined time has passed, the first special symbol is displayed as a stationary display to notify the result of the determination. Also, when a jackpot determination is made based on the entry of a game ball into the second start hole 47, the second special symbol display 61 displays the variation of the second special symbol, and after a predetermined time has passed, the second special symbol is displayed as a stationary display to notify the result of the determination.

[0042] In the normal symbol display 62, the LED flashes at a predetermined interval or sequence when the normal symbol is displayed. When the normal symbol is displayed in a stationary state, the LED lights up in a manner that notifies the result of the normal symbol lottery.

[0043] The first special symbol display 60 and / or the second special symbol display 61 can be configured with a 7-segment LED. For example, when a jackpot is determined to be a jackpot, numbers such as "3" and "7" are displayed in a static manner, and when a jackpot is determined to be a miss, "-" is displayed in a static manner, and during the variable display, the light may be turned off and "-" may be displayed repeatedly.

[0044] The first special symbol reserved indicator 63 is for displaying the first reserved number (U1), which is the number of pieces of judgment information (first reserved) stored when a game ball wins (enters) the first starting hole 45, and lights up or flashes in a manner indicating the number of first reserved pieces. Although the first reserved pieces are configured to be stored up to a maximum of four, the number may be less than or more than four. The second special symbol reserved indicator 64 is for displaying the second reserved number (U2), which is the number of pieces of judgment information (second reserved) stored when a game ball wins (enters) the second starting hole 47, and lights up or flashes in a manner indicating the number of second reserved pieces. Although the second reserved pieces are configured to be stored up to a maximum of four, the number may be less than or more than four, or the second reserved pieces may not be stored. The normal symbol reserved indicator 65 is for displaying the number of reserved normal symbols, which is the number of judgment information (normal symbol reserved) stored when a game ball enters (passes) the gate 44, and lights up or blinks in a manner indicating the number of reserved normal symbols. Note that, although a maximum of four reserved normal symbols can be stored, the number may be less than or more than four, or no reserved normal symbols may be stored.

[0045] The round number indicator 66 is for displaying the number of rounds when a jackpot state (special game) occurs, and starts lighting the LEDs in a predetermined manner indicating the number of rounds when the jackpot game starts, keeps the LEDs lit during the jackpot game, and turns off the LEDs when the jackpot game ends. For example, if the jackpot game has four rounds, only the leftmost LED lights up, and if the jackpot game has ten rounds, all the LEDs light up.

[0046] The right-hit indicator 67 is intended to display a right-hit display that encourages the player to shoot the game ball toward the right-side game area (so-called right hit) during a jackpot game or during a time-saving game state, and an LED lights up during a jackpot game or during a time-saving game state, etc.

[0047] The status confirmation indicator 68 is for indicating that the gaming machine 1 is set to a setting change mode for changing the set value of the winning probability of the special symbol lottery, or a setting confirmation mode for confirming the set value. In the gaming machine 1, the winning probability of the special symbol lottery can be set as a set value from among a plurality of winning probabilities by the gaming establishment. When the gaming machine 1 is switched to the setting change mode or the setting confirmation mode, the LED starts to light up, and when the setting change mode or the setting confirmation mode is terminated, the LED is turned off. In this way, since the status confirmation indicator 68 is provided on the front (surface) of the gaming machine, the gaming establishment can easily confirm whether the setting change mode or the setting confirmation mode is set. The status confirmation indicator 68 may be provided at any position other than the front (surface) of the gaming machine 1.

[0048] Inside the play area 5a, a sub information display 80 is provided, which is made up of a sub first change indicator 81, a sub second change indicator 82, a sub first hold indicator 83, a sub second hold indicator 84, a sub normal map change indicator 85, a sub normal map hold indicator 86, and a sub right hit indicator 87. The sub information display 80 is basically made up of LEDs, and is designed to be dynamically lit. The sub information display 80 does not have an indicator such as the above-mentioned status confirmation indicator 68 that indicates that it is set to a setting change mode or setting confirmation mode.

[0049] The sub-first variation indicator 81 is for displaying (informing) whether the first special symbol is being displayed or not, and the sub-second variation indicator 82 is for displaying (informing) whether the second special symbol is being displayed or not, and each is composed of one LED. When the corresponding special symbol starts to be displayed or not, the LED blinks (0.5 seconds on → 0.5 seconds off) at a predetermined cycle (1 second), and lights up when the corresponding special symbol is displayed stationary. The sub-first variation indicator 81 or the sub-second variation indicator 82 may be configured to inform the result of the jackpot determination of the special symbol. In this case, the LED may be configured to light up in the case of a jackpot and to turn off in the case of a miss.

[0050] The sub-first hold indicator 83 is for displaying the number of first hold information items (first hold number), and the sub-second hold indicator 84 is for displaying the number of second hold information items (second hold number), and each is composed of two LEDs. When the hold number is "0", the left and right LEDs are turned off, when the hold number is "1", the left LED is turned on and the right LED is turned off, when the hold number is "2", the left LED flashes and the right LED is turned on when the hold number is "3", and when the hold number is "4", the left and right LEDs flash.

[0051] The sub-regular pattern variation indicator 85 is for displaying (informing) the result of the regular pattern lottery, and is composed of one LED. Then, when the regular pattern variation display starts, the LED blinks (varies) at a predetermined interval. Then, when the regular pattern is displayed stationary, a mode indicating the result of the winning lottery (lights up if it's a win, and goes off if it's a loss) is displayed stationary. Note that the sub-regular pattern variation indicator 85 may be configured to blink while the regular pattern is being displayed stationary, and to light up or go off when it is displayed stationary, so that it is possible to know whether the regular pattern is being displayed stationary or not.

[0052] The sub-regular map reservation indicator 86 is for displaying the number of reserved regular map memories (regular map reservation number) and is composed of two LEDs. When the regular map reservation number is "0", the left and right LEDs are turned off, when the regular map reservation number is "1", the left LED is turned on and the right LED is turned off, when the regular map reservation number is "2", the left LED flashes and the right LED is turned on, and when the regular map reservation number is "4", the left and right LEDs flash.

[0053] The sub right-hit indicator 87 is for encouraging the player to shoot the game ball toward the right side of the game area 5a (so-called right hit), and is composed of one LED. The LED is turned on during a big win game or during a time-saving game state, and is turned off in other game states.

[0054] A main image display unit 70 consisting of a liquid crystal display is provided at the back of the performance space 40a defined inside the decorative frame 40, and a sub-image display unit 71 consisting of a liquid crystal display formed smaller in size than the main image display unit 70 is provided at the bottom of the performance space 40a and in front of the main image display unit 70. A movable prop 733 for executing action performances and lamp performances is provided at the top of the performance space 40a. The main image display unit 70 and the sub-image display unit 71 may be collectively referred to as the image display unit.

[0055] The main image display section 70 and the sub-image display section 71 perform various effects display according to the progress of the game. The effects display includes a customer waiting demo effect performed while the variable display of the special symbol is not being executed, a notification effect (variation effect) accompanied by a variable display of a decorative symbol (performance symbol) performed while the variable display of the special symbol is being executed, and a big win game effect performed during the execution of a big win game. In addition, the sub-image display section 71 can perform a movement effect by moving with a solenoid or a motor while the variable effect is being executed in the main image display section 70. Note that the sub-image display section 71 does not necessarily need to be provided, and for example, a movable role that performs operations such as lamp lighting and movement may be provided at the position where the sub-image display section 71 is provided.

[0056] On the back side of the game board mounting frame 3 and the game board 5, there are provided a payout device 95 for paying out game balls based on the establishment of predetermined payout conditions (prize balls, ball loans), a game ball storage section 96 for storing game balls supplied from island equipment etc. and supplying them to the payout device 95, a main control device 110A incorporating a main control board that constitutes the main control section 100, a payout control device 120A incorporating a payout control board that constitutes the payout control section 300 and the launch control section 200, a performance control device 130A incorporating a performance control board that constitutes the performance control section 400, the image and sound control section 500 and the lamp control section 600, a power supply unit 160A incorporating a power supply board, and a game information output terminal board 90 for outputting information regarding the game to the outside of the game machine (an information collecting device such as a hall computer).

[0057] In addition, a cover member 23 of an openable door type is provided, which opens and closes in the left and right directions on the left and right sides around a rotation axis set on one side so as to cover the upper part of the main control device and the entire performance control device from the rear, and the performance control device 130A is provided with a changeover switch 22 for switching adjustment modes related to the volume of the performance sound etc. output from the speaker 9 and the light amount of the display device (main image display unit, sub image display unit) and various lighting devices (frame lamp 10, etc.) so as to be covered by the cover member 23. In addition, a back key 170 (see FIG. 4), not shown in FIG. 3, is provided near the changeover switch 22. When the back key 170 is in an adjustment mode for adjusting the volume by the changeover switch 22, the volume output from the speaker 9 can be adjusted from the back side of the game board 5 by a store clerk or the like. In addition, when the rear key 170 is in an adjustment mode for adjusting the light intensity by the changeover switch 22, the light intensity of various lighting devices (e.g., the frame lamp 10) can be adjusted (set to either a normal light intensity or a dimmer light intensity) from the back of the game board 5 by a store clerk or the like.

[0058] On the front side of the main control board, there are mounted a main control unit 100 consisting of a one-chip microcomputer for controlling the game, an RWM clear switch 111a for inputting a signal to clear the memory contents of the RAM 103 of the main control unit 100 or to update a setting value that sets the degree of advantage of the game (probability of winning the special pattern lottery), a setting key switch 112a for inputting a signal to switch to a setting change mode or a setting confirmation mode, an information display 113 for displaying performance information and setting values ​​that enable the actual performance of the gaming machine to be grasped, and other electronic components.

[0059] The information display 113 is composed of four 7-segment displays aligned in the left-right direction. The two 7-segment displays from the left form an identification segment for displaying identification information indicating the type of performance information (data type), and the two 7-segment displays from the right form a numeric segment for displaying numeric information indicating a setting value or a numeric value of the performance information.

[0060] [Configuration of the control device of the pachinko gaming machine 1] Next, a control device that controls operations and processes signals in the gaming machine 1 will be described with reference to Fig. 4. Fig. 4 is a block diagram showing an example of the main configuration of the control device provided in the gaming machine 1.

[0061] In FIG. 4, the control device of the gaming machine 1 includes a main control unit 100, a firing control unit 200, a payout control unit 300, a performance control unit 400, an image and sound control unit 500, a lamp control unit 600, and the like.

[0062] The main control unit 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, and a RAM (Random Access Memory) 103. The CPU 101 performs arithmetic processing when performing various controls related to the number of prize balls to be paid out, such as an internal lottery and a winning judgment. The ROM 102 stores programs executed by the CPU 101, various data, and the like. The RAM 103 is used as a working memory for the CPU 101, and the like. The main functions of the main control unit 100 will be described below.

[0063] When a game ball enters the first starting hole 45 or the second starting hole 47, the main control unit 100 conducts a special pattern lottery (jackpot lottery) and sends judgment result data indicating whether or not the special pattern lottery has been won to the performance control unit 400.

[0064] The main control unit 100 controls the open time during which the opening / closing member 48 of the variable start unit 46 is in the open state, the number of times the opening / closing member 48 opens and closes, and further the opening / closing time interval for the opening and closing of the opening / closing member 48. The main control unit 100 also manages the number of times that the special pattern lottery is pending when the gaming ball enters the first start port 45, the number of times that the special pattern lottery is pending when the gaming ball enters the second start port 47, and the number of times that the normal pattern lottery is pending when the gaming ball passes through the gate 44, and sends data related to these pending numbers to the performance control unit 400.

[0065] The main control unit 100 controls the opening and closing of the large prize openings (first large prize opening 50, second large prize opening 56) according to the result of the special symbol lottery (winning a big prize or a small prize). For example, the main control unit 100 controls the round in which the large prize opening (first large prize opening 50 or second large prize opening 56) is open to be repeated a predetermined number of times (e.g., 15 times) until a predetermined condition (e.g., 29.5 seconds have passed or 10 game balls have been won) is met. The main control unit 100 also controls the time interval at which the large prize openings (first large prize opening 50, second large prize opening 56) are opened and closed.

[0066] When a small win is won in the special symbol lottery, the main control unit 100 changes the opening / closing member 221 inside the first variable winning unit 49 (the first large winning port 50 that is opened by the winning of the small win) from the closed state to the open state, making it possible for the game ball to pass through the specific area 224 (see FIG. 2). In this case, when the game ball passes through the specific area 224, the main control unit 100 generates a big win.

[0067] The main control unit 100 changes the game state according to the progress of the game, and also changes the execution interval of the special pattern lottery (which may be said to be the time from when the special pattern is displayed in a variable manner on the main information display 59 to when it is displayed stationary), the opening and closing operation of the variable start unit 46, etc. according to the progress of the game.

[0068] When a game ball enters the first start gate 45, the second start gate 47, the large prize gate (the first large prize gate 50, the second large prize gate 56), and the normal prize gate 43, the main control unit 100 instructs the payout control unit 300 to pay out a predetermined number of prize balls per game ball according to the place where the game ball entered. Even if the main control unit 100 detects that a game ball has passed through the gate 44, it does not instruct the payout control unit 300 to pay out prize balls linked to the gate. When the payout control unit 300 pays out prize balls in accordance with the instruction of the main control unit 100, information on the number of prize balls paid out from the payout control unit 300 is sent to the main control unit 100. Then, the main control unit 100 manages the number of prize balls paid out based on the information acquired from the payout control unit 300.

[0069] The main control unit 100 displays (notifies) the player of the results of the special symbol lottery, the results of the normal symbol lottery, the number of reserved symbols for the special symbol lottery, the number of reserved symbols for the normal symbol lottery, the number of rounds of the jackpot game, etc. The main control unit 100 also displays performance information that allows the actual performance of the gaming machine to be grasped, and a setting value that sets the advantageous degree of the game (the winning probability of the special symbol lottery) on the surface of the main control board. The main control unit 100 also clears the memory contents of the RAM 103 in response to the operation of the clerk of the gaming store, etc., and also sets one of a plurality of fixed values ​​that have been determined in advance as the above-mentioned setting value. The main control unit 100 also transitions to a setting change mode in which the above-mentioned setting value can be changed, or a setting confirmation mode in which the setting status of the above-mentioned setting value can be confirmed in response to the operation of the clerk of the gaming store, etc. The main control unit 100 also outputs information related to the game to the outside of the gaming machine (an information collecting device such as a hall computer).

[0070] In order to realize the above-mentioned functions, the main control unit 100 is connected to the first start port switch 45a, the second start port switch 47a, the second start port opening / closing unit 48b, the gate switch 44a, the first large prize port switch 50a, the second large prize port switch 56a, the first large prize port opening / closing unit 51b, the second large prize port opening / closing unit 57b, the specific area switch 151, the specific area opening / closing unit 150, the normal prize port switch 43a, the main information display 59 (see Figure 1), the information display 113, the RWM clear switch 111a, the setting key switch 112a, and the game information output terminal board 90.

[0071] The first start port switch 45a sends a signal to the main control unit 100 in response to the entry of a game ball into the first start port 45. The second start port switch 47a sends a signal to the main control unit 100 in response to the entry of a game ball into the second start port 47. The second start port opening / closing unit 48b opens and closes the opening / closing member 48 of the variable start unit 46 in response to a control signal sent from the main control unit 100. The gate switch 44a sends a signal to the main control unit 100 in response to the passage of a game ball through the gate 44. The first large prize port switch 50a sends a signal to the main control unit 100 in response to the entry of a game ball into the first large prize port 50. The first large prize port opening / closing unit 51b opens and closes the first large prize port 50 in response to a control signal sent from the main control unit 100. The second large prize opening switch 56a sends a signal to the main control unit 100 in response to the game ball winning the second large prize opening 56. The second large prize opening opening opening unit 57b opens and closes the second large prize opening 56 in response to a control signal sent from the main control unit 100. The specific area switch 151 sends a signal to the main control unit 100 in response to the game ball passing through the specific area 224 (see FIG. 2). The specific area opening and closing unit 150 opens and closes the specific area 224 (opening and closing member 221) in response to a control signal sent from the main control unit 100. The normal prize opening switch 43a sends a signal to the main control unit 100 in response to the game ball winning the normal prize opening 43. The main information display 59 displays (notifies) the results of the special symbol lottery, the results of the normal symbol lottery, the number of reserved special symbol lotteries, the number of reserved normal symbol lotteries, the number of rounds of the big win game, etc., in response to a control signal sent from the main control unit 100. The information display 113 displays (on the surface of the main control board) performance information that allows the actual performance of the gaming machine to be grasped and a setting value that sets the advantageous degree of the game (the probability of winning the special symbol lottery) in response to a control signal sent from the main control unit 100. The RWM clear switch 113a sends a signal to the main control unit 100 to clear the memory contents of the RAM 103 and a signal to set the above-mentioned setting value in response to an operation by a store clerk or the like. The setting key switch 112a sends a signal to the main control unit 100 to shift to a setting change mode in which the above-mentioned setting value can be changed, or a setting confirmation mode in which the setting status of the above-mentioned setting value can be confirmed.The game information output terminal board 90 outputs information related to the game to the outside of the gaming machine 1 (an information collecting device such as a hall computer).

[0072] The launch control unit 200 includes a CPU 201, a ROM 202, and a RAM 203. The CPU 201 performs arithmetic processing when performing various controls related to the launch device 26. The ROM 202 stores programs executed by the CPU 201, various data, etc. The RAM 203 is used as a working memory for the CPU 201, etc.

[0073] When the lever 13 is in a neutral position, it does not output a signal and is in a firing stop state. When the lever 13 is rotated clockwise by the player, it outputs a signal according to the rotation angle to the firing control unit 200 as a ball firing command signal. The firing control unit 200 controls the firing operation of the firing device 26 based on the ball firing command signal. For example, the firing control unit 200 controls the operation of the firing device 26 so that the speed at which the game ball is fired increases as the rotation angle of the lever 13 increases. When a signal indicating that a stop button (not shown) provided on the lever 13 has been pressed is output, the firing control unit 200 stops the operation of the firing device 26 to fire the game ball.

[0074] The payout control unit 300 includes a CPU 301, a ROM 302, and a RAM 303. The CPU 301 performs calculations for controlling the payout of balls. The ROM 302 stores programs executed by the CPU 301, various data, and the like. The RAM 303 is used as a working memory for the CPU 301, and the like.

[0075] The payout control unit 300 controls the payout of the payout balls based on the command sent from the main control unit 100. Specifically, the payout control unit 300 receives a command from the main control unit 100 to pay out a predetermined number of prize balls according to the location where the gaming ball has landed. Then, the payout control unit 300 controls the payout device 95 to pay out the number of prize balls specified in the command.

[0076] The performance control unit 400 includes a CPU 401, a ROM 402, a RAM 403, and an RTC (real-time clock) 404. The performance control unit 400 is also connected to a cross key 18 operated by a player, and the performance control unit 400 acquires operation data output from the cross key 18 in response to the operation of the cross key 18 by the player. The performance control unit 400 also acquires operation data output from the performance button 16 via a lamp control unit 600. The CPU 401 performs arithmetic processing when controlling the performance. The ROM 402 stores programs executed by the CPU 401, various data, etc. The RAM 403 is used as a working memory for the CPU 401, etc. The RTC 404 measures the current date and time.

[0077] The performance control unit 400 sets the performance contents based on data indicating the special symbol lottery results, etc., sent from the main control unit 100. In addition, when the player presses the performance button 16 or the cross key 18, the performance control unit 400 may set the performance contents according to the operation input or detection result.

[0078] The image and audio control unit 500 includes a CPU 501, a ROM 502, and a RAM 503. The CPU 501 performs calculations when controlling images and audio that express the content of the performance. The ROM 502 stores programs executed by the CPU 501, various data, etc. The RAM 503 is used as a working memory for the CPU 501, etc.

[0079] The image and sound control unit 500 controls the image displayed on the image display unit (main image display unit 70, sub image display unit 71) and the sound output from the speaker 9 based on the command sent from the performance control unit 400. Specifically, the ROM 502 of the image and sound control unit 500 stores image data for displaying on the image display unit, such as a decorative pattern image for notifying the result of the special pattern lottery, an image of a character or an item for displaying a preview performance or a pre-read preview performance, a reserved icon indicating that the special pattern lottery is reserved, and various background images. Also, the ROM 502 of the image and sound control unit 500 stores various sound data such as music and sound to be output from the speaker 9 in conjunction with the image displayed on the image display unit or independently of the image displayed. The CPU 501 of the image and sound control unit 500 selects and reads out the image and sound data corresponding to the command sent from the performance control unit 400 from the image and sound data stored in the ROM 502. Then, the CPU 501 performs image processing for displaying a background image, a decorative pattern image, and a character / item, etc., using the read image data, and performs various performance displays corresponding to commands sent from the performance control unit 400. The CPU 501 then displays an image indicated by the image-processed image data on the image display unit. The CPU 501 also performs audio processing using the read audio data, and outputs audio indicated by the audio-processed audio data from the speaker 9. The image and audio control unit 500 also adjusts the volume output from the speaker 9 in response to a signal generated when the rear key 170 is operated.

[0080] The lamp control unit 600 includes a CPU 601, a ROM 602, and a RAM 603. The CPU 601 performs calculations when controlling the board lamp 10a, the frame lamp 10, the performance button 16, the movable role object 73, and the sub information display 80. The ROM 602 stores programs executed by the CPU 601, various data, and the like. The RAM 603 is used as a working memory for the CPU 601, and the like.

[0081] The lamp control unit 600 controls the lighting / flashing and light color of the board lamp 10a, the frame lamp 10, the performance button 16, and the movable role object 73 based on the command sent from the performance control unit 400. The lamp control unit 600 also controls the operation of the performance button 16 and the movable role object 73 based on the command sent from the performance control unit 400. Specifically, the ROM 602 of the lamp control unit 600 stores lighting / flashing pattern data and light color pattern data (light emission pattern data) of the board lamp 10a etc. according to the performance content set by the performance control unit 400. The CPU 601 selects and reads out the light emission pattern data corresponding to the command sent from the performance control unit 400 from the light emission pattern data stored in the ROM 602. Then, the CPU 601 controls the light emission of the board lamp 10a etc. based on the read light emission pattern data. The ROM 602 also stores operation pattern data of the performance button 16 and the movable role object 73 according to the performance content set by the performance control unit 400. The CPU 601 selects and reads out the operation pattern data stored in the ROM 602 that corresponds to the command sent from the performance control unit 400. Then, the CPU 601 controls the operation of the performance button 16 and the movable role object 73 based on the read operation pattern data. Also, the lamp control unit 600 controls the display (lighting, etc.) of the sub performance display 80 based on the command sent from the performance control unit 400.

[0082] In addition, the lamp control unit 600 adjusts the light intensity of the lamps (LEDs) of the board lamp 10a, the frame lamp 10, the performance button 16 and the movable prop 73 in response to a signal generated when the rear key 170 is operated.

[0083] In addition, the lamp control unit 600 is connected to the performance button 16 operated by the player, and the lamp control unit 600 acquires operation data output from the performance button 16 in response to the operation of the performance button 16 by the player, and transmits the operation data to the performance control unit 400.

[0084] The performance control unit 400 notifies the image and audio control unit 500 of the operation state of the performance button 16 and the cross key 18 based on the operation data of the performance button 16 transmitted from the lamp control unit 600 and the operation data output from the cross key 18. Here, the operation state of the performance button 16 and the cross key 18 is information including whether or not an operation is being performed and what kind of operation is being performed (for example, long pressing of the performance button 16 or pressing of the left key of the cross key 18). Therefore, for example, when the performance button 16 is operated by a player, the operation state of the performance button 16 detected by the lamp control unit 600 is transmitted to the image and audio control unit 500 via the performance control unit 400. Therefore, the image and audio control unit 500 can change the performance contents, etc. based on the operation state of the performance button 16, etc. transmitted from the performance control unit 400. In addition, the performance control unit 400 can also transmit a command to the lamp control unit 600 according to the operation data of the performance button 16 transmitted from the lamp control unit 600 to operate the movable role object 73 and execute a movable role object performance.

[0085] [Outline of the game state in this embodiment] Next, the gaming states of the gaming machine 1 in this embodiment will be described. The gaming states of the gaming machine 1 include at least a low probability state, a time-saving state, and a non-time-saving state. The low probability state is a gaming state in which the winning probability of the special symbol lottery is set to a normal low probability (for example, 1 / 300). Note that the gaming machine 1 in this embodiment does not have a high probability state in which the winning probability of the special symbol lottery is set to a higher probability (for example, 1 / 50) than the low probability state.

[0086] The non-time-saving state is a game state in which the execution time of the special symbol lottery is the normal time, the winning probability of the normal symbol lottery is the normal low probability (for example, 1 / 10), and even if the normal symbol lottery is won, the variable starting part 46 is controlled to open only for a short time (for example, once every 0.10 seconds). Therefore, the non-time-saving state is a game state in which it is difficult for a game ball to enter the second starting hole 47.

[0087] The time-saving state is a game state in which the execution time of the special symbol lottery is shorter than in the non-time-saving state, the winning probability of the normal symbol lottery is higher (e.g., 10 / 10) than in the non-electric support state, and the variable start unit 46 is controlled to be opened for a long time (e.g., 3 times for 2.00 seconds) when the normal symbol lottery is won. Therefore, the time-saving state is a game state in which the variable start unit 46 is frequently opened for a long time, making it easier for game balls to frequently enter the second start port 47 (win), and a large number of special symbol lotteries can be executed in a short time while suppressing the consumption of game balls compared to the non-time-saving state.

[0088] In this embodiment, a gaming state controlled to a low probability state and a non-time-saving state is called a low probability non-time-saving gaming state (sometimes called a "normal gaming state"), and a gaming state controlled to a low probability state and a time-saving state is called a low probability time-saving gaming state (sometimes called a "time-saving gaming state"). Also, as described above, in this embodiment, since a high probability state is not provided, it is not controlled to a high probability time-saving gaming state (probability variable gaming state) that is controlled to a high probability state and a time-saving state. Note that, although it is controlled in a normal gaming state during a jackpot game, since a jackpot game is being executed, it may be considered that it is controlled in a jackpot gaming state during a jackpot game.

[0089] Next, the above-mentioned "low-probability time-saving game state (time-saving game state)" will be described in detail with reference to FIG. 5. In conventional gaming machines, the transition from the "low-probability non-time-saving game state (normal game state)" to the "low-probability time-saving game state (time-saving game state)" is mainstream via the routes (A) and (D) in FIG. 5. In this embodiment, in addition to the conventional routes (A) and (D), a transition route to the "low-probability time-saving game state (time-saving game state)" is provided. Specifically, as shown in (B) in FIG. 5, when a predetermined condition is met in the normal game state, the state transitions to the "low-probability time-saving game state (time-saving game state)" without going through a jackpot game.

[0090] An example of "the establishment of a predetermined condition" is when the number of times the variable display of the special symbol executed from the starting point reaches N times. For example, an area is provided in the RAM 103 for counting and storing the number of times the variable display of the special symbol in the "low probability non-time-saving game state (normal game state)" reaches N times, and when the number of times counted and stored in the area reaches N times, the "low probability non-time-saving game state (normal game state)" is shifted to the "low probability time-saving game state (time-saving game state)".

[0091] "N times" can be set to any number of times for each setting value that sets the winning probability of the special symbol lottery. For example, if the winning probability of the special symbol lottery is "1 / 199", N times can be set to about "500", and if the winning probability of the special symbol lottery is "1 / 319", N times can be set to about "900".

[0092] An example of the "starting point" is a state where the RWM clear switch 111a is operated to clear the stored information in the RAM 103 (information such as the number of times the special symbol lottery is executed and the number of times the jackpot is won). Also, for example, the end of the "low probability time-saving game state (time-saving game state)", that is, the state of (E) in FIG. 5, is an example.

[0093] The upper limit number of times for the "low-probability time-saving game state (time-saving game state)" is, for example, 100 times when transitioning at (d) in Fig. 5. On the other hand, the upper limit number of times for the "low-probability time-saving game state (time-saving game state)" is, for example, 1000 times when transitioning at (b) in Fig. 5. In other words, the upper limit number of times for the "low-probability time-saving game state (time-saving game state)" is higher when transitioning via the establishment of a predetermined condition without a jackpot game than when transitioning via a jackpot game.

[0094] This provides the player with information to decide whether or not to play, and reduces the number of players who play randomly. For example, if N times is about 900 times, a relief measure can be given to players who have not won a jackpot for a long time, which leads to preventing players from quitting games. The number of N times can be easily understood by the player through magazines, etc. In addition, when a predetermined condition is met and a transition is made to a "low-probability time-shortened game state (time-shortened game state)", the upper limit number of times of the "low-probability time-shortened game state (time-shortened game state)" is higher than when a transition is made to a "low-probability time-shortened game state (time-shortened game state)" via a jackpot game, so that players are encouraged to try playing the "low-probability non-time-shortened game state (normal game state)" proactively, and the operation of the gaming machine can be improved.

[0095] Regarding the "fulfillment of a predetermined condition," the number of rotations up to "N times" may be actively notified. For example, a notification (display) such as "XX rotations left to enter △△ state!" may be made on the main image display unit 70 or the like. On the other hand, a positive notification may not be made and the display may merely be a suggestion. For example, when the number of rotations approaches "N times," a special presentation mode (background, mode) may be used to suggest that "N times" is approaching.

[0096] Next, a process flow executed by the pachinko gaming machine 1 will be described.

[0097] [Main Processing by Main Control Unit 100] First, the main processing executed by the main control unit 100 will be described with reference to Fig. 6. Note that this main processing starts when the power of the gaming machine 1 is turned on, and is executed continuously while the main control unit 100 is operating.

[0098] 6, first, the CPU 101 waits for, for example, 2000 ms, and the process proceeds to step S902. Although not shown, when the power supply of the gaming machine 1 is turned on, the CPU 401 of the performance control unit 400 becomes ready to receive a signal from the main control unit 100 without performing a standby process. In other words, the CPU 401 of the performance control unit 400 becomes ready to start processing before the CPU 101 of the main control unit 100.

[0099] In step S902, the CPU 101 becomes able to access the RAM 103, and the process proceeds to step S903.

[0100] In step S903, the CPU 101 determines whether or not the RAM clear switch 111a is “ON.” If the determination in step S903 is YES, the process proceeds to step S904, and if the determination is NO, the process proceeds to step S907.

[0101] In step S904, the CPU 101 clears the RAM. Here, the RAM clear is a well-known technique, so a detailed description will be omitted, but it is to reset various information (information indicating the game state, information on the number of times the special symbol lottery has been executed, etc.) stored in the RAM 103 to a predetermined initial state. After that, the process proceeds to step S905.

[0102] In step S905, CPU 101 sets a working area for when RAM is cleared, and the process proceeds to step S906.

[0103] In step S906, the CPU 101 performs initial setting of the peripheral parts. Here, the peripheral parts are the performance control unit 400, the payout control unit 300, etc. The initial setting of the peripheral parts is performed by transmitting an initial setting command to each control unit to instruct the execution of the initial setting. After that, the process proceeds to step S910.

[0104] In step S907, CPU 101 determines whether the backup flag is "ON". The backup flag is a flag that is turned on when the generation of backup data is normally completed when the power is cut off, and is a flag that indicates that the backup data is valid in association with the generated backup data. If the determination in step S907 is YES, the process proceeds to step S908, and if the determination is NO, the process proceeds to step S904.

[0105] In step S908, the CPU 101 determines whether or not the checksum is normal If the determination in step S908 is YES, the process proceeds to step S909, and if the determination is NO, the process proceeds to step S904.

[0106] In step S909, the CPU 101 executes a recovery process (see FIG. 8) which will be described later, and the process proceeds to step S910.

[0107] In step S910, the CPU 101 sets a period (4 ms) for a built-in CTC (timer counter). The CPU 101 executes a timer interrupt process (see FIG. 9) to be described later using the period set here. After that, the process proceeds to step S911.

[0108] In step S911, the CPU 101 executes a power cutoff monitoring process (see FIG. 7) which will be described later, and the process proceeds to step S912.

[0109] In step S912, the CPU 101 performs setting to prohibit interrupts in the timer interrupt process, and the process proceeds to step S913.

[0110] In step S913, the CPU 101 updates (counts up) various initial value random numbers, and the process proceeds to step S914. Here, the initial value random number is a random number for determining the start value of various random numbers (jackpot random number, pattern random number, reach random number, and variation pattern random number) that are counted up and updated in a timer interrupt process (see FIG. 9) described later, and a plurality of initial value random numbers are prepared corresponding to various random numbers. The initial value random number is counted up and updated in both the timer interrupt process (see FIG. 9) that occurs every predetermined CTC period (4 ms) and the main process (see FIG. 6) that is processed during the remaining time (that is, the time obtained by subtracting the processing time required for the timer interrupt process from the predetermined CTC period), and after reaching the maximum value (e.g., 299) of the set random number, it returns to the minimum value (e.g., 0). In addition, this remaining time is irregular because it varies depending on the processing status of the CPU 101, and the number of updates of the initial value random number updated during the remaining time is also irregular. On the other hand, as will be described in detail later, the other random numbers (jackpot random numbers, pattern random numbers, reach random numbers, and variable pattern random numbers) are only updated by timer interrupt processing (see FIG. 9), and therefore the processing cycle of the random number update process differs from that of the initial value random numbers. In this way, due to the difference in processing cycle, even if the random number ranges of the initial value random numbers and the jackpot random numbers are the same (for example, 0 to 299), the value of the initial value random number obtained as the starting value of the jackpot random number will be irregular each time. This makes it difficult to predict the timing at which the jackpot random number value that will cause a jackpot will be obtained.

[0111] In step S914, the CPU 101 performs a setting to permit an interrupt in the timer interrupt process, and the process returns to step S911. That is, the CPU 101 repeatedly executes the processes of steps S911 to S914.

[0112] [Power supply cutoff monitoring process by the main control unit 100] Fig. 7 is a detailed flowchart of the power cutoff monitoring process in step S911 in Fig. 6. In step S9111 in Fig. 6, the CPU 101 prohibits interrupt processing, and the process proceeds to step S9112.

[0113] In step S9112, the CPU 101 determines whether or not the power supply to the gaming machine 1 has been cut off based on whether or not a power cut-off signal has been input from a power supply unit (not shown). If the determination in step S9112 is YES, the process proceeds to step S9114, and if this determination is NO, the process proceeds to step S9113.

[0114] In step S9113, the CPU 101 permits interrupt processing and ends the power cutoff monitoring processing (the processing proceeds to step S912 in FIG. 6).

[0115] On the other hand, in step S9114, CPU 101 clears the output ports through which various information is input and output to CPU 101, and the process proceeds to step S9115.

[0116] In step S9115, the CPU 101 creates backup data in the RAM 103 based on the current game status of the gaming machine 1, etc., and then creates a checksum from the contents of the RAM 103 and stores it in the RAM 103. This process is performed during the period from when it is detected that the power supply voltage has started to drop due to a power cutoff of the power supplied to the main control unit 100 (from when "YES" is determined in step S9112) until the power supply voltage drops to a predetermined value. This process stores the game status information, etc. immediately before the power was cut off in the RAM 103. After that, the process proceeds to step S9116.

[0117] In step S9116, CPU 101 sets the backup flag to "ON", and the process proceeds to step S9117.

[0118] In step S9117, the CPU 101 prohibits access to the RAM 103 and ends the power cutoff monitoring process (the process proceeds to step S912 in FIG. 6).

[0119] [Restoration process by the main control unit 100] Fig. 8 is a detailed flowchart of the recovery process in step S909 in Fig. 6. First, in step S9091 in Fig. 8, CPU 101 sets a work area in RAM 103 for recovery, and the process proceeds to step S9092.

[0120] In step S9092, the CPU 101 refers to the information in the RAM 103 to confirm information on the game state at the time of power cut and the number of reserved special symbol lotteries, and transmits a recovery notification command including the information to the performance control unit 400. In this way, the CPU 101 transmits a recovery notification command indicating the state at the time of power cut to the performance control unit 400 to notify that the power supply to the gaming machine 1 has been restored. By processing this step S9092, the performance control unit 400 can confirm the game state before the power cut.

[0121] In step S9093, CPU 101 performs setting of the peripheral part, and the process proceeds to step S9094.

[0122] In step S9094, CPU 101 sets the backup flag to "OFF" and ends the recovery process (the process proceeds to step S910 in FIG. 6).

[0123] [Timer interrupt processing in the main control section] Next, the timer interrupt processing executed in the main control unit 100 will be described. Fig. 9 is a flowchart showing an example of the timer interrupt processing executed by the main control unit 100. The timer interrupt processing executed in the main control unit 100 will be described below with reference to Fig. 9. During normal operation except for special cases such as when the power is turned on or when the power is turned off, the main control unit 100 repeatedly executes a series of processes shown in Fig. 9 at regular intervals (4 milliseconds). The processes executed in the main control unit 100, which will be described based on the flowcharts in Fig. 9 and subsequent figures, are executed based on a program stored in the ROM 102.

[0124] First, in step S1, the CPU 101 of the main control unit 100 executes a random number update process to update various random numbers such as a jackpot random number, a pattern random number, a reach random number, and a variation pattern random number, and to update the initial value random number that is the starting value when each random number is counted up and updated. Here, the jackpot random number is a random number for determining whether or not the special pattern lottery is won (that is, a special pattern lottery is performed). The pattern random number is a random number for determining the type of jackpot when the special pattern lottery is won. In addition, the determination of whether or not the special pattern lottery is won and the determination of the type of jackpot when it is won may be considered as a special pattern lottery. The jackpot random number and the pattern random number are random numbers used in the process of step S407 in FIG. 11, which will be described later. The reach random number is a random number for determining whether or not a reach performance is performed when the special pattern lottery is lost. The variation pattern random number is a random number for determining a variation pattern that specifies the variation time of the special pattern, etc. Here, the variation time of the special symbol is equal to the execution time of the notification effect (variation effect) that is executed in synchronization with the variation of the special symbol. The reach random number and the variation pattern random number are used in the process of step S408 in FIG. 11, which will be described later. In the random number update process of step S1, the jackpot random number, the pattern random number, the reach random number, and the variation pattern random number are each updated by adding 1. In other words, they are counted up. Then, in the start port switch (SW) process of step S2 and the gate switch (SW) process of step S3, each random number is obtained and used in the special symbol process of step S4 and the normal symbol process of step S5, which will be described later. The counter that performs the process of step S1 is typically a loop counter, and after reaching the maximum value of the set random number (for example, 299 for the variation pattern random number), it returns to 0 again (that is, it circulates). Also, in the random number update process of step S1, when the loop counter counts through one cycle, each counter for the jackpot random number, pattern random number, reach random number, and variation pattern random number, etc., obtains an initial value random number corresponding to each random number at that time, and starts a new count of the loop counter using the value of that initial value random number as the starting value.In addition, the random number ranges for jackpot random numbers, pattern random numbers, reach random numbers, and variable pattern random numbers may be set arbitrarily, but it is preferable to set each of them to a different range so that the counter values ​​(count values) between these random numbers are not synchronized.

[0125] Next, in step S2, the CPU 101 monitors the state of the first start hole switch 45a and the second start hole switch 47a, and when it determines that a game ball has entered the first start hole 45 or the second start hole 47, executes a start hole switch process that performs a process related to the reserved number U1 of the first special symbol lottery and the reserved number U2 of the second special symbol lottery and a process of acquiring various random numbers. Details of this start hole switch process will be described later with reference to FIG. 10.

[0126] Next, in step S3, the CPU 101 monitors the state of the gate switch 44a, and at the point in time when it is determined that the gaming ball has passed through the gate 44, determines whether the number of reserved balls for the normal pattern lottery is less than an upper limit (e.g., 4), and if it determines that the number of reserved balls is less than the upper limit, executes gate switch processing to obtain a random number to be used for the normal pattern processing in step S5 described below.

[0127] Next, in step S4, the CPU 101 executes a first special symbol lottery or a second special symbol lottery, and after variably displaying the special symbols on the first special symbol display device 60 or the second special symbol display device 61, executes a display process of stopped symbols showing the lottery results, and a special symbol process for transmitting various commands to the performance control unit 400. This special symbol process will be described in detail later with reference to FIG.

[0128] Next, in step S5, the CPU 101 executes a normal symbol process to determine whether the random number acquired in the gate switch process in step S3 matches a predetermined winning random number. Then, the CPU 101 displays a normal symbol on the normal symbol display 62 in a variable manner, and then stops the normal symbol indicating the determination result. Specifically, the CPU 101 sets the normal symbol variable time for stopping the normal symbol after displaying the normal symbol in a variable manner to, for example, 10 seconds in the non-time-saving state, and shortens it to, for example, 0.5 seconds in the time-saving state. Also, the CPU 101 sets the probability that the normal symbol displayed on the normal symbol display 62 becomes a predetermined winning symbol (i.e., the probability of winning the normal symbol lottery) to a low probability (for example, 1 / 10) in the non-time-saving state, and increases it to a high probability (for example, 0 / 10) in the time-saving state.

[0129] Next, in step S6, when it is determined that the special symbol lottery has been won in the special symbol processing in step S4 (when a big win has been won) or when it is determined that a small win has been won in the special symbol lottery, the CPU 101 executes a big prize opening process that controls the big prize opening opening / closing section (first big prize opening opening / closing section 51b, second big prize opening opening / closing section 57b) to cause the big prize openings (first big prize opening 50, second big prize opening 56) to perform a predetermined opening / closing operation. In addition, the CPU 101 transmits various commands related to the big prize game performance executed during the big prize game and the small prize game performance executed during the small prize game to the performance control section 400. By this process, the big prize game (special game) and the small prize game are progressed, and the player can win a large amount of prize balls. This big prize opening process will be described in detail later with reference to FIG. 16 to FIG. 18.

[0130] Next, in step S7, the CPU 101 executes a second start opening / closing process to operate the variable start unit 46 when the normal pattern displayed on the normal pattern display 62 by the normal pattern process in step S5 is a predetermined winning pattern (i.e., when the normal pattern lottery is won). At that time, the CPU 101 controls the variable start unit 46 to open for an extremely short period of time (for example, once every 0.10 seconds) in the non-time-saving state, and controls the variable start unit 46 to open for a long period of time (for example, twice every 0.90 seconds) in the time-saving state. Note that the variable start unit 46 is controlled to be in an open state, so that the second start unit 47 is in a state where a game ball can enter, and when the game ball enters the second start unit 47, a second special pattern lottery is performed.

[0131] Next, in step S8, the CPU 101 executes a prize ball process for managing the number of winning game balls and controlling the payout of prize balls according to the winning game.

[0132] Next, in step S9, the CPU 101 executes an output process to output various commands and information required for the performance set in the RAM 103 in the start port switch process in step S2, the special symbol process in step S4, the large prize port process in step S6, the prize ball process in step S8, etc., to the performance control unit 400 or the payout control unit 300. Each time a game ball enters the first start port 45, the second start port 47, the first large prize port 50, the second large prize port 56, or the normal prize port 43, the CPU 101 sets a winning command in the RAM 103 to notify that the game ball has entered each winning port, and outputs the winning command to the performance control unit 400 or the payout control unit 300.

[0133] [Start switch processing] Fig. 10 is an example of a detailed flowchart of the start port switch processing in step S2 of Fig. 9. The start port switch processing in step S2 of Fig. 9 will be described below with reference to Fig. 10.

[0134] First, in step S201, the CPU 101 of the main control unit 100 judges whether or not a gaming ball has entered the first start hole 45 based on an output signal from the first start hole switch 45a. If the judgment in step S201 is YES, the process proceeds to step S202, and if the judgment is NO, the process proceeds to step S207.

[0135] In step S202, the CPU 101 reads the upper limit Umax1 ("4" in this embodiment) of the reserved number of the first special symbol lottery from the ROM 102, and judges whether the reserved number U1 of the first special symbol lottery stored in the RAM 103 is less than the upper limit Umax1. If the judgment in step S202 is YES, the process proceeds to step S203, and if the judgment is NO, the process proceeds to step S207.

[0136] In step S203, the CPU 101 updates the value of the reserved number U1 stored in the RAM 103 by adding 1. The CPU 101 also sets in the RAM 103 a winning command for notifying the performance control unit 400 that the gaming ball has won the first starting hole 45. This winning command is transmitted to the performance control unit 400 by the output process of step S9 in Fig. 9. Then, the process proceeds to step S204.

[0137] In step S204, the CPU 101 acquires a set of random numbers (jackpot random numbers, pattern random numbers, reach random numbers, and variation pattern random numbers) used in the first special symbol lottery, etc. After that, the process proceeds to step S205.

[0138] In step S205, the CPU 101 performs a pre-determination process, and stores each set of random numbers (game information) acquired in step S204 in chronological order in the RAM 103. Specifically, the CPU 101 pre-determines whether the result of the first special symbol lottery using the jackpot random number is a jackpot or not, whether a reach effect is to be executed, etc., based on whether the jackpot random number of the random number set such as the jackpot random number acquired in the most recent process of step S204 matches a predetermined value or not stored in the ROM 102. In other words, the determination required to execute the look-ahead notice effect or the reserved change notice effect (reserved change effect) is pre-determined prior to the processes of steps S407 and S408 in FIG. 11 described later. In addition, when a small win is won in the special symbol lottery, the game ball passes through the specific area 224 (see FIG. 2) with a high probability in the small win game, and a big win occurs. However, in this embodiment, since there is no small win in the first special symbol lottery, the pre-determination process in step S205 does not perform a pre-determination as to whether or not it is a small win. After that, each set of random numbers used in the pre-determination (reserved data of the first special symbol lottery) is stored in the RAM 103 in chronological order. In addition, each time the value of the reserved number U1 of the first special symbol lottery is decremented by 1 by the process of step S406 in FIG. 11 described later, the random number sets stored in the RAM 103 are deleted one by one in order of the earliest storage time. Therefore, for example, when the value of the reserved number U1 of the first special symbol lottery is "3", the random number sets of the most recent three times acquired by the process of step S204 are stored in the RAM 103 in chronological order. The process then proceeds to step S206.

[0139] In step S206, the CPU 101 sets in the RAM 103 a first reserved number increase command notifying that the reserved number of the first special symbol lottery has increased by one. Here, this first reserved number increase command includes information indicating the result of the preliminary judgment performed in the process of step S205 (hereinafter referred to as "preliminary judgment information"). Note that the first reserved number increase command including this preliminary judgment information is output by the output process of step S9 in FIG. 9, so that the lottery result for the reserved number of the first special symbol lottery is notified from the main control unit 100 to the performance control unit 400 before the symbol variation in the first special symbol lottery starts. Thereafter, the process proceeds to step S207.

[0140] In step S207, the CPU 101 judges whether or not a gaming ball has entered the second start hole 47 based on the output signal from the second start hole switch 47a. If the judgment in step S207 is YES, the process proceeds to step S208, and if the judgment is NO, the process proceeds to step S3 (gate switch process) in FIG.

[0141] In step S208, the CPU 101 reads the upper limit Umax2 ("4" in this embodiment) of the reserved number of the second special symbol lottery from the ROM 102, and judges whether the reserved number U2 of the second special symbol lottery stored in the RAM 103 is less than the upper limit Umax2. If the judgment in step S208 is YES, the process proceeds to step S209, and if the judgment is NO, the process proceeds to step S3 (gate switch process) in FIG.

[0142] In step S209, the CPU 101 updates the value of the reserved number U2 stored in the RAM 103 by adding 1. The CPU 101 also sets in the RAM 103 a winning command for notifying the performance control unit 400 that the gaming ball has won the second starting hole 47. This winning command is transmitted to the performance control unit 400 by the output process of step S9 in Fig. 9. Then, the process proceeds to step S210.

[0143] In step S210, the CPU 101 acquires a set of random numbers (jackpot random numbers, pattern random numbers, reach random numbers, and variation pattern random numbers) used in the second special symbol lottery, etc. After that, the process proceeds to step S211.

[0144] In step S211, the CPU 101 performs a pre-determination process, and stores each set of random numbers (game information) acquired in step S210 in chronological order in the RAM 103. Specifically, the CPU 101 pre-determines whether the result of the second special symbol lottery using the jackpot random number is a jackpot or a small jackpot, whether to execute a reach effect, etc., based on whether the jackpot random number of the random number set, such as the jackpot random number acquired in the most recent process of step S210, matches a predetermined value, etc. stored in the ROM 102. In other words, the determination required to execute a look-ahead notice effect or a reserve change notice effect (reserve change effect) is pre-determined prior to the processes of steps S407 and S408 in FIG. 11 described later. In addition, when a small win is won in the special symbol lottery, the game ball passes through the specific area 224 (see FIG. 2) with a high probability in the small win game, and a big win occurs, so in the pre-determination process of step S211, a pre-determination is also performed as to whether or not it is a small win. After that, each set of random numbers used in the pre-determination (reserved data of the second special symbol lottery) is stored in RAM 103 in chronological order. In addition, each time the value of the reserved number U2 of the second special symbol lottery is decremented by 1 by the process of step S404 of FIG. 11 described later, the random number sets stored in RAM 103 are deleted one by one in order of the earliest storage time. Therefore, for example, when the value of the reserved number U2 of the second special symbol lottery is "3", the random number sets of the most recent three times obtained by the process of step S210 are stored in RAM 103 in chronological order. After that, the process proceeds to step S212.

[0145] In step S212, the CPU 101 sets in the RAM 103 a second reserved number increase command notifying that the reserved number of the second special symbol lottery has increased by one. Here, this second reserved number increase command contains information (preliminary judgment information) indicating the result of the preliminary judgment performed in the processing of step S211. Note that the second reserved number increase command including this preliminary judgment information is output by the output processing of step S9 in FIG. 9, so that the lottery result for the reserved number of the second special symbol lottery is notified from the main control unit 100 to the performance control unit 400 before the pattern variation in the second special symbol lottery starts. After that, the processing proceeds to step S3 (gate switch processing) in FIG. 9.

[0146] [Special design processing] Fig. 11 is an example of a detailed flowchart of the special symbol processing in step S4 in Fig. 9. The special symbol processing in step S4 in Fig. 9 will be described below with reference to Fig. 11.

[0147] First, in step S401, the CPU 101 of the main control unit 100 judges whether the current state of the gaming machine 1 is in a big win game or a small win game based on information (for example, information by a flag) stored in the RAM 103. In other words, it judges whether the big win game (special game) executed when the special symbol lottery is won, or the small win game executed when the special symbol lottery is won, is being executed. If the judgment in step S401 is YES, the process proceeds to step S5 (normal symbol processing) in FIG. 9, and if the judgment is NO, the process proceeds to step S402.

[0148] In step S402, the CPU 101 judges whether or not it is during the period in which the special symbol is being displayed by the first special symbol display device 60 or the second special symbol display device 61. The period in which the special symbol is displayed includes the specified period in which the special symbol is stopped and displayed (specified time: 0.5 seconds) that is set immediately after the special symbol stops being displayed. If the judgment in step S402 is YES, the process proceeds to step S411, and if the judgment is NO, the process proceeds to step S403.

[0149] In step S403, the CPU 101 judges whether the reserved number U2 stored in the RAM 103 is 1 or more (that is, whether the second special symbol lottery is reserved). If the judgment in step S403 is YES, the process proceeds to step S404, and if the judgment is NO, the process proceeds to step S405.

[0150] In step S404, the CPU 101 updates the reserved number U2 stored in the RAM 103 to a value obtained by subtracting 1. At that time, the CPU 101 reads out the random number set that was stored earliest among the random number sets acquired and stored in steps S210 and S211 of Fig. 10 stored in the RAM 103, and deletes it from the RAM 103. After that, the process proceeds to step S407.

[0151] On the other hand, in step S405, the CPU 101 judges whether the reserved number U1 stored in the RAM 103 is 1 or more (i.e., whether the first special symbol lottery is reserved or not). If the judgment in step S405 is YES, the process proceeds to step S406, and if the judgment is NO, there is no special symbol lottery to be executed, so the process proceeds to step S415.

[0152] In step S406, the CPU 101 updates the reserved number U1 stored in the RAM 103 to a value obtained by subtracting 1. At that time, the CPU 101 reads out the random number set that was stored earliest among the random number sets acquired and stored in steps S204 and S205 of Fig. 10 and stored in the RAM 103, and deletes it from the RAM 103. After that, the process proceeds to step S407.

[0153] By the above-mentioned processing of steps S403 to S406, the second special symbol lottery is executed with priority over the first special symbol lottery.

[0154] In step S407, the CPU 101 executes a jackpot determination process to determine whether the result of the special symbol lottery is a jackpot or a miss. Specifically, when executing the process of step S407 following the process of step S404, the CPU 101 determines whether the result of the second special symbol lottery is a jackpot, a small jackpot (which can also be considered as a specific miss that is beneficial to the player), or a miss, based on whether the jackpot random number read from the RAM 103 in the process of step S404 matches the winning value of the jackpot stored in the ROM 102. On the other hand, when executing the process of step S407 following the process of step S406, the CPU 101 determines whether the result of the first special symbol lottery is a jackpot or a miss, based on whether the jackpot random number read from the RAM 103 in the process of step S406 matches the winning value of the jackpot stored in the ROM 102. As described above, in this embodiment, the small win is provided only in the second special symbol lottery, and the probability of winning the small win is, for example, 1 / 10. If the CPU 101 determines that the result of the special symbol lottery is a miss, it sets the miss symbol representing the miss in the special symbol lottery in the RAM 103 as the stop symbol of the special symbol in the setting information. On the other hand, if the CPU 101 determines that the result of the special symbol lottery is a jackpot, it determines the type of the current jackpot based on which of the predetermined values ​​stored in the ROM 102 the symbol random number read from the RAM 103 together with the jackpot random number used in this determination matches. In this embodiment, as an example, there is a time-saving jackpot that is set to a time-saving play state after a jackpot game, and a normal jackpot that is set to a normal play state after a jackpot game. In this embodiment, the first special symbol lottery is assigned 50% time-saving jackpot and 50% normal jackpot, and the second special symbol lottery is assigned 100% time-saving jackpot. The time-saving game state set after the time-saving jackpot game is played continues for up to 100 spins (until 100 special symbol lotteries are played). The CPU 101 then sets information on a jackpot or minor jackpot, and, in the case of a jackpot, information on the jackpot symbol that indicates the type of jackpot, in the RAM 103 as information on the stopped symbol of the special symbol in the setting information.The process then proceeds to step S408.

[0155] [Variation pattern selection process] In step S408, the CPU 101 executes a variation pattern selection process. Specifically, in step S408, the CPU 101 uses the variation pattern determination tables HT1-1 and HT1-2 shown in FIG. 12 and FIG. 13 in the normal game state (non-time-saving state), and uses the variation pattern determination tables HT2-1 and HT2-2 shown in FIG. 14 and FIG. 15 in the time-saving game state to determine (select) a variation pattern for each special symbol lottery. Here, this variation pattern is a special symbol variation time, which is the time from when the special symbol is displayed on the special symbol display (60, 61) to when it is stopped (determined stop display), and this special symbol variation time is synchronized with the execution time of the notification performance and is the same time as the execution time of the notification performance. In the following, the variation pattern determination tables HT1-1, HT1-2, HT2-1, and HT2-2 may be simply referred to as HT1-1, HT1-2, HT2-1, and HT2-2.

[0156] First, a case where a variation pattern is selected using HT1-1 and HT1-2 shown in Fig. 12 and Fig. 13 during normal game mode (non-time-saving mode) will be described. Fig. 12 is a table used to determine a variation pattern when a first special symbol lottery is executed in the process of step S407 during normal game mode (non-time-saving mode). Fig. 13 is a table used to determine a variation pattern when a second special symbol lottery is executed in the process of step S407 during normal game mode (non-time-saving mode).

[0157] [Non-time-saving state / variation pattern selection process for the first special symbol lottery] Hereinafter, with reference to FIG. 12, a description will be given of the determination of the variation pattern when the first special symbol lottery is executed in the process of step S407 in the normal gaming state (non-time-saving state).

[0158] In step S408, when the CPU 101 determines that the result of the first special symbol lottery is a jackpot in the jackpot determination process in step S407, the CPU 101 determines the fluctuation pattern based on the fluctuation pattern random number. Specifically, the CPU 101 determines the fluctuation pattern based on whether the fluctuation pattern random number (any one of 0 to 299) read from the RAM 103 together with the jackpot random number used in the jackpot determination process in step S407 matches any one of the random number values ​​assigned to each fluctuation pattern in the "jackpot" portion of HT1-1. For example, when the fluctuation pattern random number read from the RAM 103 together with the jackpot random number used in the jackpot determination process in step S407 is "92", the CPU 101 determines "2" as the fluctuation pattern because it is included in the random number value "20 to 299" assigned to the fluctuation pattern "2" in the "jackpot" portion of HT1-1. Here, as shown in HT1-1, the variation patterns "6", "4", and "2" of the "jackpot" part correspond to the variation time of the special symbol (i.e., the execution time of the notification performance) "15 seconds", "60 seconds", and "90 seconds", respectively, and also correspond to the types of notification performance patterns "reach hit", "SP hit", and "SPSP hit". Also, "reach hit" is a type where a jackpot occurs after a reach is established, "SP hit" is a type where a jackpot occurs after a reach is established and finally develops into an SP reach, and "SPSP hit" is a type where a jackpot occurs after a reach is established and finally develops into an SPSP reach.

[0159] In addition, the reach (reach effect) is an effect in which, for example, when the decorative pattern that is changing and is stopped last among a plurality of decorative patterns in the notification effect is stopped (temporarily stopped) at a specific pattern, it is expected to become a pattern pattern of a jackpot together with other patterns that are already stopped (temporarily stopped). Typically, the decorative patterns on the right and left sides are stopped (temporarily stopped) at the same pattern (for example, 7), and the decorative pattern in the center that is stopped last is stopped (temporarily stopped) at the same pattern (for example, 7) (i.e., it becomes a double number 777). This reach state may be called a reach state. Also, the SP reach (SP reach effect) is generally called a super reach or a special reach, and is an effect that is executed in the reach state and makes you expect a jackpot more than the above reaches, for example, a video effect in which the main character's character fights an enemy character. In addition, the SPSP reach (SPSP reach effect) is generally called the Super Super Reach or Special Special Reach, and is executed in a reach state. It is an effect that creates even greater anticipation of a jackpot than the SP reach, for example a video effect in which the main character fights an enemy boss character.

[0160] Also, in step S408, if the CPU 101 determines that the result of the first special pattern lottery is a miss in the jackpot determination process in step S407, it determines a fluctuation pattern (special pattern fluctuation time) based on the reserved number (U1) of the first special pattern lottery, the reach random number, and the fluctuation pattern random number.

[0161] Specifically, when the reserved number for the first special pattern lottery is "0", the CPU 101 determines whether the reach random number (any one of 0 to 99) read from RAM 103 together with the jackpot random number used in the jackpot determination process of step S407 is included in the reach random number value range "0 to 79" or the reach random number value range "80 to 99" of the reserved number "0" part of the "miss" of HT1-1.

[0162] If the read-out reach random number is included in the reach random number value range "0 to 79", the CPU 101 determines the variation pattern to be "7". Here, as shown in HT1-1, the variation pattern "7" corresponds to the variation time of the special symbol "12 seconds" and also corresponds to the type of presentation pattern of the notification presentation "instant miss".

[0163] On the other hand, when the read-out reach random number is included in the reach random number value range "80-99", the CPU 101 determines the fluctuation pattern (special symbol fluctuation time) based on which of the fluctuation pattern random number ranges allocated to each fluctuation pattern of the reach random number value range "80-99" part of HT1-1 the fluctuation pattern random number (any one of 0-299) read from the RAM 103 together with the jackpot random number used in the jackpot determination process of step S407 is included in. For example, when the fluctuation pattern random number read from the RAM 103 together with the jackpot random number used in the jackpot determination process of step S407 is "280", the fluctuation pattern random number is included in the fluctuation pattern random number value range "244-285" allocated to the fluctuation pattern "1", so the CPU 101 determines "1" as the fluctuation pattern. Here, as shown in HT1-1, the variation patterns "5", "3", and "1" in the above-mentioned reach random number range "80 to 99" of HT1-1 correspond to the variation times of the special symbols "15 seconds", "60 seconds", and "90 seconds", respectively, and also correspond to the types of presentation patterns of the notification presentation "reach miss", "SP miss", and "SPSP miss". "Reach miss" is a type that misses after a reach is established, "SP miss" is a type that misses after a reach is established and finally develops into an SP reach, and "SPSP miss" is a type that misses after a reach is established and finally develops into an SPSP reach.

[0164] In addition, when the reserved number of the first special symbol lottery is "1", "2", "3, 4", the CPU 101 determines the variation pattern in a manner basically similar to the case where the reserved number of the first special symbol lottery is "0". However, when the reserved number of the first special symbol lottery is "1", "2", "3, 4", as shown in HT1-1, compared to the case where the reserved number of the first special symbol lottery is "0", the type of the presentation pattern of the notification presentation is "instant miss" and the variation time of the special symbol is "12 seconds", variation pattern "8" is added, and the allocation of the reach random number and the variation pattern random number is different.

[0165] [Non-time-saving state / variation pattern selection process for the second special symbol lottery] The following describes the determination of the variation pattern when the second special symbol lottery is executed in the process of step S407 in the normal game state (non-time-saving state) with reference to FIG. 13. In step S408, the CPU 101 determines the variation pattern by performing a process basically similar to the process of the variation pattern determination described with reference to FIG. 12. However, the CPU 101 performs the process for the first special symbol lottery using HT1-1 in the process of the variation pattern determination described with reference to FIG. 12, whereas the CPU 101 performs the process for the second special symbol lottery using HT1-2 shown in FIG. 13, which is different from the process of the variation pattern determination described with reference to FIG. 12. In addition, the HT1-2 shown in FIG. 13 replaces the "reserved number of the first special symbol lottery" with the "reserved number of the second special lottery" in comparison with the HT1-1 shown in FIG. 12, and a variation pattern in the case of a small win is added. Also, if it is determined that a small win has occurred in the big win determination process of step S407, in step S408, the CPU 101 determines the fluctuation pattern based on whether the fluctuation pattern random number (any one of 0 to 299) read from the RAM 103 together with the big win random number used in this big win determination process matches any one of the random number values ​​assigned to each fluctuation pattern of the "small win" part of HT1-2. For example, if the fluctuation pattern random number read from the RAM 103 together with the big win random number used in the big win determination process of step S407 is "2", the CPU 101 determines "11" as the fluctuation pattern because it is included in the random number value "0 to 3" assigned to the fluctuation pattern "11" of the "small win" part of HT1-2. Here, as shown in HT1-2, the fluctuation patterns of the "small hit" part, "11", "10", and "9", respectively correspond to the fluctuation time of the special pattern (i.e., the execution time of the notification effect) "15 seconds", "60 seconds", and "90 seconds", and also correspond to the types of presentation patterns of the notification effect, "reach hit", "SP hit", and "SPSP hit".

[0166] [Time-saving state / variation pattern selection process for the first special symbol lottery] The following describes the determination of the variation pattern when the first special symbol lottery is executed in the process of step S407 in the time-saving game state (time-saving state) with reference to Fig. 14. In step S408, the CPU 101 determines the variation pattern by performing a process basically similar to the process of the variation pattern determination described with reference to Fig. 12. However, the difference is that the CPU 101 performs the process for the first special symbol lottery in the time-saving game state (time-saving state) using HT2-1 shown in Fig. 14 in the variation pattern determination process described with reference to Fig. 12, whereas the CPU 101 performs the process for the first special symbol lottery in the normal game state (non-time-saving state) using HT1-1. Here, in HT1-1 shown in Fig. 12, when the reserved number of the first special symbol lottery is "1" to "4", it is possible to determine the variation pattern "8" (corresponding to an immediate miss with a variation time of "2 seconds"), whereas HT2-1 shown in Fig. 14 is different in that it cannot determine the variation pattern "8" even when the reserved number is "1" to "4". In other words, even when the reserved number of the first special symbol lottery is "1" to "4", the short variation time "2 seconds" cannot be determined.

[0167] [Time-saving state / variation pattern selection process for the second special symbol lottery] Hereinafter, the determination of the variation pattern when the second special symbol lottery is executed in the process of step S407 in the time-saving game state (time-saving state) will be described with reference to FIG. 15. In step S408, the CPU 101 determines the variation pattern by performing a process basically similar to the process of the variation pattern determination described with reference to FIG. 13. However, the CPU 101 performs the process for the second special symbol lottery in the time-saving game state (time-saving state) using HT1-2 in the process of the variation pattern determination described with reference to FIG. 13, whereas the CPU 101 performs the process for the second special symbol lottery in the time-saving game state (time-saving state) using HT2-2 shown in FIG. 15. Also, as shown in FIG. 15, the allocation of the reach random number and the variation pattern random number is the same as that of the HT1-2 shown in FIG. 13 when the reserved number is "1" to "4", and the variation pattern corresponding to "no reach" is only "8".

[0168] The information on the variation pattern determined in step S408 as described above (that is, information on the execution time of the notification effect and the type of the effect pattern) is set as setting information in the RAM 103. After that, the process proceeds to step S409.

[0169] In step S409, the CPU 101 generates an announcement performance start command including the setting information set by the big win determination process in step S407 and the setting information set by the variation pattern selection process in step S408, and sets it in the RAM 103. Here, the announcement performance start command is a command to instruct the performance control unit 400 to start an announcement performance by the image display unit (70, 71) and the speaker 9, etc. In addition, the setting information included in the announcement performance start command also includes information indicating which of the first special symbol lottery and the second special symbol lottery has been executed. From this, it can be said that there are types of announcement performance start commands according to the information included. In addition, the CPU 101 sets a game state notification command indicating the current game state (for example, time-saving game state) in the RAM 103. The announcement performance start command and the game state notification command described above are transmitted to the performance control unit 400 by the output process in step S9 of FIG. 9. Thereafter, the process proceeds to step S410.

[0170] In step S410, the CPU 101 starts the variable display of the special symbols by the first special symbol display device 60 or the second special symbol display device 61 based on the setting information included in the notification performance start command set in the process of step S409. After that, the process proceeds to step S411.

[0171] In step S411, the CPU 101 judges whether or not the special symbol variation time indicated by the variation pattern set in the variation pattern selection process in step S408 has elapsed since the start of the variation display of the special symbol in step S410. If the judgment in step S411 is YES, the process proceeds to step S412, and if the judgment is NO, the process proceeds to step S5 (normal symbol process) in FIG.

[0172] In step S412, the CPU 101 sets a notification performance stop command (design determination command) for instructing the image display unit (70, 71) and the like to end the notification performance in the RAM 103. After that, the process proceeds to step S413. The notification performance stop command set in step S412 is transmitted to the performance control unit 400 by the output process of step S9 in FIG.

[0173] In step S413, the CPU 101 ends the variable display of the special symbols by the first special symbol display device 60 or the second special symbol display device 61 that was started in the process of step S410, and causes the first special symbol display device 60 or the second special symbol display device 61 to display the symbols informing the special symbol lottery result in a stopped state for a specified time (0.5 seconds). After that, the process proceeds to step S414.

[0174] In step S414, the CPU 101 executes processing during the stop. Specifically, when the CPU 101 determines that a jackpot has been hit in the jackpot determination processing in step S407, it changes the information stored in the RAM 103 (for example, information by a flag) to one indicating that a jackpot game is being played, and sets an opening command in the RAM 103 that instructs the start of a jackpot game presentation. Also, when the CPU 101 determines that a small jackpot has been hit in the jackpot determination processing in step S407, it changes the information stored in the RAM 103 (for example, information by a flag) to one indicating that a small jackpot game is being played, and sets an opening command in the RAM 103 that instructs the start of a small jackpot game presentation. In addition, the opening commands for the big win game and the small win game are sent to the performance control unit 400 by the output processing of step S9 in Figure 9 when the specified time (0.5 seconds) has elapsed from the point at which the stopped display of the special pattern has started in the processing of step S413, and the big win game performance or small win game performance is started.

[0175] In step S415, the CPU 101 judges whether or not the customer waiting command and the game status notification command indicating the current game status have already been sent in the process of step S416 (described later). Here, the customer waiting command is a command that is sent when there is no pending special symbol lottery at the time when the stopped display of the special symbol has ended, and is a command that notifies that a state has been reached in which the notification performance for notifying the lottery result of the special symbol lottery is not being executed (so-called customer waiting state). If the judgment in step S415 is YES, the process proceeds to step S5 (normal symbol processing) in FIG. 9, and if the judgment is NO, the process proceeds to step S416.

[0176] In step S416, the CPU 101 sets a customer waiting command and a game status notification command in the RAM 103. The customer waiting command and the game status notification command are sent to the performance control unit 400 by the output process of step S9 in FIG. 9, and a predetermined stop performance (for example, a performance during customer waiting in which a decorative pattern is stopped and displayed) is started based on the customer waiting command. Note that when a predetermined time (for example, 90 seconds) has elapsed since the above-mentioned stop performance started, the customer waiting performance starts. Here, the customer waiting performance is, for example, a performance in which a video related to the content (anime, story, etc.) that is the subject of the gaming machine 1 is displayed on the image display unit (70, 71), or, for example, a performance in which a part of a predetermined performance (for example, SP reach performance) executed during a game is displayed on the image display unit. After that, the process moves to step S5 (normal pattern processing) in FIG. 9.

[0177] [Big Winner Processing] Figures 16 to 18 are an example of a detailed flowchart of the special prize opening process in step S6 of Figure 9. The special prize opening process in step S6 of Figure 9 will be described below with reference to Figures 16 to 18.

[0178] First, in step S601, the CPU 101 of the main control unit 100 judges whether or not a small win game is being played based on information (for example, flag information) stored in the RAM 103. If the judgment in step S601 is YES, the process proceeds to step S602, and if the judgment is NO, the process proceeds to step S651 in FIG.

[0179] In step S602, the CPU 101 judges whether or not the small win game is in the opening state based on the information stored in the RAM 103. If the judgment in step S602 is YES, the process proceeds to step S603, and if the judgment is NO, the process proceeds to step S606.

[0180] In step S603, the CPU 101 judges whether the set opening time that specifies the execution time of the opening of the small win game has elapsed. If the judgment in step S603 is YES, the process proceeds to step S604, and if the judgment is NO, the opening has not ended, so the process proceeds to step S651 in FIG.

[0181] In step S604, the CPU 101 controls the first large prize opening opening / closing unit 51b to start opening control of the first large prize opening 50. This process starts a round (round game) of the small prize game and starts the opening operation (one opening operation) of the first large prize opening 50. The number of rounds executed in the small prize game is one. After that, the process proceeds to step S605.

[0182] In step S605, the CPU 101 sets a round start notification command for notifying the start of a round of the small win game (start of a round game) in the RAM 103. This round start notification command is sent to the performance control unit 400 by the output process of step S9 in Fig. 9, and the round performance corresponding to the round of the small win game is started. After that, the process proceeds to step S607.

[0183] In step S606, the CPU 101 judges whether or not the small win game is ending based on the information stored in the RAM 103. If the judgment in step S606 is YES, the process proceeds to step S619, and if the judgment is NO, the process proceeds to step S607.

[0184] In step S607, CPU 101 determines whether or not it is time to open specific area 224 (see FIG. 2) inside first large prize opening 50 (first variable prize section 49). This timing is the timing when a predetermined time (e.g., 3 seconds) has elapsed since first large prize opening 50 was opened in step S604. If the determination in step S607 is YES, processing proceeds to step S608, and if the determination is NO, processing proceeds to step S609.

[0185] In step S608, the CPU 101 starts a specific area opening control by controlling the specific area opening / closing unit 150 to open the opening / closing member 221 to allow the gaming ball to pass through the specific area 224. After that, the process proceeds to step S609.

[0186] In step S609, CPU 101 determines whether or not a specified opening control time (e.g., 5 seconds) has elapsed since the opening control of specific area 224 was started in the process of step S608. That is, it determines whether or not a specified time (e.g., 5 seconds) for opening specific area 224 has elapsed. If the determination in step S609 is YES, the process proceeds to step S610, and if the determination is NO, the process proceeds to step S611.

[0187] In step S610, CPU 101 controls specific area opening / closing unit 150 to close opening / closing member 221, thereby completing opening control of specific area 224. After that, the process proceeds to step S611.

[0188] In step S611, the CPU 101 determines whether or not the gaming ball has passed through the specific area 224 based on the output signal from the specific area switch 151. If the determination in step S611 is YES, the process proceeds to step S612, and if the determination is NO, the process proceeds to step S613.

[0189] In step S612, the CPU 101 sets the occurrence of a time-saving jackpot, and also sets a specific area passing notification command indicating that the gaming ball has passed through the specific area 224 in the RAM 103. This specific area passing notification command is sent to the performance control unit 400 by the output process of step S9 in Fig. 9, and a performance is executed to notify that the gaming ball has passed through the specific area 224 and a time-saving jackpot has occurred. After that, the process proceeds to step S613.

[0190] In step S613, the CPU 101 determines, based on the output signal from the first special winning hole switch 50a, whether or not a gaming ball has entered the first special winning hole 50. If the determination in step S613 is YES, the process proceeds to step S614, and if the determination is NO, the process proceeds to step S615.

[0191] In step S614, the CPU 101 updates the winning number C of game balls stored in the RAM 103 to a value incremented by 1. The process of step S614 is executed every time a game ball wins in the first large winning opening 50, and the total number of game balls that win in the first large winning opening 50 during the round of the small win game (winning number C) is cumulatively stored in the RAM 103. The CPU 101 also sets in the RAM 103 a winning command for notifying the performance control unit 400 that a game ball has won in the first large winning opening 50. This winning command is sent to the performance control unit 400 by the output process of step S9 in FIG. 9, and the winning process instruction of step S129 in FIG. 21 is executed. After that, the process proceeds to step S615.

[0192] In step S615, the CPU 101 judges whether or not a prescribed opening control time (29.5 seconds in this embodiment) has elapsed since the opening control of the first large winning port 50 was started in the process of step S604. If the judgment in step S615 is YES, the process proceeds to step S617, and if the judgment is NO, the process proceeds to step S616.

[0193] In step S616, the CPU 101 judges whether the number C of winning game balls in the small win game round has reached the upper limit number Cmax of game balls ("10" in this embodiment) that specifies the timing at which the first big winning opening 50 is closed. If the judgment in step S616 is YES, the process proceeds to step S617, and if the judgment is NO, the process proceeds to step S651 in FIG.

[0194] In step S617, the CPU 101 controls the first large prize opening opening / closing unit 51b to end the opening control of the first large prize opening 50 that was started in step S604. In this way, the CPU 101 closes the first large prize opening 50 on the condition that the total number of game balls (number of winnings C) detected by the first large prize opening switch 50a reaches 10 (Cmax) within 29.5 seconds after the first large prize opening 50 is opened during a round during a small win game, or 29.5 seconds have passed since the first large prize opening 50 was opened. Thereafter, the process proceeds to step S618.

[0195] In step S618, the CPU 101 sets an ending command instructing the performance control unit 400 to execute the ending performance of the small win game in the RAM 103. The ending command set in this process is sent to the performance control unit 400 by step S9 (output process) in FIG. 9. In this embodiment, the game ball passes through the specific area 224 with a high probability during the small win game, and in most cases, the time-saving jackpot game is executed immediately after the small win game. Therefore, when the game ball passes through the specific area 224 during the small win game and the time-saving jackpot game is executed, for example, the performance control unit 400 executes the performance of the small win game and the performance of the time-saving jackpot game as one (integrated) jackpot game performance. In this case, for example, the opening performance, round performance, and ending performance of the small win game are executed as the opening performance, the round performance of the first round, and the interval performance at the end of the first round of the big win game performance of the time-saving big win, respectively. After that, the process moves to step S619.

[0196] In step S619, the CPU 101 determines whether a predetermined set ending time (for example, 5 seconds) has elapsed. If the determination in step S619 is YES, the process proceeds to step S620, and if the determination is NO, the process proceeds to step S651 in FIG.

[0197] In step S620, the CPU 101 ends the small win game. Specifically, the CPU 101 cancels the setting information (for example, flag information) that indicates that the small win game is being played and is stored in the RAM 103, and ends the small win game. After that, the process proceeds to step S621.

[0198] In step S621, the CPU 101 judges whether or not the occurrence of a time-saving jackpot is set in step S612. That is, it judges whether or not the game ball has passed through the specific area 224. If the judgment in step S621 is YES, the process proceeds to step S622, and if the judgment is NO, the process proceeds to step S651 in FIG.

[0199] In step S622, the CPU 101 sets an opening command instructing the output control unit 400 to execute an opening performance of the time-saving jackpot game in the RAM 103. The opening command set in this process is transmitted to the performance control unit 400 by step S9 (output process) in FIG. 9. As described above, when the game ball passes through the specific area 224 during a small win game and a time-saving jackpot game is executed, for example, the opening performance, round performance, and ending performance of the small win game are executed as the opening performance of the time-saving jackpot game performance, the round performance of the first round, and the interval performance at the end of the first round, respectively. In this case, for example, the opening performance of the time-saving jackpot game is executed as the interval performance (the latter half of the performance) at the end of the first round of this jackpot game. After that, the process moves to step S651 in FIG. 17.

[0200] By the processing of steps S601 to S622 described above, a small win game is executed, and during the small win game, the game ball passes through the specific area 224 with a high probability, resulting in a time-saving big win.

[0201] 17, the CPU 101 judges whether or not a big win game is being played based on the information stored in the RAM 103. If the judgment in step S651 is YES, the process proceeds to step S652, and if the judgment is NO, the process proceeds to step S7 in FIG. 9 (second start opening / closing process).

[0202] In step S652, the CPU 101 determines whether or not the jackpot game is in the opening period based on the information stored in the RAM 103. If the determination in step S652 is YES, the process proceeds to step S653, and if the determination is NO, the process proceeds to step S659.

[0203] In step S653, the CPU 101 judges whether the set opening time that specifies the execution time of the opening of the big win game has elapsed. If the judgment in step S653 is YES, the process proceeds to step S654, and if the judgment is NO, the opening has not ended, so the process proceeds to step S7 (second start opening opening process) in FIG.

[0204] In step S654, the CPU 101 sets the total number of rounds Rmax of the jackpot game and the operation pattern of the second large winning port 56 in the jackpot game, and sets the setting information in the RAM 103. Specifically, the CPU 101 sets the number of rounds included in the jackpot game (Rmax: "15" in this embodiment) and the operation pattern of the second large winning port 56 during the jackpot game, and sets the setting information in the RAM 103. The processing in step S654 sets the total number of rounds Rmax of the jackpot game, the interval time between rounds during the jackpot game, the set ending time which is the time for performing the ending performance at the end of the jackpot game, and the like. Thereafter, the processing proceeds to step S655.

[0205] In step S605, the CPU 101 resets the number C of winning game balls into the second big winning port 56, which is stored in the RAM 103, to "0." After that, the process proceeds to step S656.

[0206] In step S656, the CPU 101 updates the number of rounds R of the big win game stored in the RAM 103 to a value incremented by 1. After that, the process proceeds to step S657.

[0207] In step S657, the CPU 101 controls the second large prize opening opening / closing unit 57b to start the opening control of the second large prize opening 56. This process starts a round (round game) of the large prize game and starts the opening operation (one opening operation) of the second large prize opening 56. After that, the process proceeds to step S658.

[0208] In step S658, the CPU 101 sets a round start notification command for notifying the start of a round of the big win game (start of a round game) in the RAM 103. This round start notification command is sent to the performance control unit 400 by the output process of step S9 in Fig. 9, and the round performance of the big win game is started. Note that this round start notification command includes information indicating the total number of rounds Rmax set in step S654 and information indicating the current number of rounds R updated by the process of step S656. Thereafter, the process proceeds to step S662.

[0209] In step S659, the CPU 101 determines whether or not it is during an interval of a big win game based on the information stored in the RAM 103. If the determination in step S659 is YES, the process proceeds to step S660, and if the determination is NO, the process proceeds to step S661.

[0210] In step S660, the CPU 101 judges whether or not the set interval time during the jackpot game set in the process of step S654 has elapsed since the second large winning port 56 was closed at the end of the previous round during the jackpot game. If the judgment in step S660 is YES, it is time to start the next round during the jackpot game, so the process proceeds to step S655, and if the judgment is NO, it is not time to start the next round during the jackpot game, so the process proceeds to step S7 (second start port opening and closing process) in FIG. 9.

[0211] In step S661, the CPU 101 judges whether or not the gaming machine 1 is in the state of executing the ending presentation of the big win game based on the information stored in the RAM 103. If the judgment in step S661 is YES, the process proceeds to step S671 in Fig. 18, and if the judgment is NO, the process proceeds to step S662.

[0212] In step S662, the CPU 101 determines that a round of big win game is in progress, and determines, based on the output signal from the second big win switch 56a, whether or not a game ball has entered the second big win opening 56. If the determination in step S662 is YES, the process proceeds to step S663, and if the determination is NO, the process proceeds to step S664.

[0213] In step S663, the CPU 101 updates the winning number C of game balls stored in the RAM 103 to a value incremented by 1. The process of step S663 is executed every time a game ball wins in the second large winning opening 56, so that the total number of game balls (winning number C) that have won in the second large winning opening 56 during one round of the big win game is cumulatively stored in the RAM 103. The CPU 101 also sets in the RAM 103 a winning command for notifying the performance control unit 400 that a game ball has won in the second large winning opening 56. This winning command is sent to the performance control unit 400 by the output process of step S9 in FIG. 9, and the winning process instruction of step S129 in FIG. 21 is executed. After that, the process proceeds to step S664.

[0214] In step S664, the CPU 101 judges whether or not a prescribed opening control time (29.5 seconds in this embodiment) has elapsed since the opening control of the second large winning port 56 was started in the process of step S657. If the judgment in step S664 is YES, the process proceeds to step S666, and if the judgment is NO, the process proceeds to step S665.

[0215] In step S665, the CPU 101 judges whether the number C of winning game balls in the current round has reached the upper limit number of game balls Cmax ("10" in this embodiment) that specifies the timing at which the second large winning opening 56 is closed. If the judgment in step S665 is YES, the process proceeds to step S666, and if the judgment is NO, the process proceeds to step S7 in FIG. 9 (second start opening opening process).

[0216] In step S666, the CPU 101 controls the second large prize opening opening / closing unit 57b to end the opening control of the second large prize opening 56 that was started in step S657. In this way, the CPU 101 closes the second large prize opening 56 on the condition that the total number of game balls (number of winning balls C) detected by the second large prize opening switch 56a reaches 10 (Cmax) within 29.5 seconds after the second large prize opening 56 is opened, or 29.5 seconds have passed since the second large prize opening 56 is opened, during each round during the big win game. Thereafter, the process proceeds to step S667.

[0217] In step S667, the CPU 101 sets a round end notification command for notifying the end of the round of the big win game (end of the round game) in the RAM 103. This round end notification command is sent to the performance control unit 400 by the output process of step S9 in Fig. 9, and the round performance of the big win game is ended. After that, the process proceeds to step S668.

[0218] In step S668, the CPU 101 judges whether or not the current number of rounds R stored in the RAM 103 has reached the maximum number of rounds Rmax of the jackpot game set in the process of step S654. If the judgment in step S668 is YES, the process proceeds to step S669 in Fig. 18, and if the judgment is NO, the process proceeds to step S7 in Fig. 9 (second start hole opening and closing process).

[0219] 18, the CPU 101 resets the number of rounds R of the big win game stored in the RAM 103 to "0." After that, the process proceeds to step S670.

[0220] In step S670, the CPU 101 sets an ending command instructing the performance control unit 400 to execute the ending performance of the jackpot game in the RAM 103. The ending command set in this process is transmitted to the performance control unit 400 by step S9 (output process) in FIG. 9. Note that as this ending command, a command corresponding to the jackpot pattern (i.e., the type of jackpot) and the game state controlled after the jackpot game ends is transmitted, and the performance control unit 400 controls the performance after the ending performance ends (after the jackpot game performance ends) based on this ending command. Specifically, when an ending command corresponding to the jackpot pattern indicating a time-saving jackpot is transmitted, the performance control unit 400 executes the notification performance in the performance mode indicating the time-saving game state after the jackpot game performance ends based on the ending command. In addition, when an ending command corresponding to a jackpot pattern indicating a normal jackpot is transmitted, the performance control unit 400 executes a notification performance in a performance mode indicating a normal game state after the jackpot game performance based on the ending command is finished. Then, the process proceeds to step S671.

[0221] In step S671, CPU 101 determines whether or not the set ending time set in the process of step S654 in Fig. 17 has elapsed since the ending command was set in RAM 103 in step S670. If the determination in step S671 is YES, the process proceeds to step S672, and if this determination is NO, the process proceeds to step S7 in Fig. 7 (second start port opening / closing process).

[0222] In step S672, the CPU 101 ends the jackpot game that has been executed. Specifically, the CPU 101 cancels the setting information (e.g., flag information) that indicates that the jackpot game is being executed and that is stored in the RAM 103, and ends the jackpot game. After that, the process proceeds to step S623.

[0223] In step S673, the CPU 101 executes a game state setting process. Specifically, when the big win game is ended in step S622, the CPU 101 switches the game state according to the type of the big win (the big win pattern) (that is, switches the opening setting of the variable starting unit 46, etc.). After that, the process proceeds to step S7 (the second starting port opening and closing process) in FIG. 9.

[0224] The big win game is executed by the processing of steps S651 to S673 described above.

[0225] [Timer interrupt processing by the production control unit] Fig. 19 is a flow chart showing an example of timer interrupt processing performed by the performance control unit 400. The timer interrupt processing performed in the performance control unit 400 will be described below with reference to Fig. 19. During normal operation, except for special cases such as when the power is turned on or off, the performance control unit 400 repeatedly executes the series of processes shown in Fig. 19 at regular intervals (4 milliseconds). The processes performed by the performance control unit 400, which will be described based on the flow charts in Fig. 19 and subsequent figures, are executed based on a program stored in ROM 402.

[0226] First, in step S11, the CPU 401 of the performance control unit 400 receives various commands output by the output process of step S9 in Fig. 9 from the main control unit 100, sets the performance contents according to the received commands, and executes a command receiving process to set various commands for instructing the image / audio control unit 500 and the lamp control unit 600 to perform the performance of the set performance contents in the RAM 403. This command receiving process will be described in detail later with reference to Figs. 20 and 21.

[0227] Next, in step S11-1, the CPU 401 sets effects etc. in response to the operation of the effect button 16 etc. by the player etc., and executes an operation input process to set various commands in the RAM 403 to instruct the image / audio control unit 500 and the lamp control unit 600 to execute the effects etc. that have been set.

[0228] Next, in step S12, the CPU 401 executes an output process to output the various commands set in the RAM 403 in the processes of steps S11 and S11-1 to the image / audio control unit 500 and the lamp control unit 600. Through this process, the various effects and the like determined to be executed in the processes of steps S11 and S11-1 are executed by the image display units (70, 71), the speaker 9, the panel lamp 10a, and the like under the execution control of the image / audio control unit 500 and the lamp control unit 600.

[0229] Each time the timer interrupt process is executed, the CPU 401 performs a random number update process to update various effect random numbers used to determine the effects. In this random number update process, as in the random number update process of step S1 in Fig. 9, a loop counter is typically used, and the count value (updated random number value) returns to 0 again (i.e., circulates) after reaching a maximum value (e.g., 99). In this random number update process, the counters for each effect random number randomly update their initial values ​​(values ​​that are the starting points of the circulation) after each circulation. This makes it possible to prevent the counter values ​​(count values) from being synchronized between these effect random numbers.

[0230] [Command reception process] Figures 20 and 21 are examples of detailed flowcharts of the command receiving process in step S11 in Figure 19. Below, the command receiving process in step S11 in Figure 19 will be described with reference to Figures 20 and 21.

[0231] First, in step S111 in Fig. 20, the CPU 401 of the performance control unit 400 judges whether or not it has received a reserved number increase command (first reserved number increase command or second reserved number increase command) from the main control unit 100 (see steps S206 and S212 in Fig. 10). If the judgment in step S111 is YES, the process proceeds to step S112, and if the judgment is NO, the process proceeds to step S114.

[0232] In step S112, the CPU 401 instructs the image and sound control unit 500 to perform a reserved icon display process, such as a process of additionally displaying a reserved icon indicating a reserved special symbol lottery on the image display unit, in response to the reserved number increase command received in the process of step S111. The displayed reserved icons are erased in order when the notification performance is started based on the process of step S115 described later. The instruction to the image and sound control unit 500 is performed by setting a command in the RAM 403. When the CPU 401 receives the first reserved number increase command, the CPU 401 accumulates and stores one piece of data (first reserved data) indicating the reservation of the first special symbol lottery in the RAM 403 in chronological order, while when the CPU 401 receives the second reserved number increase command, the CPU 401 accumulates and stores one piece of data (second reserved data) indicating the reservation of the second special symbol lottery in the RAM 403 in chronological order. At that time, the CPU 401 extracts advance judgment information included in the reserved number increase command, includes it in each of the reserved data described above, and stores it in the RAM 403. Thereafter, the process proceeds to step S113.

[0233] In step S113, the CPU 401 performs a pre-reading notice performance setting process. Specifically, when the number of reserved special symbol lotteries (the number of reserved data) stored in the RAM 403 is 2 or more including the reserved ones added in step S112, the CPU 401 determines whether to execute the pre-reading notice performance by drawing lots or the like based on the pre-determination information most recently stored in the RAM 403 (i.e., included in the most recent reserved data). For example, the CPU 401 acquires a pre-reading random number (performance random number) in each of the cases where the pre-determination information indicates a "jackpot", a "miss" and a "reach performance" (reach and miss), or a "miss" and a "reach performance not present" (reach and miss), and when the pre-reading random number matches a predetermined pre-reading winning value, it determines to execute the pre-reading notice performance. Also, for example, the CPU 401 obtains a look-ahead random number (performance random number) in each of the cases where the pre-determination information indicates a "small hit" that leads to a big hit, indicates a "miss" and a "reach performance" (miss with reach), or indicates a "miss" and "no reach performance" (miss without reach), and if the look-ahead random number matches a predetermined look-ahead winning value, decides to execute a look-ahead preview performance.

[0234] In addition, the number of the pre-reading winning values ​​may be set differently for the pre-judgment information of "big win" or "small win", "miss with reach", and "miss without reach". Specifically, the number of pre-reading winning values ​​for the "big win" or "small win" may be set to be greater than the number of pre-reading winning values ​​for the "miss with reach", so that the pre-reading notice performance is likely to be executed at the time of "big win" or "small win". Then, when it is decided to execute the pre-reading notice performance, the CPU 401 sets the content of the pre-reading notice performance to be executed by lottery or the like from a number of pre-reading notice performance patterns that satisfy the conditions of this pre-judgment information (such as the condition of whether or not a big win or a small win has occurred). In other words, it sets what kind of notice performance is to be performed in each notification performance as the pre-reading notice performance. In addition, the pre-reading notice performance is, for example, a pre-reading continuous notice performance that can suggest the possibility of a big win (or a small win) over a plurality of notification performances. The process then proceeds to step S114.

[0235] In step S114, the CPU 401 determines whether or not it has received the notification effect start command and the game status notification command set in step S409 of Fig. 11. If the determination in step S114 is YES, the process proceeds to step S115, and if the determination is NO, the process proceeds to step S116.

[0236] In step S115, the CPU 401 performs an annunciation performance setting process in which it sets the performance content (performance pattern) of the annunciation performance by the image display unit etc. in response to the annunciation performance start command received in the process of step S114, and instructs the image and audio control unit 500 etc. to start the execution of the annunciation performance of the set content. Here, the annunciation performance (variable performance; sometimes simply called "variable") is a performance that is executed in the image display unit etc. in response to the variable display of the special pattern, and notifies the result of the special pattern lottery, for example, a decorative pattern is variably displayed, and the variably displayed decorative pattern is displayed as a stop (confirmed stop display), thereby notifying the result of the special pattern lottery.

[0237] Specifically, the CPU 401 analyzes the received notification performance start command and acquires the setting information included in the notification performance start command. Then, the CPU 401 determines the performance pattern corresponding to the variation pattern included in the acquired setting information as the performance pattern of the notification performance to be executed. For example, when the variation pattern included in the setting information is "3" (that is, when it corresponds to the type of performance pattern "SP Miss"; see FIG. 12, etc.), the CPU 401 determines the SP reach performance to be executed from among the multiple types of SP reach performance by lottery or the like, and after the reach is established and the determined SP reach performance is executed, sets a performance pattern that notifies that the special symbol lottery has been lost, and instructs the image and sound control unit 500, etc. to execute the notification performance of the set content. The CPU 501 of the image and sound control unit 500 creates a schedule for the image performance and sound performance that constitute the notification performance based on the execution order and execution timing of each performance that constitutes the instructed notification performance, and executes (progresses) the notification performance based on this schedule.

[0238] The instruction to the image and sound control unit 500 and the like is performed by setting a command in the RAM 403. When the notification performance set by the notification performance setting process is for notifying the result of the first special symbol lottery, the CPU 401 deletes the first reserved data (oldest first reserved data) stored first among the first reserved data stored in chronological order in the RAM 403, and when the notification performance set by the notification performance setting process is for notifying the result of the second special symbol lottery, the CPU 401 deletes the second reserved data (oldest second reserved data) stored first among the second reserved data stored in chronological order in the RAM 403. By processing in this manner, the contents of the information on the random number set stored in the RAM 103 of the main control unit 100 (reserved data on the main control unit 100 side) can be made to match the contents of the reserved data stored in the RAM 403 of the performance control unit 400 (reserved data on the performance control unit 400 side). After that, the process proceeds to step S116.

[0239] In step S116, the CPU 401 judges whether or not it has received the notification effect stop command (symbol determination command) set in the process of step S412 in Fig. 11. If the judgment in step S116 is YES, the process proceeds to step S117, and if the judgment is NO, the process proceeds to step S118 in Fig. 21.

[0240] In step S117, the CPU 401 instructs the image / sound control unit 500 etc. to end the notification effect that started in response to the processing of step S115, and finally stops all of the decorative symbols that were being displayed variably (including temporary stops) completely (displaying them as fixed stops for a specified time (0.5 seconds)) to notify the result of the special symbol lottery in a dramatic manner. Note that each instruction to the image / sound control unit 500 etc. is given by setting a command in the RAM 403. Thereafter, the processing proceeds to step S118 in FIG. 21.

[0241] In step S118 of Fig. 21, the CPU 401 judges whether or not it has received an opening command for the small win game set in the stop processing in step S414 of Fig. 11. If the judgment in step S118 is YES, the process proceeds to step S119, and if the judgment is NO, the process proceeds to step S120.

[0242] In step S119, the CPU 401 instructs the opening performance of the small win game. Specifically, the CPU 401 instructs the image and sound control unit 500 to start the opening performance of the small win game performance. Here, the opening performance of the small win game is a performance that notifies the start of the small win game, and is, for example, a performance (notification) that performs a performance image display and a sound output that prompts the player to launch the game ball toward the first big winning hole 50 (i.e., to hit to the right). As already explained, in most cases, the jackpot game of the time-saving jackpot is executed immediately after the small win game, so for example, the performance of the small win game and the performance of the time-saving jackpot game may be executed as one (integrated) jackpot game performance, and the opening performance of the small win game may be executed as the opening performance of the jackpot game performance of the time-saving jackpot. After that, the process moves to step S120.

[0243] In step S120, the CPU 401 judges whether or not it has received the round start notification command for the small win game set in the processing of step S605 in Fig. 16. If the judgment in step S120 is YES, the processing proceeds to step S121, and if the judgment is NO, the processing proceeds to step S122.

[0244] In step S121, the CPU 401 issues an instruction to start a round performance of the small win game. Specifically, the CPU 401 issues an instruction to the image and sound control unit 500 and the like to start a round performance of the small win game performance. Here, the round performance of the small win game is a performance executed during a round play of the small win game, and is, for example, a performance (notification) that displays a performance image and outputs a sound to prompt the player to pass the game ball through the specific area 224 (V area; see FIG. 2) in the first big winning opening 50. After that, the process proceeds to step S122.

[0245] In step S122, the CPU 401 determines whether or not it has received the specific area passage notification command set in the process of step S612 in Fig. 16. If the determination in step S122 is YES, the process proceeds to step S123, and if the determination is NO, the process proceeds to step S124.

[0246] In step S123, the CPU 401 instructs the specific area passing effect. Specifically, the CPU 401 instructs the image and sound control unit 500 and the like to execute a specific area passing effect that notifies the player that the game ball has passed through the specific area 224. Here, the specific area passing effect is an effect that notifies the player that a time-saving jackpot has occurred by notifying the player that the game ball has passed through the specific area 224, and is, for example, an effect image display in which the letter V is enlarged and a gold effect is displayed, and sound effects are output. After that, the process proceeds to step S124.

[0247] In step S124, the CPU 401 determines whether or not it has received an opening command for the big win game set in the process of step S414 in Fig. 11 or step S622 in Fig. 16. If the determination in step S124 is YES, the process proceeds to step S125, and if the determination is NO, the process proceeds to step S126.

[0248] In step S125, the CPU 401 instructs the opening performance of the jackpot game. Specifically, the CPU 401 instructs the image and sound control unit 500 and the like to start the opening performance of the jackpot game performance. Here, the opening performance of the jackpot game of the normal jackpot and the time-saving jackpot by winning the special pattern lottery is a performance that notifies the start of the jackpot game, and is typically an image performance that prompts the player to shoot the game ball toward the second large winning hole 56 (i.e., to hit to the right). On the other hand, as already explained, the opening performance of the jackpot game of the time-saving jackpot that occurs when the game ball passes through the specific area 224 during the small jackpot game may be executed as (a part of) the first interval performance of the jackpot game performance (to execute the performance of the small jackpot game and the performance of the jackpot game of the time-saving jackpot as one (integral) jackpot game performance). After that, the process moves to step S126.

[0249] In step S126, the CPU 401 determines whether or not it has received the round start notification command for the big win game set in the process of step S658 in Fig. 17. If the determination in step S126 is YES, the process proceeds to step S127, and if the determination is NO, the process proceeds to step S128.

[0250] In step S127, the CPU 401 issues a command to start a round effect of the big win game. Specifically, the CPU 401 issues a command to the image and sound control unit 500 and the like to start a round effect process of the big win game effect. Here, the round effect is an effect executed during a round of the big win game, for example, an effect by an image of a main character fighting an enemy character. Then, the process proceeds to step S128.

[0251] In step S128, the CPU 401 determines whether or not it has received a winning command that was set in the process of step S614 in Fig. 16 or step S663 in Fig. 17 and output by the output process of step S9 in Fig. 9. If the determination in step S128 is YES, the process proceeds to step S129, and if this determination is NO, the process proceeds to step S130.

[0252] In step S129, the CPU 401 issues a winning processing instruction. Specifically, the CPU 401 instructs the image / sound control unit 500 to start the winning processing. Here, the CPU 501 of the image / sound control unit 500 that has received the instruction to start the winning processing from the performance control unit 400 counts the number of winning balls into each winning hole (first start hole 45, second start hole 47, first big winning hole 50, second big winning hole 56, normal winning hole 43) based on the winning command received via the performance control unit 400, and stores the number in the RAM 503. Furthermore, when the CPU 501 receives a winning command based on a game ball entering the big prize opening (i.e., when one game ball enters the big prize opening), it adds the number of prize balls "13" corresponding to the big prize opening to the total number of prize balls stored in the RAM 503 to update it, and displays the updated total number of prize balls (for example, as the total number of prize balls during the current big win game) on the main image display section 70. After that, the process proceeds to step S130.

[0253] In step S130, the CPU 401 determines whether or not it has received the round end notification command for the big win game set in the process of step S667 in Fig. 17. If the determination in step S130 is YES, the process proceeds to step S131, and if the determination is NO, the process proceeds to step S132.

[0254] In step S131, the CPU 401 instructs the image / sound control unit 500 and the like to end the round presentation of the big win game presentation. After that, the process proceeds to step S132.

[0255] In step S132, the CPU 401 judges whether or not it has received the ending command for the small win game set in the process of step S618 in Fig. 16. If the judgment in step S132 is YES, the process proceeds to step S133, and if the judgment is NO, the process proceeds to step S134.

[0256] In step S133, the CPU 401 instructs the ending performance of the small win game. Specifically, the CPU 401 instructs the image and sound control unit 500 and the like to execute the ending performance of the small win game performance. As already explained, in most cases, the time-saving jackpot game is executed immediately after the small win game, so for example, the performance of the small win game and the performance of the time-saving jackpot game may be executed as one (integrated) jackpot game performance, and the ending performance of the small win game may be executed as a part of the first interval performance of the time-saving jackpot game performance. After that, the process moves to S134.

[0257] In step S134, the CPU 401 determines whether or not it has received the ending command for the big win game set in the process of step S670 in Fig. 18. If the determination in step S134 is YES, the process proceeds to step S135, and if the determination is NO, the process proceeds to step S136.

[0258] In step S135, the CPU 401 instructs the ending performance of the big win game. Specifically, the CPU 401 instructs the image and sound control unit 500 and the like to execute the ending performance of the big win game. Here, the ending performance of the big win game is a performance that notifies the end of the big win game, and is typically a performance that displays the mark of the manufacturer of the gaming machine 1. After that, the process proceeds to S136.

[0259] In step S136, the CPU 401 judges whether or not it has received the customer waiting command and the game status notification command set in the process of step S416 in Fig. 11. If the judgment in step S136 is YES, the process proceeds to step S137, and if this judgment is NO, the command receiving process is terminated and the process proceeds to step S12 in Fig. 19.

[0260] In step S137, the CPU 401 instructs the image and audio control unit 500 to start the stop state processing based on the customer waiting command and the game state notification command received in step S136. Then, the command reception processing is ended, and the processing proceeds to step S12 in FIG. 19. Here, the stop state processing is a processing that is started when the machine becomes a so-called customer waiting state, and the CPU 501 of the image and audio control unit 500 that is instructed to start the stop state processing displays a predetermined stop effect (for example, an effect in which all of the decorative patterns are displayed as stopped (determined stop display)) according to the game state on the image display unit. Note that the CPU 501 starts the customer waiting effect when a predetermined time (for example, 90 seconds) has elapsed since starting the above-mentioned stop effect, and if no other effect instruction is received from the CPU 401. The customer waiting effect is, for example, an effect in which a video related to the content (anime, story, etc.) that is the subject of the gaming machine 1 is displayed on the image display unit, or an effect in which a part of a predetermined effect (for example, SP reach effect) executed during a game is displayed on the image display unit. However, when the CPU 501 is notified of information indicating that the gaming ball has passed through the gate 44 or information indicating that the gaming ball has entered the normal winning port 43, the CPU 501 continues the stopped state processing without terminating it.

[0261] [Characteristic operation of this embodiment] Next, a specific example of the notification effect (variable effect) executed by the screen (main image display unit 70, etc.) and the speaker 9, etc. in the present embodiment described above using the flowchart will be described.

[0262] [Decorative design] Figures 22 and 23 are figures to explain the decorative pattern DI, which is displayed in a variable manner during the notification performance and then finally displayed as a fixed stop, and is used to dramatically announce the result of the special pattern lottery by the pattern (combination of patterns) displayed as a fixed stop.

[0263] As shown in FIG. 22, in this embodiment, there are nine kinds of decorative symbols, each of which has the numbers 1 to 9 drawn as a decorative symbol. The decorative symbols 2, 4, 6, and 8 are blue, the decorative symbols 1, 5, and 9 are green, and the decorative symbols 3 and 7 are red. Here, when the decorative symbols 3 or 7 are aligned (for example, 777 double numbers) and the decorative symbols stop, it is suggested that a time-saving jackpot has been won, and when the decorative symbols other than 3 and 7 are aligned (for example, 222 double numbers) and the decorative symbols stop, it is suggested that a normal jackpot has been won. As will be described later, there are also symbols (continuous symbols, etc.) other than the normal symbols with numbers drawn.

[0264] FIG. 23 is a specific example of a decorative pattern. In this embodiment, the decorative pattern has a display mode (number character mode) in which a number 701 and a character (character) 302 are surrounded by a frame 700 as shown in FIG. 23(1), and a display mode (number mode) in which only the number 701 is displayed as shown in FIG. 23(2). In the number character mode, the decorative patterns are paired with the number 1 and character A, the number 2 and character B, the number 3 and character C, the number 4 and character D, the number 5 and character E, the number 6 and character F, the number 7 and character G, the number 8 and character H, and the number 9 and character I. In FIG. 23(1), the number 3 and character C are a pair of decorative patterns in the number character mode. In addition, in the decorative pattern of the number character mode exemplified in 23(1), the inner part of the frame is semi-transparent, and the background image of the notification performance, etc., can be seen through. The decorative pattern of the number character form is not limited to this display form, and for example, a decoration imitating a flower or the like may be added to the frame 700, or for example, there may be no frame 700. Also, the decorative pattern of the number form is not limited to this display form, and for example, a decoration imitating a flower or the like may be added to the number 701. The display mode of the decorative pattern may be different depending on the game state. For example, the decorative pattern may be a number character mode in the normal game state and a number mode in the time-saving game state, or a number character mode in the time-saving game state and a number mode in the normal game state. Furthermore, the display mode of the decorative pattern may be different depending on the presentation mode (a notification presentation mode (which may be called a stage) that is expressed by making the background image, etc. different in the same game state or different game states).

[0265] [Announcement performance summary] Fig. 24 is a specific diagram for explaining the outline of the display of the decorative pattern and the reserved icon in the notification performance (variable performance). First, with reference to Fig. 24, the state in which the decorative pattern DI is displayed variably and then stopped (determined stop display) in order to notify the result of the special pattern lottery will be explained.

[0266] In this embodiment, the result of the special symbol lottery is notified in a dramatic manner using a row of three decorative symbols DI1 to DI3. The rows of three decorative symbols DI1 to DI3 are arranged from bottom to top in the order of a symbol with the number 1 drawn to a symbol with the number 9 drawn, and are displayed in a cyclical manner such that the symbol with the number 9 is followed by a symbol with the number 1 drawn. The effect of notifying the result of the special symbol lottery by displaying the decorative symbols DI in a varying manner and then stopping (determined stopping) is called a notification effect (variable effect). The notification effect may include the display of various effect images and the output of various effect sounds. For convenience of explanation, in the examples shown in FIG. 24 and subsequent figures, only the reserved icon RI indicating that the first special symbol lottery is reserved is shown, and the reserved icon indicating that the second special symbol lottery is reserved is not shown. In the following, an example will be described in which a first special pattern lottery is held and the reserved icon RI indicates that the first special pattern is reserved, but the same applies when a second special pattern lottery is held.

[0267] First, as shown in FIG. 24(1), the main image display section 70 displays decorative symbols DI (DI1-DI3), reserved icons RI (RI0-RI4), and stages ST (ST0-ST4). The decorative symbols DI are composed of three (three rows) decorative symbols DI1-DI3 and are displayed on the main image display section 70. More specifically, the left decorative symbol DI1 is displayed on the left side, the right decorative symbol DI2 is displayed on the right side, and the middle decorative symbol DI3 is displayed in the center. The left, right, and middle decorative symbols DI1-DI3 are displayed in a variable manner in accordance with (synchronized with) the variable display of the special symbol.

[0268] Next, as shown in FIG. 24(2), a symbol depicting, for example, the number "2" is temporarily stopped as the left decorative symbol DI1. After that, as shown in FIG. 24(3), a symbol depicting, for example, the number "4" is temporarily stopped as the right decorative symbol DI2. Then, as shown in FIG. 24(4), a symbol depicting, for example, the number "5" is temporarily stopped as the middle decorative symbol DI3, and then the three decorative symbols DI1 to DI3 are completely stopped (determined stop display; not shown). At this timing, the variable display of the current special symbol ends (the current notification performance ends), the result of the first special symbol lottery is notified to the player, and the reserved icon RI (RI0) on the stage ST0 is erased. Specifically, when the decorative pattern DI is aligned with a specific pattern that is a winning combination (typically the repeat number "777" or the like), it is announced that the result of the first special pattern lottery is a big win, and when the decorative pattern DI is not aligned with a specific pattern (a losing combination: typically the repeat number "254" or the like), it is announced that the result of the first special pattern lottery is a losing combination. Then, as shown in FIG. 24(5), the display of the decorative pattern DI changes in accordance with the display of the next special pattern. In FIG. 24 and subsequent figures, arrows are used to show how the decorative pattern DI changes from top to bottom.

[0269] Here, the reserved icon RI is an image for indicating the number of reserved first special symbol lotteries. In addition, the main image display section 70 displays a plurality of stages ST0 to ST4 at which the reserved icons RI are displayed. In Fig. 24(1) to (4), reserved icons RI (RI1 to RI4) corresponding to the number of times the first special symbol lottery is reserved are displayed at positions above the stages ST1 to ST4 arranged in a row in the left-right direction in the lower area of ​​the main image display section 70. In addition, in Fig. 24(1) to (4), a reserved icon RI0 indicating that the reserved first special symbol lottery has been consumed and a notification performance is being executed is displayed at a position above the stage ST0. In this way, the reserved icon on the stage ST0 does not indicate the reservation of the special symbol lottery, so it may be called a reserved consumption icon. In addition, since the stage ST0 is a reserved consumption icon stage, it has a different display mode from the other stages RI1 to RI4. The reserved icon (reserved item clearing icon) on stage ST0 may be displayed in a different manner from the reserved icons on the other stages RI1 to RI4.

[0270] FIG. 25 is a diagram showing the color of the reserved icon and the jackpot reliability (expected jackpot) suggested by the color. As shown in FIG. 25, a white reserved icon does not suggest a jackpot reliability, and blue, green, and red reserved icons suggest a high jackpot reliability, among which a blue reserved icon suggests a low jackpot reliability, a green reserved icon suggests a medium jackpot reliability, and a red reserved icon suggests a high jackpot reliability. In the figures from FIG. 24 onwards, for convenience of illustration, the white color of the reserved icon is indicated by the character "white", the blue color of the reserved icon is indicated by the character "blue", the green color of the reserved icon is indicated by the character "green", and the red color of the reserved icon is indicated by the character "red".

[0271] As an example, as shown in FIG. 24(1), a reserved icon RI1 corresponding to the reserved (first reserved) for which the first special symbol lottery is scheduled to be performed next (i.e., the oldest stored reserved) is displayed on stage ST1. Also, on stage ST2 arranged to the left of stage ST1, a reserved icon RI2 corresponding to the reserved (second reserved) for which the first special symbol lottery is scheduled to be performed next to the first reserved is displayed. Also, on stage ST3 arranged to the left of stage ST2, a reserved icon RI3 corresponding to the reserved (third reserved) for which the first special symbol lottery is scheduled to be performed next to the second reserved is displayed. Also, on stage ST4 arranged to the left of stage ST3, a reserved icon RI4 corresponding to the reserved (fourth reserved) for which the first special symbol lottery is scheduled to be performed next to the third reserved is displayed.

[0272] The reserved icon RI displayed on the stage ST0 disappears (is erased) immediately before the current special symbol variation display (i.e., the currently running notification performance) ends. In addition, the reserved icons RI displayed on the stages RI1 to RI4 change their display positions (i.e., the stage ST) in sequence each time the first special symbol lottery is executed and the notification performance (special symbol variation display) starts. Specifically, when the current special symbol variation display starts (when the notification performance starts), the reserved icon RI1 displayed on the stage ST1 moves from the stage ST1 to the stage ST0 (i.e., the first reservation is consumed), and the reserved icons RI2 to RI4 displayed on the stages ST2 to ST4 move to the stages ST1 to ST3, respectively. In this way, the reserved icon RI moves in sequence on the stage ST each time the reservation of the first special symbol lottery is consumed. In this embodiment, the reserved icon RI is displayed at a position above the stage ST, but the reserved icon RI may be displayed at a predetermined position (predetermined position) without displaying the stage ST.

[0273] As described above, in this embodiment, the lottery result for the reserved first special symbol lottery is notified to the performance control unit 400 from the main control unit 100 before the variable display of the special symbol in the first special symbol lottery starts. In other words, for example, before the first reserved icon RI1 moves from stage ST1 to stage ST0 and the variable of the special symbol in the first special symbol lottery starts (that is, the first reserved is consumed), the lottery result of the first special symbol lottery for the first reserved is determined in advance, for example, at the time when the first reserved occurs. In this embodiment, based on this advance determination, a pre-reading suggestion performance (same color chance eye performance, etc.) to be described later using FIG. 36, etc. is executed, so that, for example, the player can be notified in advance that there is a possibility that a reserved symbol with a relatively high reliability of winning in the first special symbol lottery may exist, and can be expected to win a jackpot.

[0274] [Specific examples of announcements] 26 and 27 are time charts for explaining specific examples of notification effects in this embodiment. In each of the time charts for notification effects shown in Fig. 26 and Fig. 27, the effect content written on the upper side is the effect pattern of the notification effect (in other words, the base effect that constitutes the notification effect), and the effect content written on the lower side (the effect content surrounded by a frame) is the effect content that can be added to this effect pattern. Note that all the effect contents on the upper and lower sides may be considered as the effect pattern of the notification effect.

[0275] [Instant miss (variation time 2.00 seconds) notification effect] Fig. 26(1) is a time chart of the notification effect of "instant miss" with a fluctuation time of 2.00 seconds corresponding to the fluctuation pattern 8 shown in Fig. 12 etc. Fig. 28 is a diagram for explaining a specific example of the notification effect of "instant miss" with a fluctuation time of 2.00 seconds executed in the time chart of Fig. 26(1). Below, the notification effect of instant miss (fluctuation time 2.00 seconds) will be explained with reference to Fig. 26(1) and Fig. 28. Here, in the figures from FIG. 28 onwards, it is assumed that a notification effect for notifying the result of the first special symbol lottery is being executed in the normal game state, and unless otherwise specified, it is assumed that a normal background for the normal game state (for example, the background of city A) is displayed in motion (moving display, etc.) as a background image of the decorative symbol, and the display of the normal game background in motion is expressed by writing "(normal background operation)" in the upper left corner of the screen 70. Also, during the execution of the notification effect and during the period when the decorative symbol is displayed as a fixed stop, normal BGM for the normal game state is output from the speaker 9. Note that, when a notification effect is being executed in the time-saving game state, a time-saving background for the time-saving game state (for example, the background of city B) is displayed in motion, and a probability-change BGM for the time-saving game state is output.

[0276] First, from the state in which the decorative pattern is displayed as a fixed stop in the number character mode before the start of the notification performance (before the start of the change) shown in FIG. 28(1), at t1 in FIG. 26(1), the change starts (the notification performance starts) as shown in FIG. 28(2), and the left decorative pattern DI1, the middle decorative pattern DI3, and the right decorative pattern DI2 are synchronized (synchronized) and a swinging action is performed for a predetermined time (for example, 0.3 seconds). The swinging action is an action to suggest that the decorative pattern is temporarily stopped (not fixedly stopped). In addition, in conjunction with this swinging action, the left decorative pattern DI1, the middle decorative pattern DI3, and the right decorative pattern DI2 are synchronized (synchronized) and a swinging emphasis performance is performed. Note that, when a normal background action is performed during a customer waiting period (a customer waiting state) in which a notification performance or the like is not being performed, and a notification performance is started during a customer waiting period, the normal background action during a customer waiting period may be maintained (continued) as it is to start the notification performance.

[0277] 30 is a diagram for explaining an example of a swinging motion and a swinging emphasis performance. As shown in Fig. 30(1) to (3), the swinging motion is a motion in which the number 701 of the decorative pattern periodically repeats a pendulum motion in which the number 701 rotates around an axis 703 (an axis that is not displayed) at a predetermined angle (e.g., 30°; see Fig. 30(3)) counterclockwise and at a predetermined angle (e.g., 30°; see Fig. 30(2)). 30(1)-(3), the shaking emphasis effect 304 is an effect that emphasizes the shaking motion, and in conjunction with the shaking motion, the emphasis area (304) is repeatedly changed (periodically moved, etc.) as if light was periodically reflected on the surface of the decorative pattern number 701. The shaking emphasis effect does not include sound effects. In addition, when the decorative pattern character 702 or frame 700 executes a rocking motion to perform a predetermined action, the rocking emphasis performance may be a performance in which the emphasis area (304) is repeatedly changed (periodically moved, etc.) in conjunction with the rocking motion, as if light were periodically reflected on the surface of the character 702, etc. Also, while the rocking emphasis performance is not affected by the character action (action) of the fluctuation start emphasis performance (see FIG. 31) as described later, it may be affected by the light emitting effect of the fluctuation start emphasis performance (there are cases where visibility is reduced by the light emitting effect).

[0278] Next, as shown in Figure 28 (3), a change start emphasis effect is executed to emphasize the start of the change (scroll) of the decorative pattern row in the order of left decorative pattern DI1, middle decorative pattern DI3, and right decorative pattern DI2, and then the change (scroll) of the decorative pattern row begins.

[0279] FIG. 31 is a diagram for explaining an example of the change start emphasis performance. First, from the state before the start of the change start emphasis performance shown in FIG. 31(1) (state in which the swinging action and the swinging emphasis performance are being executed), the change start emphasis performance is started as shown in FIG. 31(2). Specifically, as shown in FIG. 31(2), the decorative pattern moves slightly in the direction opposite to the direction of change, and the character 702 performs an action (action), and a character action specific to the change start emphasis performance is executed. Then, as shown in FIG. 31(3), during the execution of the character action, the display of the light emitting effect 305 specific to the change start emphasis performance is started, and then, as shown in FIG. 31(4), the light emitting effect 305 spreads and the scroll of the decorative pattern is started. Then, as shown in FIG. 31(5), during the execution of the character action, the light emitting effect 305 spreads further and spreads to the outside of the decorative pattern, and the scroll of the decorative pattern is accelerated. Then, as shown in FIG. 31(6), the visibility of the decorative pattern and the light emitting effect 305 is reduced by processing such as increasing the transparency of the image, and the decorative pattern is scrolled at a high speed. Also, as shown in Fig. 28(3), as a change start emphasis effect, for example, at the timing of Fig. 31(5), a sound effect "gun" specific to the change start emphasis effect is output at 1 / 10 volume from the speaker 9. In this way, the change start emphasis effect is executed one-off (not repeatedly) to emphasize the start of the change (scroll) of the decorative pattern row. In addition, in FIG. 31, an example was given in which a rocking emphasis effect (and rocking motion) was executed during the execution of a change start emphasis effect, but the rocking emphasis effect (and rocking motion) may not be executed during the execution of a change start emphasis effect. Also, in FIG. 28(3), an example was given in which the left decorative pattern DI1, the middle decorative pattern DI3, and the right decorative pattern DI2 start to change (scroll) in order, but the left decorative pattern DI1, the middle decorative pattern DI3, and the right decorative pattern DI2 may start to change (scroll) simultaneously. In this case, the rocking light-emitting effects of the left decorative pattern DI1, the middle decorative pattern DI3, and the right decorative pattern DI2 are executed simultaneously (synchronized).

[0280] Next, as shown in FIG. 28(4), (the variation start emphasis performance is ended) the left, right and center decorative patterns DI1 to DI3 are displayed (scrolled) at high speed with reduced visibility.

[0281] Next, at t2 in FIG. 26(1), as shown in FIG. 29(1), a temporary stop emphasis effect that emphasizes the temporary stop of the left, right, and center decorative patterns DI1 to DI3 is simultaneously executed, and then the left, right, and center decorative patterns DI1 to DI3 are temporarily stopped simultaneously.

[0282] FIG. 32 is a diagram for explaining an example of the temporary stop emphasis performance. First, as shown in FIG. 32(1), the visibility of the decorative patterns on the left, right, and center during scrolling improves (for example, the transparency decreases) and the scroll speed decreases. Then, as shown in FIG. 32(2), the temporary stop emphasis performance starts. Specifically, as shown in FIG. 32(2), the decorative pattern goes slightly past in the direction of the movement (scroll) and then starts a bounding motion to return, and the character 702 performs a character action specific to the temporary stop emphasis performance. In the bounding motion, the character 702 itself may also perform an action in which the decorative pattern is pulled once in the direction of scrolling and then returns to its original position. Then, as shown in FIG. 32(3), the character 702 is enlarged during the execution of the character action, and the display of the light-emitting effect 306 specific to the temporary stop emphasis performance starts, and the number 701 is enlarged and rotates once. Then, as shown in FIG. 32(4), the character 702 and the number 701 during the character action are reduced to their original size, and the light-emitting effect 306 spreads. Then, as shown in FIG. 32(5), the light emitting effect 306 spreads further and reaches the outside of the decorative pattern during the execution of the character action, etc. Then, as shown in FIG. 32(6), the light emitting effect 306 is reduced and the bounding action is terminated. Then, as shown in FIG. 32(7), the decorative pattern is temporarily stopped and the swing emphasis performance is executed. Also, as shown in FIG. 29(5), as the temporary stop emphasis performance, for example, at the timing of FIG. 32(2), the sound effect "Zun" specific to the temporary stop emphasis performance is output from the speaker 9 at 1 / 10 volume. In this way, the temporary stop emphasis performance is executed one-off (not repeatedly) to emphasize the temporary stop of the decorative pattern row.

[0283] In addition, in FIG. 32, an example was given in which the shaking emphasis performance (and the shaking action) is not executed during the execution of the temporary stop emphasis performance, but the shaking emphasis performance (and the shaking action) may be executed during the execution of the temporary stop emphasis performance (for example, during the period of FIG. 32(2)(4)-(6)). In that case, the shaking emphasis performance (and the shaking action) of the left, right, and center decorative patterns may be executed synchronously throughout. In addition, in FIG. 29(5), an example was given in which the left, right, and center decorative patterns are simultaneously (synchronized) executed for the temporary stop emphasis performance and temporarily stopped at the same time, but the left, right, and center decorative patterns may be executed for the temporary stop emphasis performance in order and temporarily stopped in order. In that case, when the shaking emphasis performance (and the shaking action) is executed and the shaking emphasis performance (and the shaking action) started earlier and the shaking emphasis performance (and the shaking action) started later are synchronized, the shaking emphasis performance (and the shaking action) started later (or earlier) may be synchronized discontinuously (not smoothly).

[0284] Next, as shown in Figure 29 (6), the decorative patterns on the left, right, and center are synchronized (harmonized) and a rocking motion is performed for a predetermined time (for example, 0.5 seconds), and in conjunction with this rocking motion, the decorative patterns on the left, right, and center are synchronized (harmonized) and a rocking emphasis performance is performed.

[0285] Next, at t3 in Fig. 26(1), the left, right and center decorative symbols that were temporarily stopped are displayed as fixed stops, and a miss is announced, as shown in Fig. 29(7). Note that the decorative symbols that are displayed as fixed stops are completely stopped and do not move.

[0286] As described above, according to this embodiment, even in the case of a short (2.00 second) notification of an instant miss that does not give the player the expectation of a jackpot, effects are created through the actions of the characters and the illumination of decorative patterns, etc., to prevent the player from becoming bored.

[0287] [Instant miss (time 12.00 seconds) notification] Fig. 26(2) is a time chart of the notification effect of "instant loss" with a fluctuation time of 12.00 seconds corresponding to the fluctuation pattern 7 shown in Fig. 12 etc. Fig. 33 to Fig. 35 are diagrams for explaining a specific example of the notification effect of "instant loss" with a fluctuation time of 12.00 seconds executed in the time chart of Fig. 26(2).

[0288] Here, as shown in FIG. 26(2), in the notification performance of "instant miss" with a variable time of 12.00 seconds, any one of the four performances, the reach prompting performance, the pseudo consecutive prompting performance, the same-color chance eye performance, and the reserved change performance, can be executed. Then, referring to FIG. 33 and FIG. 34, the case where the reach prompting performance is executed, the case where the pseudo consecutive prompting performance is executed, and the case where all four performances are not executed will be described. Note that the notification performance may be configured so that two or more of the above four performances can be executed.

[0289] First, from the state before the notification performance starts (before the change starts) shown in FIG. 33(1), at t1 in FIG. 26(2), the change of the decorative pattern row starts as shown in FIG. 33(2). Next, as shown in FIG. 33(3), the change start highlight performance is executed in order from the left decorative pattern, and then the change (scroll) of the decorative pattern row starts. Next, as shown in FIG. 33(4), the decorative patterns DI1 to DI3 on ​​the left and right are displayed (scrolled). The contents of FIG. 33(1) to (4) are the same as the contents of FIG. 28(1) to (4).

[0290] Next, at t2 in FIG. 31(2), as shown in FIG. 33(5), a temporary stop emphasis effect (see FIG. 32) that emphasizes the temporary stop of the left decorative pattern DI1 is executed, and the left decorative pattern DI1 is temporarily stopped.

[0291] Next, as shown in FIG. 33(6), a swinging motion is executed on the left decorative pattern DI1, and in conjunction with this swinging motion, a swing emphasis effect is executed on the left decorative pattern DI1.

[0292] Next, when the reach prompting performance is executed, as shown in Fig. 33(7), the right decorative pattern DI2 slows down and the reach prompting performance that prompts (creates expectations of) the right decorative pattern DI2 temporarily stopping at the reach-established pattern is executed at t3 in Fig. 26(2), and the reach prompting performance (see Fig. 57, etc.) is executed. Also, the swing emphasis performance of the left decorative pattern DI1 continues.

[0293] Next, at t4 in Fig. 26(2), as shown in Fig. 33(8), a temporary stop emphasis effect (see Fig. 32) is executed to emphasize the temporary stop of the right decorative symbol DI2 that is not in a reach state, and the right decorative symbol DI2 is temporarily stopped. Also, the swing emphasis effect of the left decorative symbol DI1 is continued. In addition, when the reach-inducing effect of Fig. 31 (7) is executed, the right decorative pattern DI2 temporary stop emphasis effect may not be executed. By doing so, the feeling of the flow of the symbols that will be reached can be effectively expressed (afterglow).

[0294] If the reach-inducing effect is not executed here, the process moves from FIG. 33(6) to the effect in FIG. 33(8).

[0295] Next, as shown in Fig. 33(9), the left and right decorative patterns are synchronously (synchronized) with each other to perform a rocking motion, and the left and right decorative patterns are synchronously (synchronized) with each other to perform a rocking emphasis performance in conjunction with the rocking motion. In this case, when the rocking emphasis performance (and rocking motion) of the left decorative pattern DI1 started first and the rocking emphasis performance (and rocking motion) of the right decorative pattern DI2 started later are synchronized, the rocking emphasis performance (and rocking motion) of the decorative pattern started later (or earlier) may be synchronized discontinuously (not smoothly).

[0296] (When the pseudo consecutive fanning performance is not executed) Next, at t6 in Fig. 26(2), as shown in Fig. 34(4), a temporary stop emphasis performance (see Fig. 32) that emphasizes the temporary stop of the central decorative pattern DI3 is executed, and the central decorative pattern DI3 is temporarily stopped. In addition, the synchronized rocking emphasis performance (and rocking action) of the left and right decorative patterns is also continued.

[0297] Next, as shown in Fig. 34(5), the left, right and center decorative patterns are synchronized (harmonized) to execute a swinging action for a predetermined time (for example, 0.5 seconds), and in conjunction with this swinging action, the left, right and center decorative patterns are synchronized (harmonized) to execute a swinging emphasis performance. In this case, when the swinging emphasis performance (and swinging action) of the left and right decorative patterns that started first and the swinging emphasis performance (and swinging action) of the center decorative pattern that started later are synchronized, the swinging emphasis performance (and swinging action) of the decorative pattern that started later (or earlier) may be synchronized discontinuously (not smoothly).

[0298] Next, at t7 in FIG. 26(2), the left, right, and center decorative symbols that were temporarily stopped are displayed as fixed stops as shown in FIG. 34(6), and a miss is notified.

[0299] On the other hand, when the pseudo consecutive fanning performance is executed, the performance moves from Fig. 33(6) to Fig. 34(1). In this case, as shown in Fig. 34(1), at t4 in Fig. 26(2), a temporary stop emphasis performance (see Fig. 32) that emphasizes the temporary stop of the right decorative pattern DI2 that does not reach the reach is executed as in Fig. 33(8), and the right decorative pattern DI2 is temporarily stopped. In addition, the swing emphasis performance of the left decorative pattern DI1 is also continued.

[0300] Next, as shown in FIG. 34(2), similarly to FIG. 33(9), the left and right decorative symbols are subjected to a synchronous (synchronized) swinging motion and swing emphasis performance.

[0301] Next, at t5 in Figure 26 (2), as shown in Figure 34 (3), a pseudo-ren-triggering effect (see Figure 57, etc.) is executed in which a repeat pattern (a special decorative pattern that is different from normal decorative patterns and that can notify the execution of a pseudo-ren performance by temporarily stopping) with the character "ren" drawn as the middle decorative pattern DI3 slows down to encourage a temporary stop (i.e., to anticipate the execution of a pseudo-ren performance).

[0302] As already explained, thereafter, at t6 in Figure 26(2), the middle decorative pattern DI3 temporarily stops as shown in Figure 34(4), then the left, right and middle decorative patterns DI1 to DI3 synchronize (synchronize) as shown in Figure 34(5), and at t7 in Figure 26(2), the left, right and middle decorative patterns DI1 to DI3 are displayed as confirmed stopped as shown in Figure 34(6), and a miss is announced. In addition, when the pseudo consecutive fanning performance is executed, the temporary stop emphasis performance of the middle decorative pattern DI3 may not be executed. By doing so, the feeling that the consecutive patterns flow (afterglow) can be effectively expressed. In the above, the mode in which the left, right, and center decorative patterns temporarily stop simultaneously in the notification performance of an immediate loss (FIG. 29(5)), and the mode in which the decorative patterns temporarily stop in a fixed order of left, right, and center (FIGS. 33(5)(8), 34(4), etc.) have been described. However, the order in which the decorative patterns temporarily stop is not limited to this, and for example, the order in which the decorative patterns temporarily stop may be different each time, or may be temporarily stopped in a random order each time, or the left and right decorative patterns may temporarily stop simultaneously.

[0303] Next, referring to Figures 35 to 37, we will explain the cases where a same-color chance eye effect is executed and a hold change effect is executed in the notification effect of "regular instant miss" with a fluctuation time of 12.00 seconds (see Figure 26 (2)).

[0304] First, from the state before the notification performance starts (before the change starts) shown in FIG. 35(1), at t1 in FIG. 26(2), the change of the decorative pattern row starts as shown in FIG. 35(2). Next, as shown in FIG. 35(3), the change start highlight performance is executed in order from the left decorative pattern, and then the change (scroll) of the decorative pattern row starts. Next, as shown in FIG. 35(4), the decorative patterns DI1 to DI3 on ​​the left and right are displayed (scrolled). The contents of FIG. 35(1) to (4) are the same as the contents of FIG. 28(1) to (4).

[0305] Next, at t2 in Fig. 26(2), the left decorative symbol is temporarily stopped as shown in Fig. 35(5), and then the left decorative symbol is swayed as shown in Fig. 35(6). Then, at t4 in Fig. 26(2), the right decorative symbol is temporarily stopped at a symbol that does not reach the winning mark as shown in Fig. 35(7), and then the left and right decorative symbols are synchronized (harmonized) to sway as shown in Fig. 35(8). The contents of Fig. 35(5)-(8) are the same as those of Fig. 33(5)(6)(8)(9).

[0306] Next, at t6 in FIG. 26(2), as shown in FIG. 35(9), the center decorative symbol DI3 is temporarily stopped at a symbol that establishes a blue chance eye, and a blue chance eye emphasis effect is performed for the left, right, and center decorative symbols DI1 to DI3. Also, during the execution of the chance eye emphasis effect, the left, right, and center decorative symbols are synchronously (synchronized) with each other to perform a swinging motion and a swinging emphasis effect. The chance eye emphasis effect is an effect that suggests (or emphasizes) that the reliability of a jackpot in the later notification effect (later fluctuation) is relatively high by emphasizing the same color chance eye, and includes character motion, light emission effect, sound effect, etc., specific to the chance eye emphasis effect. Also, since the chance eye emphasis effect is performed when all the left, right, and center decorative symbols are temporarily stopped, it can be considered as a kind of temporary stop emphasis effect, and can be considered as an emphasis effect on a larger scale than the normal temporary stop emphasis effect (FIG. 32). Here, in order for the blue chance eye to be established, it is necessary for all the left, right, and center decorative symbols DI1 to DI3 to be temporarily stopped at blue symbols (see FIG. 22). In addition, when the middle decorative pattern DI3 is temporarily stopped in FIG. 35(9), the same effect as FIG. 34(4) (temporary stop highlight effect of the middle decorative pattern DI3) may be executed once, and then the blue chance eye highlight effect may be executed as described above. In addition, when the left, right, and center decorative patterns are temporarily stopped at the same time, the left, right, and center decorative patterns may be temporarily stopped at the same time, and then the blue chance eye highlight effect may be executed as described above. In addition, the middle decorative pattern DI3 may be configured to perform a same-color chance eye stimulating effect (and a same-color chance eye stimulating emphasis effect that emphasizes this effect) that provokes the temporary stop at a pattern that establishes a same-color chance eye (blue chance eye in FIG. 35) by slowing down the speed of the middle decorative pattern DI3. Furthermore, if the same-color chance eye is not established after the execution of the same-color chance eye stimulating effect, the temporary stop highlight effect of the middle decorative pattern DI3 may not be executed. In this way, the feeling (aftertaste) of the same-color chance eye flowing can be effectively expressed.

[0307] Next, at t7 in Figure 26 (2), as shown in Figure 35 (10), the decorative patterns DI1 to DI3 on ​​the left, right and center that had been temporarily stopped are displayed as definitely stopped after the blue chance eye emphasis performance ends and the character returns to its basic posture, and a miss is announced.

[0308] FIG. 36 is a specific diagram for explaining the types of same-color chance eye effects and chance eye emphasis effects. The same-color chance eye effects include a blue chance eye effect (FIG. 36(1)) in which the left, right, and center decorative patterns DI1 to DI3 temporarily stop on a blue pattern (see FIG. 27), a green chance eye effect (FIG. 36(2)) in which they temporarily stop on a green pattern, and a red chance eye effect (FIG. 36(3)) in which they temporarily stop on a red pattern (see FIG. 22). In addition, there are a blue chance eye emphasis effect including a unique character action, blue light-emitting effect, and sound effect "Giin" (volume 6 / 10) that emphasizes the blue chance eye effect, a green chance eye emphasis effect including a unique character action, green light-emitting effect, and sound effect "GiGiGiN" (volume 8 / 10) that emphasizes the green chance eye effect, and a red chance eye emphasis effect including a unique character action, red light-emitting effect, and sound effect "GiGiN" (volume 7 / 10) that emphasizes the red chance eye effect. In addition, the reliability of a jackpot in the later notification performance is higher in the green chance eye performance than in the blue chance eye performance, and the reliability of a jackpot in the later notification performance is higher in the red chance eye performance than in the green chance eye performance. In addition, when the same-color chance eye performance is executed over a plurality of notification performances, a plurality of same-color chance eye performances are executed so that the reliability of a jackpot does not decrease.

[0309] On the other hand, when the reserved change performance is executed, the performance moves from FIG. 35(8) to FIG. 37(1). In this case, as shown in FIG. 37(1), at t6 in FIG. 26(2), a strange pattern (a special decorative pattern that is different from a normal decorative pattern and can inform that the reserved icon changes to a state suggesting a high jackpot reliability by temporarily stopping) with the character "strange" drawn as the middle decorative pattern DI3 is temporarily stopped, and a reserved change emphasis performance is executed. The reserved change emphasis performance is a performance that emphasizes the reserved icon when executing a reserved change performance in which the reserved icon that is the pre-reading suggestion target changes to a state suggesting a high jackpot reliability, and includes a unique action, a light-emitting effect, and a sound effect. In FIG. 37(1), when the reserved icon RI2 that is the pre-reading suggestion target changes from white to green that suggests a high jackpot reliability, a unique action such as lightning running toward the reserved icon RI2 is performed, a unique light-emitting effect is displayed on the reserved icon RI2, and a unique sound effect "battery" (volume 7 / 10) is output.

[0310] Here, the reserved change performance includes a blue reserved change performance (not shown) in which the reserved icon changes to blue, a green reserved change performance (FIG. 38(1)) in which the reserved icon changes to green, and a red reserved change performance (not shown) in which the reserved icon changes to red. In addition, there are a blue reserved change emphasis performance including a unique action, a light-emitting effect, and a sound effect "bari" (volume 6 / 10) that emphasizes the blue reserved change performance, a green reserved change emphasis performance including a unique action, a light-emitting effect, and a sound effect "bari-bari" (volume 7 / 10) that emphasizes the green reserved change performance, and a red reserved change emphasis performance including a unique action, a light-emitting effect, and a sound effect "bari-bari-bari" (volume 8 / 10) that emphasizes the red reserved change performance (see FIG. 59, etc.). In addition, the green reserved change performance has a higher jackpot reliability than the blue reserved change performance, and the red reserved change performance has a higher jackpot reliability than the green reserved change performance. In addition, when the reserved change performance is executed over multiple notification performances, multiple reserved change performances are executed so that the jackpot reliability does not decrease.

[0311] Next, as shown in Figure 37 (2), after the variable pattern is switched to the normal decorative pattern, a swinging action and a swinging emphasis performance are executed in synchronization (synchronization) for the left, right, and center decorative patterns, as in Figure 34 (5) etc.

[0312] Next, as shown in FIG. 37(3), at t7 in FIG. 26(2), the left, right, and center decorative patterns DI1 to DI3 that were temporarily stopped are displayed as fixed stops, and a miss is notified. Note that in FIG. 37(1), a reserved change prompting performance (and a reserved change prompting emphasis performance that emphasizes this performance) may be performed by slowing down the variable pattern to prompt the variable pattern to temporarily stop. Furthermore, if the variable pattern does not temporarily stop after the reserved change prompting performance is performed, a temporary stop emphasis performance of the normal decorative pattern that is switched from the variable pattern may not be performed. In this way, the feeling that the reserved change performance has flowed (afterglow) can be effectively expressed.

[0313] [Notification of reach miss / reach hit (variable time 15.00 seconds)] Fig. 26(3) is a time chart of the notification performance of "reach miss" / "reach hit" with a fluctuation time of 15.00 seconds corresponding to the fluctuation pattern number 5 / 6 shown in Fig. 12 etc. Fig. 38 to Fig. 47 are diagrams for explaining a specific example of the notification performance of "reach miss" / "reach hit" with a fluctuation time of 15.00 seconds executed in the time chart of Fig. 26(3).

[0314] First, from the state before the notification performance starts (before the change starts) shown in FIG. 38(1), at t1 in FIG. 26(3), the change of the decorative pattern row starts as shown in FIG. 38(2). Next, as shown in FIG. 38(3), the change start highlight performance is executed in order from the left decorative pattern, and then the change (scroll) of the decorative pattern row starts. Next, as shown in FIG. 38(4), the decorative patterns DI1 to DI3 on ​​the left and right are displayed (scrolled). The contents of FIG. 38(1) to (4) are the same as the contents of FIG. 28(1) to (4).

[0315] Next, as shown in Fig. 38(5), when a cut-in preview performance is executed, at t2 in Fig. 26(3) (e.g., 2 seconds after the start of the notification performance), a blue cut-in preview performance in which a blue cut-in image 309 depicting "Is it hot?" is displayed and a blue cut-in preview emphasis performance are executed. The cut-in preview emphasis performance is a performance that emphasizes the cut-in preview performance, and includes a unique light emitting effect and sound effect. It may also include a unique action (e.g., the action of the cut-in image, etc.).

[0316] Here, the cut-in preview effects include a blue cut-in preview effect in which a blue cut-in image with "Hot?" is displayed (see FIG. 38(5)), a green cut-in preview effect in which a green cut-in image with "Hot!!" is displayed (see FIG. 49(5)), and a red cut-in preview effect in which a red cut-in image with "Super Hot!!" is displayed (see FIG. 52(2)). The blue cut-in preview emphasis effect is an effect that emphasizes the blue cut-in preview effect, and includes a unique light-emitting effect and sound effect "Zubaban" (volume 5 / 10), the green cut-in preview emphasis effect is an effect that emphasizes the green cut-in preview effect, and includes a unique light-emitting effect and sound effect "Zubaban" (volume 6 / 10), and the red cut-in preview emphasis effect is an effect that emphasizes the red cut-in preview effect, and includes a unique light-emitting effect and sound effect "Zubaban" (volume 7 / 10) (see FIG. 59, etc.). In addition, the reliability of a jackpot in the currently executing notification performance is higher for a green cut-in notice performance than for a blue cut-in notice performance, and higher for a red cut-in notice performance than for a green cut-in notice performance.

[0317] After Fig. 38(4) or (5), (when pseudo consecutive performance is executed) the left decorative symbol is temporarily stopped as shown in Fig. 38(6) at t3 of Fig. 26(3), and then the left decorative symbol is temporarily stopped as shown in Fig. 38(7) to emphasize the swinging of the left decorative symbol, and then the right decorative symbol is temporarily stopped as shown in Fig. 38(8) at t4 of Fig. 26(3) with a symbol that does not achieve a reach, and then the left and right decorative symbols are synchronized (harmonized) to emphasize the swinging of the left and right decorative symbols, as shown in Fig. 39(1). The contents of Fig. 38(6)-(8) and Fig. 39(1) are the same as those of Fig. 33(5)(6)(8)(9).

[0318] Next, at t5 in FIG. 26(3), as shown in FIG. 39(2), a pseudo consecutive promotional performance or the like is executed in the same manner as in FIG. 34(3).

[0319] Next, as shown in Fig. 39(3), the consecutive symbols are temporarily stopped as the middle decorative symbol DI3, and the pseudo consecutive highlight effect is executed. The pseudo consecutive highlight effect is an effect that emphasizes the temporary stop of the consecutive symbols, which suggests the execution of the pseudo consecutive, and includes a unique action, a light-emitting effect, and a sound effect "crack" (volume 7 / 10).

[0320] 41 and 42 are diagrams for explaining an example of the pseudo-repeated highlighting effect. For example, as shown in Fig. 41(1)-(3), when the consecutive patterns are temporarily stopped, in the pseudo-repeated highlighting effect, a x-shaped light-emitting effect 309 (a unique light-emitting effect) is displayed, which spreads from the center of the consecutive patterns until it is completely visible on the screen. Also, as shown in Fig. 42(1)-(3), when the consecutive patterns are temporarily stopped, in the pseudo-repeated highlighting effect, the consecutive patterns are enlarged until it is completely visible on the screen, and the light-emitting effect 309 spreads from the center of the consecutive patterns until it is completely visible on the screen.

[0321] Next, at t6 in FIG. 26(3), the left, right, and center decorative patterns DI1 to DI3 that were temporarily stopped are changed again as shown in FIG. 39(4), and the pseudo consecutive performance is executed (completed). Note that, since this re-change is a pseudo re-change, the change start emphasis performance (see FIG. 31) is not executed at the time of the re-change. Also, the pseudo consecutive instigation performance of FIG. 39(2) may not be executed. Also, the performance of temporarily stopping the consecutive patterns in FIG. 39(2) and the performance of re-changing the temporarily stopped decorative patterns in FIG. 39(4) may be considered as a pseudo consecutive performance.

[0322] Here, the pseudo consecutive performance set described using Fig. 38 (6)-(8) and Fig. 39 (1)-(4) can be executed up to three sets in one notification performance (one change), and the more times it is executed, the higher the reliability of the currently executing notification performance that will result in a jackpot. Therefore, when executing one or two more sets of pseudo consecutive performance, a set of pseudo consecutive performance is executed as shown in Fig. 39 (5). Note that at least a part of the pseudo consecutive highlight performance may be different in each set of pseudo consecutive performance.

[0323] Next, at t7 in Fig. 26(3), as shown in Fig. 39(6), the same effect as Fig. 33(5) is executed and the left decorative symbol DI1 is temporarily stopped. If the pseudo consecutive effect is not executed here, the effect moves from Fig. 38(4) or (5) to Fig. 39(6).

[0324] Next, in the case where a reach prompting effect is executed, at t8 in FIG. 26(3), as shown in FIG. 39(8), the reach prompting effect is executed in the same manner as in FIG. 33(7).

[0325] After Fig. 39(7) or (8), at t9 in Fig. 26(3), as shown in Fig. 40(1), the right decorative symbol DI2 is temporarily stopped at a symbol that indicates a reach is reached (i.e., the reach is reached), and a reach-achievement highlighting effect is executed. The reach-achievement highlighting effect is an effect that emphasizes the reach-achievement (reach eye), and includes unique character movements, light-emitting effects, and a sound effect "Zugyuun" (volume 7 / 10) (see Fig. 59, etc.). In addition, the left and right decorative symbols (reach eyes) that have reached the reach are synchronized (harmonized) to perform a swing highlighting effect.

[0326] FIG. 43 is a diagram for explaining an example of reach establishment highlighting effect. For example, as shown in FIG. 43(1), in the reach establishment highlighting effect, a unique character action (action) is executed on the left and right decorative symbols (reach eyes) that have been established, and a line-shaped unique light-emitting effect 310 that simultaneously straddles (connects) the reach eyes is displayed. Also, for example, as shown in FIG. 43(2), in the reach establishment highlighting effect, a unique character action (action) is executed on the reach eyes, and a unique light-emitting effect 310 that simultaneously straddles and covers the reach eyes is displayed. Also, for example, as shown in FIG. 43(3), in the reach establishment highlighting effect, a unique character action (action) is executed on the reach eyes, and a unique band-shaped light-emitting effect 310 in which the characters "reach!!" move from left to right that simultaneously straddles the reach eyes is displayed. Note that when the right decorative symbol DI2 is temporarily stopped on a symbol that is established, (similar to FIG. 33(8) and the like), a temporary stop highlighting effect may be executed once, and then the reach establishment highlighting effect may be executed.

[0327] Next, as shown in Fig. 40(2), the left and right decorative symbols (reach eyes) are enlarged while performing a synchronized (synchronized) swing emphasis performance, and also move away to the left and right. Note that the reach eyes may be enlarged until they are no longer visible on the screen.

[0328] Next, as shown in Figure 40 (3), a jackpot stop teasing effect is executed in which the central decorative pattern is enlarged to a jackpot pattern (a pattern that results in a repeating number) and slows down to encourage (create the expectation of) a temporary stop (and a jackpot stop teasing emphasis effect that emphasizes this effect; see Figure 61, etc.).

[0329] Next, in the case of a miss, at t10 in FIG. 26(3), as shown in FIG. 40(4), the same effect as that in FIG. 35(4) is executed, and the middle decorative pattern DI3 temporarily stops at a pattern that is a miss, and a temporary stop emphasis effect is executed. This temporary stop emphasis effect (temporary stop emphasis effect of a reach miss) may be an effect different from the normal temporary stop emphasis effect (see FIG. 32, etc.). Specifically, the character action, light emission effect, etc. may be a unique effect, or it may be a smaller-scale effect (than the normal temporary stop emphasis effect). Furthermore, it may be configured not to execute the temporary stop emphasis effect. In this way, it is possible to leave the player with a sense of expectation that a revival win effect (not shown) will be executed, in which the middle decorative pattern DI3 changes again and then temporarily stops at a pattern that is a jackpot, resulting in a jackpot. In that case, it is desirable to configure this revival win effect to be executable with a low probability (for example, 1% of the jackpot). In addition, this temporary stop emphasis effect (a temporary stop emphasis effect of a missed reach) may be considered as a missed reach emphasis effect that emphasizes a missed reach (see FIG. 59, etc.).

[0330] Next, as shown in FIG. 40(5), the decorative patterns on the left, right, and center are reduced to their original size, and a synchronized (synchronized) swing emphasis effect is executed.

[0331] Next, at t11 ​​in FIG. 26(3), as shown in FIG. 40(6), the decorative symbols in the left, right, and center are displayed as fixed stop symbols with a reach-miss appearance, and a miss is notified.

[0332] On the other hand, in the case of a jackpot, at t10 in FIG. 26(3), as shown in FIG. 40(7), the center decorative symbol DI3 is temporarily stopped at the symbol (double number) that is the jackpot, and the double number highlighting effect is executed. The double number highlighting effect is an effect that emphasizes the jackpot symbol (double number), and includes a unique character movement, a light-emitting effect, and a sound effect "thud" (volume 8 / 10). In addition, a swing highlighting effect is executed in synchronization (synchronization) with the temporarily stopped decorative symbols in the left, right, and center.

[0333] Fig. 44 and Fig. 45 are diagrams for explaining an example of the doublet highlighting effect. For example, as shown in Fig. 44(1) to (3), in the doublet highlighting effect, a unique character action is performed on the left and right center decorative symbols (doublets), and a cross light-emitting effect 311 (unique light-emitting effect) is displayed, which spreads from the center of the center decorative symbol until it can be seen from the screen. Also, as shown in Fig. 45(1) to (3), for example, in the doublet highlighting effect, a unique character action is performed on the left and right center decorative symbols (doublets), and a large number of cross light-emitting effects 311 (unique light-emitting effects) are displayed, which spread from multiple positions of the left and right center decorative symbols and can be seen from the screen.

[0334] Next, as shown in FIG. 40(8), in the state of the provisional stop, a pattern confirmation suggestion highlight effect is executed to indicate that the left, right, and center decorative patterns are confirmed. The pattern confirmation suggestion highlight effect is an effect that highlights the winning pattern (double number), and includes a unique light emitting effect and a sound effect "Kin" (volume 2 / 10). In addition, a swaying highlight effect is executed (continued) in synchronization (synchronization) with the left, right, and center decorative patterns that have been provisionally stopped. In addition, the pattern confirmation suggestion highlight effect may include a unique action effect (character action, etc.). In addition, the swaying highlight effect may end before the pattern confirmation suggestion highlight effect is executed.

[0335] FIG. 46 and FIG. 47 are diagrams showing an example of the symbol confirmation suggestion emphasis effect. As shown in FIG. 42 (1)→(2)→(3), the symbol confirmation suggestion emphasis effect is an emphasis effect in which the light emitting effect 312 that appears to be reflective and shining moves, for example, from bottom to top. By executing the symbol confirmation suggestion emphasis effect in this way, the decorative symbol that is oscillating in a provisionally stopped state can be made to look as if it has been confirmed and completely stopped, even though it is oscillating. Here, the symbol confirmation suggestion emphasis effect is an important effect that suggests that the decorative symbol will definitely stop at a symbol (double number) that indicates a jackpot, and since it suggests that various effects that make you expect a jackpot have ended and the jackpot has finally been confirmed, it is a small-scale effect (plain) intentionally. Therefore, the symbol confirmation suggestion emphasis effect is not executed simultaneously with various emphasis effects that make you expect a jackpot (cut-in emphasis effect, pseudo consecutive emphasis effect, reach establishment emphasis effect, SP development emphasis effect, etc.). For example, as shown in (1), (2), and (3) of Figure 47, the pattern confirmation suggestion emphasis effect is a very large-scale emphasis effect in which the light-emitting effect 312 spreads from the center decorative pattern DI3 until it finally covers the entire screen for an instant (for example, until the decorative patterns on the left, right, and center become difficult to distinguish or cannot be distinguished).

[0336] Next, at t11 ​​in FIG. 26(3), as shown in FIG. 40(9), the left, right, and center decorative symbols DI1 to DI3 that had been temporarily stopped are reduced to their original size and displayed as definitely stopped, and a big win is announced.

[0337] [SP miss / SP hit (variable time 60.00 seconds) notification] Fig. 27(1) is a time chart of the notification effect of "SP Miss" / "SP Hit" with a fluctuation time of 60.00 seconds corresponding to the fluctuation pattern number 3 / 4 shown in Fig. 12 etc. Fig. 48 to Fig. 51 are diagrams for explaining a specific example of the notification effect of "SP Miss" / "SP Hit" with a fluctuation time of 60.00 seconds executed in the time chart of Fig. 27(1).

[0338] First, from t1 to t6 in Figure 27(1) (to be precise, up to before t7), as shown in Figure 48(1), similar to the effects in Figures 38(1) to 39(5), after the fluctuation begins, a cut-in preview effect and up to three sets of pseudo-consecutive effects can be executed.

[0339] Next, when a specific result prediction performance is executed, as shown in Figures 48(2) to (5), a performance similar to that of Figures 33(5)(6)(8)(9) is executed, in which the left decorative pattern DI1 temporarily stops, and then the right decorative pattern DI2 temporarily stops at a pattern that does not result in a reach, and a swing emphasis performance is executed in synchronization (synchronization) with the left and right decorative patterns.

[0340] After that, at t7 in FIG. 27(1), as shown in FIG. 48(6), the center decorative symbol DI3 temporarily stops with the same blue symbol as the left and right decorative symbols, and the left and right center decorative symbols DI1 to DI3 achieve a blue specific result (see FIG. 22), and a blue specific result highlighting effect is executed. The specific result highlighting effect is an effect that emphasizes the achievement of a specific result and indicates the expectation of a zone effect (expectation of entering a zone) being executed in the executing notification effect, and includes a unique character action (action), a light emitting effect (blue light emission), and a sound effect "Queen" (volume 6 / 10). Note that when the center decorative symbol DI3 temporarily stops, an effect similar to that in FIG. 34(4) (temporary stop highlighting effect of the center decorative symbol DI3) may be executed, and then the blue specific result highlighting effect may be executed as described above. In addition, the specific result highlighting effect may be considered as an effect that emphasizes the temporary stop of the decorative symbols, and may be considered as a type of temporary stop highlighting effect that is larger in scale than the normal temporary stop highlighting effect.

[0341] Here, the specific result highlighting effects include a blue specific result highlighting effect (FIG. 48(6)) when the left, right, and center decorative patterns DI1 to DI3 all temporarily stop at blue patterns (see FIG. 22), a green specific result highlighting effect (not shown) when the left, right, and center decorative patterns DI1 to DI3 all temporarily stop at green patterns, and a red specific result highlighting effect (not shown) when the left, right, and center decorative patterns DI1 to DI3 all temporarily stop at red patterns. The blue specific result highlighting effect includes a unique character action, a light-emitting effect (blue light-emitting), and a sound effect "Queen" (volume 6 / 10), the green specific result highlighting effect includes a unique character action, a light-emitting effect (green light-emitting), and a sound effect "Queen" (volume 7 / 10), and the red specific result highlighting effect includes a unique character action, a light-emitting effect (green light-emitting), and a sound effect "Queen" (volume 8 / 10). In addition, the green specific result highlighting effect has a higher zone entry expectation than the blue specific result highlighting effect, and the red specific result highlighting effect has a higher zone entry expectation than the green specific result highlighting effect. In addition, when the specific result highlighting effect is executed multiple times in one notification effect, multiple specific result highlighting effects are executed so that the zone entry expectation does not decrease.

[0342] Next, as shown in Fig. 48(7), the left, right and center decorative symbols that were temporarily stopped in the specific result highlighting effect are changed again. Note that, since this change is a pseudo change, it is preferable that the change start highlighting effect is not executed when the change is changed again, but it may be executed.

[0343] Next, when executing one or two more sets of the specific result emphasis effects (specific result announcement) described using Figures 48(2) to (7), a set of the specific result emphasis effects is executed as shown in Figure 48(8).

[0344] Next, in the case where the zone effect is not executed, the same effects as those in Fig. 39(6)-(8) and Fig. 40(1) are executed as shown in Fig. 49(1)-(4) at t9-t11 in Fig. 27(1), and the left decorative symbol DI1 is temporarily stopped and a reach-inducing effect is executed, and then the right decorative symbol DI2 is temporarily stopped and a reach-established effect is executed. Note that, in the case where the specific result highlighting effect is not executed, the effect moves from Fig. 48(1) to Fig. 49(1).

[0345] Next, when a cut-in notice performance is executed, as shown in Fig. 49(5), a cut-in notice performance is executed at t12 in Fig. 27(1), similarly to Fig. 38(5). Note that in Fig. 49(5), a green cut-in notice performance is executed.

[0346] On the other hand, when executing the zone performance, at t8 in FIG. 27(1), as shown in FIG. 50(1), the zone performance is started and the zone entry emphasis performance is executed. The zone performance is a performance that suggests a high reliability of a jackpot in the currently executed notification performance, and is a performance that displays a band image that displays a zone background for the zone performance and a moving text image that reads "weak zone" or "strong zone". In addition, the zone performance that displays the band image of the "strong zone" has a higher reliability of a jackpot than the zone performance that displays the band image of the "weak zone". In FIG. 50(1), the zone performance that displays the band image of the "weak zone" is executed. In addition, the SP reach performance starts with the end of the zone performance. In addition, the zone entry emphasis performance is a performance that emphasizes the zone performance, and includes a unique light-emitting effect (for example, the light-emitting of the zone background) and a sound effect "Gween" (volume 7 / 10). In addition, a unique action (for example, the action of the band image) may be included. In addition, the zone entry emphasis performance may be different between the weak zone and the strong zone. In addition, the configuration may be such that, when the zone presentation ends, another presentation (such as an SPSP reach presentation) that anticipates a big win begins.

[0347] Next, at t9 to t12 in Fig. 27(1), as shown in Fig. 50(1) to (5), the same effects as Fig. 49(1) to (5) are executed while executing the zone effect, and the left decorative symbol DI1 is temporarily stopped, and if the reach-in prompting effect is executed, the reach-in prompting effect is executed, and then, if the reach is established and the cut-in notice effect is executed, the cut-in notice effect is executed. Note that in Fig. 50(5), the green cut-in notice effect is executed.

[0348] After Fig. 49(4)(5) or Fig. 50(4)(5), at t13 in Fig. 27(1), the game progresses to the SP reach performance as shown in Fig. 51(1). Specifically, an SP reach background dedicated to the SP reach performance (for example, a background during an SP battle in which the main character's character fights an enemy character) is displayed, and an SP development emphasis performance is executed to emphasize that the game has progressed to the SP reach performance. The SP development emphasis performance is a performance in which a unique light-emitting effect is displayed that causes the SP reach background to be illuminated on a large scale (for example, the entire display screen is illuminated), and a unique sound effect "Gyuun" (volume 8 / 10) is output (see Fig. 63, etc.). At that time, the decorative pattern is changed from a number character form to a number form (see Fig. 23) and is displayed in a reduced size at a distance at the top of the screen, and a swing emphasis performance is executed (continued) in synchronization with the decorative pattern (reach eye) in the number form.

[0349] Next, in the case of a loss, at t14 in FIG. 27(1), as shown in FIG. 51(2), an image of the SP battle loss in the SP reach background is displayed, and an SP loss emphasis effect is executed on the SP reach background, etc. The SP loss emphasis effect is an effect that emphasizes that the result of the SP reach is a loss (loss of the SP battle), and is, for example, an effect that displays a unique light-emitting effect that partially lights up the SP reach background on a small scale (for example, the central area of ​​the display screen lights up), and outputs a unique sound effect "Zoon" (volume 7 / 10) (see FIG. 63, etc.). This unique sound effect also serves as the sound effect of the temporary stop emphasis effect of the middle decorative pattern DI3 that is temporarily stopped with a pattern that is a loss. Also, as shown in FIG. 51(2), in this temporary stop emphasis effect, a small-scale unique light-emitting effect is displayed on the middle decorative pattern DI3. Note that the swing emphasis effect is not executed on the temporarily stopped middle decorative pattern DI3. Here, when the central decorative symbol DI3 temporarily stops on a symbol that is a losing combination, the light emitting effect of the temporary stop highlighting effect for the central decorative symbol DI3 is not displayed, so that the central decorative symbol DI3 changes again and then temporarily stops on a symbol that is a winning combination, resulting in a revival winning combination (not shown) that will leave the player with a sense of expectation. For this reason, it is desirable to configure the revival winning combination to be executable with a low probability (for example, 1% of the winning combination).

[0350] Next, as shown in Figure 51 (3), the decorative pattern that is temporarily stopped is returned from the number form to the number character form (see Figure 23) and enlarged and displayed, and a swinging emphasis effect is executed in synchronization (synchronization) with the decorative patterns on the left, right, and center.

[0351] Next, at t15 in FIG. 27(1), as shown in FIG. 51(4), the left, right, and center decorative symbols DI1 to DI3 that were temporarily stopped are reduced to their original size and displayed as definitely stopped, and a miss is notified.

[0352] On the other hand, in the case of a jackpot, at t14 in Fig. 27(1), as shown in Fig. 50(5), an image of the SP battle victory in which the SP battle has been won is displayed in the SP reach background, and an SP victory emphasis effect is executed on the SP reach background, etc. The SP victory emphasis effect is an effect that emphasizes that the result of the SP reach is a jackpot (SP battle victory), and is, for example, an effect that displays a unique light-emitting effect that causes the entire SP reach background to light up on a large scale (for example, the entire display screen lights up), and outputs a unique sound effect "Tadaaaaa" (sound 9 / 10) (see Fig. 63, etc.).

[0353] Also, at t14 in FIG. 27(1), as shown in FIG. 50(5), the middle decorative symbol DI3 is temporarily stopped at a symbol that is a jackpot, and a special temporary stop emphasis effect is executed for the middle decorative symbol DI3. In this special temporary stop emphasis effect (temporary stop emphasis effect when a doublet is formed), an effect different from the normal temporary stop emphasis effect (FIG. 32) is executed, and for example, a special light-emitting effect is displayed. Also, the temporarily stopped middle decorative symbol DI3 is not subjected to a swing emphasis effect. Note that, when the middle decorative symbol DI3 is temporarily stopped at a symbol that is a jackpot, the temporary stop emphasis effect may not be executed, and the above-mentioned unique sound effect "ta-dah" may not be output. Also, the temporarily stopped middle decorative symbol DI3 may be subjected to a swing emphasis effect.

[0354] Next, as shown in FIG. 51(6), the decorative pattern during the temporary stop is returned from the number form to the number character form (see FIG. 23) and enlarged, and a performance emphasizing the occurrence of the doublet is executed (see FIG. 44, FIG. 45, FIG. 61, etc.).

[0355] Next, as shown in FIG. 51(7), similar to FIG. 40(8), a pattern confirmation suggestion highlighting effect is executed for the left, right, and center decorative patterns (see FIG. 46, FIG. 47, FIG. 61, etc.).

[0356] Next, at t15 in FIG. 27(1), as shown in FIG. 51(8), the left, right, and center decorative symbols DI1 to DI3 that had been temporarily stopped are reduced to their original size and displayed as definitely stopped, and a big win is announced.

[0357] [Notification of SPSP miss / SPSP win (variation time 90.00 seconds)] Fig. 27(2) is a time chart of the notification effect of "SPSP Miss" / "SPSP Hit" with a fluctuation time of 90.00 seconds corresponding to the fluctuation pattern 1 / 2 shown in Fig. 12 etc. Fig. 52 is a diagram for explaining a specific example of the notification effect of "SPSP Miss" / "SPSP Hit" with a fluctuation time of 90.00 seconds executed in the time chart of Fig. 27(2).

[0358] First, from t1 to t13 in FIG. 27(2), as shown in FIG. 52(1), the effects from the start of fluctuation to the SP reach effect are executed in the same manner as from t1 to t13 in FIG. 27(1) (FIG. 48(1) to FIG. 51(1)).

[0359] Next, when a cut-in notice performance is executed, at t14 in Fig. 27(2), as shown in Fig. 52(2), while executing the SP reach performance, the cut-in notice performance, etc. are executed in the same manner as in Fig. 38(5). In Fig. 52(2), the red cut-in notice performance, etc. are executed.

[0360] After FIG. 52(1) or (2), at t15 in FIG. 27(2), the game progresses to the SPSP reach performance as shown in FIG. 48(3). Specifically, an SPSP reach background dedicated to the SPSP reach performance (for example, a background during an SPSP battle in which the main character fights against an enemy boss character) is displayed, and an SPSP development emphasis performance emphasizing the progress to the SPSP reach performance is executed. The SPSP development emphasis performance is a performance in which a unique light-emitting effect is displayed that causes the SPSP reach background to be illuminated on a large scale overall (for example, the entire display screen is illuminated), and a unique sound effect "Gyoon" (volume 9 / 10) is output (see FIG. 63, etc.). In addition, for the decorative pattern (reach eye) of the number form displayed in a reduced size at the top of the screen, a synchronous swing emphasis performance is executed (continued). Note that the SP reach performance and / or the SPSP reach performance may be configured not to display the decorative pattern.

[0361] Next, in the case of a loss, at t16 in FIG. 27(2), as shown in FIG. 52(2), an image of the SPSP battle loss is displayed in the SPSP reach background, and an SPSP loss emphasis effect is executed on the SPSP reach background, etc. The SPSP loss emphasis effect is an effect that emphasizes that the result of the SPSP reach is a loss (loss of the SPSP battle), and for example, a unique light-emitting effect that partially lights up the SPSP reach background on a small scale (for example, the central area of ​​the display screen lights up) is displayed, and a unique sound effect "Zuzoon" (volume 7 / 10) is output (see FIG. 63, etc.). This unique sound effect also serves as the sound effect of the temporary stop emphasis effect of the middle decorative pattern DI3 that is temporarily stopped with a pattern that is a loss. Also, as shown in FIG. 52(4), in this temporary stop emphasis effect, a small-scale unique light-emitting effect is displayed on the middle decorative pattern DI3. Note that a swing emphasis effect is not executed on the temporarily stopped middle decorative pattern DI3, but it may be executed. Here, when the central decorative symbol DI3 temporarily stops on a symbol that is a losing combination, the light emitting effect of the temporary stop highlighting effect for the central decorative symbol DI3 is not displayed, so that the central decorative symbol DI3 changes again and then temporarily stops on a symbol that is a winning combination, resulting in a revival winning combination (not shown) that will leave the player with a sense of expectation. For this reason, it is desirable to configure the resurrection winning combination to be executable with a low probability (for example, 1.5% of the time of a winning combination).

[0362] Next, as shown in Figure 52 (5), the decorative pattern that is temporarily stopped is returned from the number form to the number character form (see Figure 23) and enlarged and displayed, and a swing emphasis effect is executed in synchronization (synchronization) with the decorative patterns on the left, right, and center.

[0363] Next, at t17 in FIG. 27(2), as shown in FIG. 52(6), the left, right, and center decorative symbols DI1 to DI3 that were temporarily stopped are reduced to their original size and displayed as definitely stopped, and a miss is notified.

[0364] On the other hand, in the case of a big win, at t16 in Fig. 27(2), as shown in Fig. 52(7), an image of the SPSP battle victory in which the SPSP battle has been won is displayed in the SPSP reach background, and an SPSP victory emphasis effect is executed on the SPSP reach background, etc. The SPSP victory emphasis effect is an effect that emphasizes that the result of the SPSP reach is a big win (SPSP battle victory), and is, for example, an effect that displays a unique light emitting effect that causes the entire SPSP reach background to light up on a large scale (for example, the entire display screen lights up), and outputs a unique sound effect "Ta-da-da-daaaaah" (sound 9 / 10) (see Fig. 63, etc.).

[0365] Also, at t16 in FIG. 27(2), as shown in FIG. 52(7), similarly to FIG. 51(5), the middle decorative symbol DI3 is temporarily stopped at a symbol that is a jackpot, and a special temporary stop emphasis effect is executed for the middle decorative symbol DI3. In this special temporary stop emphasis effect (temporary stop emphasis effect when a doublet is formed), an effect different from the normal temporary stop emphasis effect (FIG. 32) is executed, and for example, a special light-emitting effect is displayed. Also, the temporarily stopped middle decorative symbol DI3 is not executed in a swing emphasis effect. Note that, when the middle decorative symbol DI3 is temporarily stopped at a symbol that is a jackpot, the temporary stop emphasis effect may not be executed, and the above-mentioned unique sound effect "Ta-da-da-da-da" may not be output. Also, at least a part (for example, light-emitting effect) of the above-mentioned SPSP victory emphasis effect and the SP victory emphasis effect may be the same or different.

[0366] Next, as shown in Fig. 52(8), similarly to Fig. 51(6), the decorative symbols during the temporary stop are returned from the number form to the number character form (see Fig. 23) and enlarged, and a doublet formation highlighting effect is executed (see Figs. 44, 45, 61, etc.). The doublet formation highlighting effect may be different depending on the performance scene (for example, the scene in Fig. 52(8) and the scene in Fig. 51(6)).

[0367] Next, as shown in Fig. 52(9), for the left, right, and center decorative patterns, a pattern confirmation suggestion highlighting effect is executed in the same manner as in Fig. 51(7) (see Fig. 46, Fig. 47, Fig. 61, etc.). Note that the pattern confirmation suggestion highlighting effect may be different depending on the scene of the effect (for example, the scene of Fig. 52(9) and the scene of Fig. 51(7)).

[0368] Next, at t17 in FIG. 27(2), as shown in FIG. 52(10), the left, right, and center decorative symbols DI1 to DI3 that had been temporarily stopped are reduced to their original size and displayed as definitely stopped, and a big win is announced.

[0369] As described above, in this embodiment, in the notification performance (variable performance), various performances (cut-in advance notice performance, pseudo consecutive performance, reach performance, SP reach performance, chance eye performance, specific result advance notice performance, etc.) with various performance meanings are executed, and each emphasis performance is executed during the various performances (see Figs. 28 to 52, etc.). By executing the emphasis performance in this way, according to this embodiment, it is possible to suggest (hint), notify, or emphasize the performance meaning of each of the various performances described above, and the effect of the notification performance can be synergistically improved.

[0370] Second embodiment The second embodiment will be described below with reference to Figures 53 to 55. The second embodiment is an embodiment in which a re-lottery presentation is executed in the gaming machine 1 according to each embodiment.

[0371] Here, the re-lottery performance is a performance in which, in the notification performance, the decorative symbols are temporarily stopped with a combination (double number) indicating a jackpot, and a jackpot is notified, and then the temporarily stopped decorative symbols are changed again with a double number, and the decorative symbols are temporarily stopped again with a combination (double number) indicating a jackpot, and the type of jackpot is changed depending on the decorative symbols that are temporarily stopped again (that is, it is a performance that can make it look like the type of jackpot has changed by lottery). As already explained, there are normal jackpots, which are set to a normal game state after a jackpot game, and time-saving jackpots, which are set to a time-saving game state after a jackpot game and can be won via a small jackpot, and in the notification performance, when the decorative symbols are temporarily stopped with a pattern 3 or 7, it is suggested that a time-saving jackpot has been won, and when the decorative symbols are temporarily stopped with a pattern other than 3 and 7, it is suggested that a normal jackpot has been won.

[0372] Figures 53 and 54 are specific diagrams for explaining the re-draw performance when a normal jackpot is suggested once and then changes to a time-limited jackpot (when the jackpot is upgraded) and when it does not change (when the jackpot is not upgraded). Below, using Figures 53 and 54, we will explain the re-draw performance when a normal jackpot is suggested once and then changes to a time-limited jackpot (when the jackpot is upgraded) and when it does not change (when the jackpot is not upgraded).

[0373] First, after the SP battle is won in the SP reach performance and the decorative symbols temporarily stop with a doublet (see Figure 51 (5)) (or after the SPSP battle is won in the SPSP reach performance and the decorative symbols temporarily stop with a doublet (see Figure 52 (7))), as shown in Figure 53 (1), a performance is executed in the same manner as in Figures 51 (6) and 52 (8), and a performance emphasizing the formation of the doublet is executed for the decorative symbols on the left, right, and center.

[0374] Next, as shown in FIG. 53(2), an effect is executed in the same manner as in FIG. 51(7) and FIG. 52(9), and a pattern determination suggestion effect is executed, indicating that the decorative patterns on the left, right, and center are determined.

[0375] Next, as shown in Fig. 53(3), a re-lottery effect is executed. Specifically, a re-lottery effect is executed in which the decorative pattern is reduced and re-varied while a re-lottery background dedicated to the re-lottery effect (for example, a background of a thundercloud with lightning flashing) is displayed, and a re-lottery emphasis effect is executed. The re-draw emphasis performance is a performance that emphasizes the re-draw performance (re-draw background), and includes a unique action (for example, a movement), a light-emitting effect (for example, the re-draw background lights up on a large scale overall, and the sound effect "Goon" (volume 5 / 10) (see Figure 65, etc.). The action of displaying the decorative pattern in a reduced size and re-changing it may be considered as part of the re-draw emphasis performance. Also, when re-changing, the decorative pattern may be changed from a number character form to a number form (see Figure 23). Also, the decorative pattern may be made invisible during re-changing, or the display of the re-changing itself may not be executed. Also, a movable role performance may be executed in which the movable role 73 (see Figure 1) is moved to the front of the screen 70 during re-changing, so that part or all of the decorative pattern during re-changing is hidden (difficult to see or cannot be seen).

[0376] Next, if the game does not progress to the time-saving jackpot, as shown in FIG. 53(4), the decorative symbols that were displayed in a reduced size and changed again are enlarged (temporarily stopped) to the entire screen with the matching symbols indicating a normal jackpot, and a promotion failure double digit emphasis effect is executed. The promotion failure double digit emphasis effect is an effect that emphasizes the matching symbols indicating a normal jackpot (promotion failure), and includes a unique character action (for example, a winning action in which the character cheers), a light-emitting effect (for example, the decorative symbols on the left, right, and center light up on a small scale), and a sound effect "thud" (volume 6 / 10) (see FIG. 65, etc.). Note that even during this promotion failure effect, a re-draw background may be displayed. Also, when enlarging (temporarily stopped) the matching symbols indicating a normal jackpot, the enlargement may extend beyond the screen 70 (be partially cut off).

[0377] Next, as shown in FIG. 53(5), a pattern confirmation suggestion emphasis effect is executed to indicate that the decorative patterns on the left, right, and center during the provisional stop are confirmed (see FIG. 46, FIG. 47, FIG. 61, etc.). Here, the light emitting effect of the pattern confirmation suggestion emphasis effect of the re-draw effect is different from the sparkling light emitting of FIG. 46 in which the reflective part moves from bottom to top, in that the reflective part moves from the bottom right to the top right. The sound effects are also different. Note that at least a part of the pattern confirmation suggestion emphasis effect (e.g., the light emitting effect) may be made different or larger (or smaller) in scale depending on the scene of the effect.

[0378] Next, as shown in Figure 53 (6), the decorative patterns DI1 to DI3 on ​​the left, right and center that had been temporarily stopped are reduced to their original size and displayed as definitely stopped in the same manner as in Figure 51 (8) etc., and finally, a normal jackpot is announced.

[0379] On the other hand, when the game is promoted to a time-saving jackpot, the presentation shifts from FIG. 53(3) to FIG. 54(1), and as shown in FIG. 54(1), the decorative symbols that were displayed in a reduced size and changed again are enlarged (temporarily stopped) to the entire screen with a matching symbol indicating a time-saving jackpot, and a promotion success double digit highlight presentation is executed. The promotion success double digit highlight presentation is a presentation that emphasizes a matching symbol indicating a time-saving jackpot (promotion success), and includes a unique character action (for example, a winning action in which the character cheers), a light-emitting effect (for example, the decorative symbols on the left, right, and center light up on a large scale), and a sound effect "do-do-do-soon" (volume 9 / 10) (see FIG. 65, etc.). Note that a re-draw background may also be displayed during this promotion success presentation. In addition, when enlarging (temporarily stopping) a matching symbol indicating a time-saving jackpot, the display may be enlarged until it protrudes from the screen 70 (partially cut off).

[0380] Next, as shown in FIG. 54(2), the same effect as in FIG. 53(2) is performed, and the re-lottery effect of emphasizing the symbol confirmation suggestion is executed.

[0381] Next, as shown in FIG. 54(3), a presentation similar to that of FIG. 51(6) is carried out, and the decorative patterns DI1 to DI3 on ​​the left, right and center, which had been temporarily stopped, are displayed as definitely stopped, and finally, it is announced that a time-saving jackpot has been hit.

[0382] Figure 55 is a specific diagram for explaining a re-draw performance in which a time-saving jackpot is suggested once and then a re-draw performance is executed to suggest a time-saving jackpot again. Below, using Figure 55, we will explain the re-draw performance in which a time-saving jackpot is suggested once and then a re-draw performance is executed to suggest a time-saving jackpot again.

[0383] First, after an SP battle is won in an SP reach performance and the decorative symbols temporarily stop with a double number (see Figure 51 (5)) (or after an SPSP battle is won in an SPSP reach performance and the decorative symbols temporarily stop with a double number (see Figure 52 (7))), an effect similar to that of Figure 53 (1) is executed, as shown in Figure 55 (1), and the decorative symbols on the left, right, and center are displayed as matching symbols that normally indicate a jackpot.

[0384] Next, as shown in FIG. 55(2), an effect similar to that in FIG. 53(2) is executed, and a symbol determination suggestion highlight effect is executed, which indicates that the decorative symbols on the left, right, and center are determined.

[0385] Next, as shown in FIG. 55(3), the same effect as that in FIG. 53(3) is executed, and a re-lottery effect is executed.

[0386] Next, as shown in FIG. 55(4), a presentation similar to that in FIG. 54(1) is executed, and the decorative patterns which were displayed in a reduced size and then changed again are enlarged (temporarily stopped) to fill the entire screen as matching patterns indicating a time-saving jackpot.

[0387] Next, as shown in Fig. 55(5), the same effect as Fig. 54(2) is performed, and the re-draw effect of the symbol confirmation suggestion highlight effect is executed. Here, since this symbol confirmation suggestion highlight effect does not indicate a promotion success, it does not indicate a time-saving jackpot confirmation.

[0388] Next, as shown in FIG. 55(6), a presentation similar to that of FIG. 54(3) is carried out, and the decorative patterns DI1 to DI3 on ​​the left, right and center, which had been temporarily stopped, are displayed as definitely stopped, and finally, it is announced that a time-saving jackpot has been hit.

[0389] As described above, in this embodiment, in the re-lottery performance in the notification performance, various emphasis performances and the like are performed, thereby effectively enhancing the performance effect of the re-lottery performance. For example, the symbol confirmation suggestion emphasis performance (see FIG. 53(3)) before the re-lottery performance is performed suggests that at least a jackpot has been acquired, the symbol confirmation suggestion emphasis performance (see FIG. 54(2)) of promotion success after the re-lottery performance is performed suggests that a time-saving jackpot has been acquired, while the symbol confirmation suggestion emphasis performance (see FIG. 53(5)) of promotion failure after the re-lottery performance is performed suggests that a normal jackpot has been acquired. Note that, when the symbol of the time-saving jackpot is temporarily stopped as in FIG. 55(1), the re-lottery performance may not be executed. In addition, although the above describes an example of executing a re-lottery performance in the notification performance of the performance patterns of "SP hit" and "SPSP hit" (see FIG. 12, etc.), a re-lottery performance may also be executed in the notification performance of the performance pattern of "reach hit".

[0390] Third embodiment Hereinafter, the third embodiment will be described with reference to Fig. 56. The third embodiment is an embodiment in which the special symbol 400 is displayed during the execution of the notification performance in the gaming machine 1 according to each embodiment.

[0391] As shown in Fig. 56, the special symbol 400 is displayed small at a predetermined position on the screen 70 (at the lower right position in Fig. 57), and includes left and right diamond-shaped images (diamond images), left and right number reservation icons displayed above the left and right diamond images, respectively, and left and right center number symbols (number symbol strings) displayed below the left and right diamond images. Note that, for convenience of explanation, Fig. 56 shows an enlarged view of the special symbol 400.

[0392] The left diamond image is displayed in white during the execution of the notification effect that notifies the result of the first special symbol lottery, and is displayed in gray during other periods. The right diamond image is displayed in white during the execution of the notification effect that notifies the result of the second special symbol lottery, and is displayed in gray during other periods. In other words, the left and right diamond images are images that notify whether the notification effect of the first symbol lottery or the notification effect of the second symbol lottery is being executed. The number reserved icon on the left is an image that indicates the reserved number of the first special pattern lottery in numbers, and the number reserved icon on the right is an image that indicates the reserved number of the second special pattern lottery in numbers. The number reserved icons on the left and right are designs to suggest (inform) the reserved number of the special pattern lottery, just like the reserved icon RI, but unlike the reserved icon RI, they do not perform effects that suggest the reliability of the jackpot or are involved in various effects, and are designs that clearly suggest (inform) the reserved number of the special pattern lottery. In other words, while the reserved icon RI places importance on the performance effect, the number reserved icons on the left and right place importance on clearly suggesting (informing) the reserved number of the special pattern lottery.

[0393] The number patterns in the left and right center are patterns that, like the decorative patterns DI1 to DI3 in the left and right center, are patterns that suggest (inform) the result of the special pattern lottery by being displayed variably and then stopped, but unlike the decorative patterns DI1 to DI3 in the left and right center, they do not perform or are involved in various performances, but are patterns that clearly suggest (inform) the result of the special pattern lottery. In other words, while the decorative patterns DI1 to DI3 in the left and right center place importance on the performance effect, the number patterns in the left and right center place importance on clearly suggesting (informing) the result of the special pattern lottery.

[0394] The special symbol 400 will be specifically described below with reference to FIG. As shown in Figure 56 (1), when the decorative patterns DI1 to DI3 in the left, right and center are displayed in a fixed and stopped state before the start of the notification performance, the special pattern 400 is displayed with the left and right diamond images displayed in gray, and the left and right number patterns in the middle are displayed in the same numbers as the decorative patterns in the left and right that are displayed in a fixed and stopped state.

[0395] Next, as shown in Fig. 56(2), during the notification performance (changing of the decorative symbols on the left and right), the special symbols 400 are displayed with one of the diamond images on the left and right in white, and the number symbols on the left and right in the middle are displayed changing downward. Here, the number symbols on the left and right change only downward in a cyclical manner in the order of symbol 1 → symbol 2 → symbol 3 → symbol 4 → symbol 5 → symbol 6 → symbol 7 → symbol 8 → symbol 9 → symbol 1.

[0396] Next, as shown in FIG. 56(3), at the same time that the notification performance ends and the left, right, and center decorative patterns DI1 to DI3 are displayed as fixed stops, the special pattern 400 displays the left and right diamond images in gray, and the left and right center number patterns are displayed as the same numbers as the left and right decorative patterns DI1 to DI3 that are displayed as fixed stops.

[0397] Here, the decorative patterns DI1 to DI3 on ​​the left, right and center, which emphasize the presentation effect, change their fluctuation speed, but the number patterns in the center of the left and right of the special pattern 400 are displayed fluctuating at a fixed constant speed that is faster than the fluctuation speed of the decorative patterns DI1 to DI3 on ​​the left and right (the fluctuation speed does not change). Furthermore, unlike the decorative patterns DI1 to DI3 on ​​the left, right and center of the special pattern 400 which emphasize presentation effects, the number patterns on the left, right and center do not change appearance (including color change), are not enlarged or reduced in size, and do not have any illumination effects on the patterns. Furthermore, the number reservation icons on the left and right of the special pattern 400 are different from the reservation icons RI which emphasize dramatic effects, and do not change appearance (including color change) or emit light. In addition, the number symbols in the center of the left and right of the special symbol 400 are in reach status just like the decorative symbols DI1 to DI3 in the center of the left and right that emphasize the performance effect, but the reach-inducing performance is not executed. Note that the number symbols in the center of the left and right of the special symbol 400 may not be in reach status and may change even when the decorative symbols in the center of the left and right are in reach status. Moreover, unlike the decorative symbols, the special symbol 400 is displayed in the same size at a specific position (fixed position) on the screen 70 during at least one notification performance period (or always). In addition, the number patterns of the special pattern 400 are of nine types, from pattern 1 to pattern 9, and there are fewer types than the decorative patterns, which include consecutive patterns that are different from normal patterns. Moreover, unlike the decorative patterns, the number patterns of the special pattern 400 move (change) only in a certain direction (downward, etc.). Also, unlike the decorative symbols, the special symbol 400 is not partially (or entirely) hidden by the movable role object 73 when the movable role object performance is executed. In addition, the special symbol 400 is not displayed during a jackpot game (during a jackpot game performance). In addition, unlike decorative patterns, the special pattern 400 does not execute various light-emitting effects. Furthermore, the special pattern 400 is not affected by various effect images (decorative patterns, etc.) or various light-emitting effects (light-emitting effects such as temporary stop emphasis effects and SP development emphasis effects) that do not overlap in front of it. In addition, unlike the decorative patterns, the number patterns of the special patterns 400 are not displayed temporarily as one aspect of the variable display, and are displayed variably even when, for example, the decorative patterns are in a temporarily stopped state and a pattern confirmation suggestion highlighting performance is being performed. Note that the number patterns of the special patterns 400 may also be displayed temporarily as in the case of the decorative patterns.

[0398] As described above, in this embodiment, the decorative symbols DI1 to DI3 on ​​the left, right, and center, which emphasize the performance effect, are displayed, and the special symbol 400 is displayed to clearly suggest (report) the result of the special symbol lottery. The special symbol 400 does not execute light-emitting performance (light-emitting effect), and is not affected by light-emitting performance, etc.

[0399] [Comparison table of highlighting effects] Figures 57 to 66 are comparison tables of various highlighting effects described in each embodiment, etc. As shown in Figures 57 to 66, the effects of the notification effects can be synergistically enhanced by the features of the various highlighting effects described in each embodiment, etc.

[0400] For example, the reach establishment emphasis effect (see Figure 59) may include a horizontal line-shaped lighting effect with a narrow lighting area connecting the left and right decorative patterns, compared to the SP development emphasis effect (see Figure 63) and SPSP development emphasis effect (see Figure 63) which may be executed subsequently and in which the entire background screen can be illuminated. Also, for example, the reach completion emphasis effect (Figure 40 (1) etc.) may include a horizontal line-shaped light-emitting effect in which the width of the light-emitting area connecting the left and right decorative patterns is narrower than the chance eye light-emitting effect (Figure 36) in which the left, right and center decorative patterns that form the chance eye and their surroundings can be illuminated. In addition, for example, the reach establishment emphasis effect includes the above-mentioned line-shaped light-emitting effect, and has a different light-emitting area and light-emitting range from the pattern confirmation suggestion emphasis effect (Figure 61, Figure 46, etc.) in which the light-emitting effect moves, for example, from bottom to top, only on the surface of each decorative pattern. Also, for example, the reach establishment emphasis effect includes the line-shaped illumination described above, and has a different illumination area and range from the pattern confirmation suggestion emphasis effect (see Figures 61 and 47) in which the illumination effect spreads from the central decorative pattern to the entire screen. In addition, for example, the change start emphasis effects (see Figures 57 and 31) and the temporary stop emphasis effects (see Figures 57 and 32) subtly (weakly) emphasize the decorative pattern and its surroundings, and are smaller in scale and have a narrower light-emitting range than the flashy emphasis effects that aim for a greater effect (chance eye emphasis effects, SP development emphasis effects, SPSP development emphasis effects, double number establishment emphasis effects, etc.). Also, for example, in the SP victory highlighting effect (see FIG. 63), the entire screen of the SP reach background is illuminated strongly, while in the SP defeat highlighting effect (see FIG. 63), the entire screen of the SP reach background is illuminated weakly. Note that the illumination range of the SP defeat highlighting effect may be narrower than that of the SP victory highlighting effect. The same applies to the relationship between the SPSP victory illumination and the SPSP defeat illumination.

[0401] Also, as shown in Figs. 57 to 66, the "proportion (maximum value) of the highlighted area to the entire decorative pattern," the "proportion (maximum value) of the highlighted area to the entire decorative pattern," and the "proportion (maximum value) of the highlighted area to the entire screen" (hereinafter sometimes referred to as "three proportions") vary depending on each highlighting effect. Here, in the above three proportions, the "highlighted area" may be considered, for example, as the area where character movements and light emission effects are performed, or as the area where light emission effects are performed. Note that in the descriptions of these proportions (description of %) in Figs. 57 to 66, relatively desirable proportions (%) are underlined, but this is not limiting. For example, the proportion of the swing emphasis effect may be smaller than that of the temporary stop emphasis effect, the fluctuation start emphasis effect, the reach establishment emphasis effect, the double number establishment emphasis effect, etc. Also, for example, the ratio of three for reach miss highlighting effects may be smaller than that for reach success highlighting effects and repeat number success highlighting effects. Also, for example, the proportion of the temporary stop emphasis effects and the fluctuation start emphasis effects may be smaller than the proportion of the reach establishment emphasis effects and the repeat number establishment emphasis effects. Here, the chance eye emphasis effect is an emphasis effect that is executed when the variation stops (more precisely, before the decorative pattern is fixed and stopped), so it can be considered as a kind of temporary stop emphasis effect. Also, the variation start notice emphasis effect, which will be described later, is an emphasis effect that is executed when the variation starts, so it can be considered as a kind of variation start emphasis effect. In that case, the chance eye emphasis effect and the variation stop notice emphasis effect may have a larger ratio of the three than the normal temporary stop emphasis effect and variation start emphasis effect.

[0402] The various features of the emphasis effects described in the comparison tables of Figs. 57 to 66 and other figures are merely examples, and are not limited thereto. For example, emphasis effects that are expected to have a high effect (e.g., reach establishment emphasis effects, SP development emphasis effects, etc.) may be characterized by strong light emission, wide range light emission, loud sound effects, or flashy action. Also, for example, emphasis effects that are not expected to have a high effect (e.g., fluctuation start emphasis effects, temporary stop emphasis effects, etc.) may be characterized by weak light emission, narrow range light emission, low sound effects (no sound effects), or modest action (no action). Also, the mode of each emphasis effect may be different depending on the game state, the presentation stage (presentation mode), or the presentation scene (for example, before or after a specific presentation (reach establishment presentation, SP reach development presentation, etc.)).

[0403] (Fourth embodiment) The fourth embodiment will be described below with reference to Figs. 67 to 69. In the fourth embodiment, in the gaming machine 1 according to each embodiment, when the effect button 16 is operated in a predetermined manner during the operation valid period (for example, 5 seconds) during which the operation of the effect button 16 is accepted, an operation response effect is executed that enables execution of a predetermined effect (for example, a predetermined notice effect, a movable role effect, etc.). In addition, in order to improve the effect of the effect by executing the operation response effect, an operation prompting effect is executed to make the player perform a predetermined operation of the effect button 16 during the operation valid period. The operation prompting effect includes display of an operation prompting image 351 (specifically, an image including a button image imitating the effect button 16, a gauge image dynamically indicating the remaining amount of the operation valid period, and a text image (such as "Press!"). Hereinafter, an operation prompting image including a gauge image or the like may be referred to as a button image. The operation prompting effect may include a voice output (such as "Press!"). In addition, in this embodiment, there are a single press operation response effect, which executes an operation response effect in response to the effect button 16 being pressed once during the valid operation period, a rapid press operation response effect, which executes an operation response effect in response to the effect button 16 being pressed a predetermined number of times (e.g., 10 times) during the valid operation period, and a long press operation response effect, which executes an operation response effect in response to the effect button 16 being pressed for a predetermined period of time (e.g., 2 seconds) during the valid operation period.

[0404] An example of a single-push operation response effect will be described with reference to Fig. 67. First, as shown in Fig. 67(1), a button image highlighting effect is executed to highlight the button image 351 (see Fig. 65, etc.). Specifically, at a position where the button image 351 is displayed to prompt the player to operate the effect button 16, a light emitting effect 350 is displayed for a predetermined time (e.g., 0.5 seconds) to highlight the button image 351 in advance and to suggest that the button image 351 will be displayed. Note that a unique sound effect may be output as part of the button image highlighting effect.

[0405] Next, as shown in FIG. 67(2), the button image 351 is displayed. Here, the button image 351 starts to be displayed immediately before the display of the light emitting effect 350 ends (for example, 0.1 seconds before). That is, the button image 351 and the light emitting effect 350 are displayed simultaneously for a moment. Here, the light emitting effect 350 is semi-transparent (for example, 50% transparency) and is larger than the button image 351, so that the button image 351 can be seen through the light emitting effect 350 at the back side. Note that the displayed button image 351 may display another light emitting effect (a light emitting effect different from the light emitting effect 350) that emphasizes the button image 351. Also, as shown in FIG. 67(2), together with the display of the button image 351 (linked with the display of the button image 351), a button highlight effect that emphasizes the effect button 16 is executed (see FIG. 65, etc.). The button highlight effect is an emphasis effect that emphasizes the effect button 16, and is an emphasis effect that causes the effect button 16 to emit light, vibrate, or protrude (the button part protrudes by, for example, 5 cm). In Fig. 67(2), the effect button 16 is illuminated and vibrated. Note that the vibration of the effect button 16 is accompanied by a physical vibration sound, and this vibration sound can also be considered as an effect button emphasis effect. In addition, the effect button emphasis effect may include a unique sound effect (a sound effect output from a speaker).

[0406] Next, as shown in FIG. 67(3), when the effect button 16 is pressed (pressed once) during the operation valid period, when the button image 351 disappears (is hidden) in response to this, a button image highlight effect that highlights the button image 351 is executed (see FIG. 65, etc.), and the effect button highlight effect ends. Also, the operation valid period ends (even before it expires). Specifically, at the position where the button image 351 was displayed, a light emitting effect 352 that highlights the button image 351 (highlights the disappearance of the button image 351) is displayed for a predetermined time (for example, 0.7 seconds). Here, the button image 351 is hidden immediately (for example, 0.2 seconds later) after the display of the light emitting effect 352 starts. That is, the button image 351 and the light emitting effect 352 are displayed simultaneously for an instant. Here, the light emitting effect 352 is semi-transparent (for example, 50% transparency) and is larger than the button image 351, so that the button image 351 can be seen through the light emitting effect 352 behind it. Note that a unique sound effect may be output as part of the button image highlight effect. In addition, by continuing the effect button highlighting effect even after the button image 351 disappears, it may be possible to suggest that the reliability of a big win is high.

[0407] Next, as shown in Fig. 67(4), in response to the operation of the effect button 16, an operation response effect (preview effect, etc.) is executed. Note that the gauge image and text image ("Press!") shown in Fig. 67(2) can be considered as part of the button image emphasis effect that emphasizes the operation prompting image (i.e., the button image) rather than as an operation prompting image. Also, the effect button emphasis effect may start at the timing when the light emitting effect 350 is displayed, or may start earlier than that.

[0408] Next, an example of a repeated hit operation response performance will be described with reference to Fig. 68. First, as shown in Fig. 68(1), a button image highlight performance for highlighting the button image 351 is executed in the same manner as in Fig. 67(1) (see Fig. 65, etc.). Note that a unique sound effect may be output as part of the button image highlight performance.

[0409] Next, in the case of the type 1 repeated tap operation response performance, as shown in FIG. 68(2-1), the performance similar to that of FIG. 67(2) is performed, and the button image 351 is displayed. However, in FIG. 68(2-1), the text image "Repeat tap!" is displayed. Note that the displayed button image 351 may display another light-emitting effect (light-emitting effect different from the light-emitting effect 350) that emphasizes the button image 351. Also, as shown in FIG. 68(2-1), similar to FIG. 67(2), together with the display of the button image 351 (linked with the display of the button image 351), a button highlight performance that emphasizes the performance button 16 is executed (see FIG. 65, etc.). Note that the vibration of the performance button 16 is accompanied by a physical vibration sound, and this vibration sound can also be considered as a button highlight performance. Also, a sound effect specific to the button highlight performance (sound effect output from a speaker) may be included in the button highlight performance.

[0410] Next, as shown in FIG. 68(3-1), when the effect button 16 is repeatedly tapped (or long-pressed) during the operation valid period, a button image highlighting effect that highlights the button image 351 is executed accordingly (see FIG. 65, etc.). Specifically, during the period when the effect button 16 is repeatedly tapped (or long-pressed), a semi-transparent light-emitting effect 353 (light-emitting effect 353 larger than the button image 351) that highlights the button image 351 is displayed at the position where the button image 351 was displayed, and a button image repeatedly tapping action display is performed in which the button image 351 periodically repeats up and down movements as if it was tapped repeatedly. In addition, together with this button image repeatedly tapping action display, the button image may flash as part of the button image highlighting effect. In addition, a unique sound effect may be output as part of the button image highlighting effect. In addition, the button image repeatedly tapping action display can be considered as part of the button image highlighting effect. In addition, as shown in FIG. 68(3-1), the effect button highlighting effect that highlights the effect button 16 continues in a different highlighting mode (for example, in a different light-emitting color) or in the same highlighting mode.

[0411] On the other hand, in the case of the type 2 repeated tap operation response performance, the button image 351 is displayed as in FIG. 68(2-1), and then, as shown in FIG. 68(2-2), the button image repeated tap action display is performed. Note that, on the button image 351 on which the button image repeated tap action display is performed, other light emitting effects (light emitting effects different from the light emitting effect 350) that emphasize the button image 351 may be displayed. Also, as shown in FIG. 68(2-2), similar to FIG. 67(2), together with the display of the button image 351 (linked with the display of the button image 351), a button highlight performance that emphasizes the performance button 16 is executed (see FIG. 65, etc.). Note that, since the vibration of the performance button 16 is accompanied by a physical vibration sound, this vibration sound can also be considered as a button highlight performance. Also, a sound effect specific to the button highlight performance (a sound effect output from a speaker) may be included in the button highlight performance.

[0412] Next, as shown in FIG. 68(3-2), when the effect button 16 is repeatedly tapped (or long-pressed) during the operation valid period, a button image highlighting effect that highlights the button image 351 is executed accordingly (see FIG. 65, etc.). Specifically, during the period when the effect button 16 is repeatedly tapped (or long-pressed), a semi-transparent light-emitting effect 353 that highlights the button image 351 is displayed at the position where the button image 351 was displayed, and the button image repeated tapping action display is continued. In addition, together with this button image repeated tapping action display, the button image may flash as part of the button image highlighting effect. In addition, a unique sound effect may be output as part of the button image highlighting effect. In addition, as shown in FIG. 68(3-2), the effect button highlighting effect that highlights the effect button 16 continues in a different highlighting mode (for example, in a different light-emitting color) or in the same highlighting mode.

[0413] After FIG. 68(3-1) or (3-2), as shown in FIG. 68(4), when the conditions for executing the operation response effect (for example, 10 consecutive taps or a long press for 3 seconds) are met, the button image 351, the button image highlighting effect, and the button highlighting effect are terminated, and the operation response effect (such as a preview effect) is executed. At that time, the operation valid period ends (even if it has not yet expired). Note that the gauge image and text image ("Continuous tap!") shown in FIG. 68 can be considered as part of the button image highlighting effect that highlights the operation prompting image (i.e., the button image), rather than as an operation prompting image. Also, the button image repeated tapping action display can be considered as part of the button image highlighting effect.

[0414] Next, an example of a long press operation response performance will be described with reference to Fig. 69. First, as shown in Fig. 69(1), a button image highlighting performance that highlights the button image 351 is executed in the same manner as Fig. 67(1) (see Fig. 65, etc.). Note that a unique sound effect may be output as part of the button image highlighting performance.

[0415] Next, as shown in FIG. 69(2), the same effect as that in FIG. 67(2) is performed, and the button image 351 is displayed. However, in FIG. 69(2), a text image "Long press!" is displayed. Note that the displayed button image 351 may display another light-emitting effect (light-emitting effect different from the light-emitting effect 350) that emphasizes the button image 351. Also, as shown in FIG. 69(2), similar to FIG. 67(2), together with the display of the button image 351 (linked with the display of the button image 351), a button highlight effect that emphasizes the button 16 is executed (see FIG. 65, etc.). Note that the vibration of the button 16 is accompanied by a physical vibration sound, and this vibration sound can also be considered as a button highlight effect. Also, a sound effect specific to the button highlight effect (sound effect output from a speaker) may be included in the button highlight effect.

[0416] Next, as shown in FIG. 69(3), when the effect button 16 is pressed and held for a predetermined time (for example, 3 seconds) during the operation valid period, a button image highlighting effect that highlights the button image 351 is executed accordingly (see FIG. 65, etc.). Also, the operation valid period ends (even before it expires). Specifically, during the period during which the effect button 16 is pressed and held, a semi-transparent light-emitting effect 353 (light-emitting effect 353 larger than the button image 351) that highlights the button image 351 is displayed at the position where the button image 351 was displayed, and the button image 351 is pressed as if it was pressed and held. In addition, together with this button image long press operation display, the button image may flash as part of the button image highlighting effect. Also, a unique sound effect may be output as part of the button image highlighting effect. Also, the button image long press operation display can be considered as part of the butto...

Claims

[Claim 1] A gaming machine capable of executing a special game advantageous to a player, A determination means for making a determination; a game control means for controlling the progress of a game and transmitting a predetermined command based on a result of the determination by the determination means; A presentation control means for controlling a predetermined game presentation based on the predetermined command transmitted by the game control means; A display means for displaying the game performance is provided, The performance control means includes: The display means can display a display effect in which a specific image is displayed in a varying manner, then temporarily stopped, and then stopped; In the display performance, when the specific image is displayed in a variable manner, a first emphasis performance can be executed to emphasize the specific image, A second emphasis effect is executed to emphasize the specific image during the temporary stop display, The second emphasis effect may include a first change effect that periodically changes the specific image, It is possible to execute specific notifications regarding production effects, The first emphasis effect can execute an image display capable of emphasizing at least an area outside the specific image, The second emphasis effect can execute an image display capable of emphasizing at least a surface area of ​​the specific image, The specific notification can be performed by displaying an image and / or outputting an audible signal; The image display of the first emphasis effect and / or the second emphasis effect can be restricted from affecting the image display of the specific notification, The display performance can be set in any one of a plurality of modes including a first mode and a second mode, It is possible to execute an operation performance that prompts the user to operate the operation means, The operation presentation includes a predetermined operation image, A third emphasis effect that emphasizes the predetermined operation image in the operation effect can be executed, The third emphasis effect may include a second change effect that periodically changes the predetermined operation image, When the first mode is set, a first sound effect related to the third emphasis performance can be output, When the second mode is set, a second sound effect different from the first sound effect related to the third emphasis performance can be output, A fourth emphasis effect that emphasizes the operation means can be executed, The fourth emphasis effect may include an effect produced by vibration sound of the operating means.

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