Gaming Machines

By introducing the functions of judgment, design control and performance control in the game console, the problem of insufficient performance attractiveness of existing game consoles is solved, and higher player experience and interactivity are achieved.

JP7670341B2Active Publication Date: 2025-04-30KYORAKU IND CO LTD
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Patent Information

Application Number
JP2022105314
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-30
Publication Date
2025-04-30
Estimated Expiration
2042-06-30

AI Technical Summary

Technical Problem

The lack of performance appeal of existing gaming consoles leads to poor player experience.

Method used

By introducing the functions of judgment, design control and performance control in the game console, we can achieve notification of game results and performance improvements. Specific measures include adding a performance control unit to the game, being able to stop performance symbols at a specific time period to notify the game results, and performing the first optimization of performance, emphasizing performance symbols that are beneficial to the player in a special game.

Benefits of technology

It improves the appeal and player experience of the game, and enhances the interactive and fun of the game through dynamic performance control and result notifications.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of increasing excitement and enjoyment of performance.SOLUTION: A game machine can execute an emphasis performance that emphasizes a performance symbol suggesting that a special game is to be played, execute a specific notification regarding the operation of operation means, execute the specific notification during the emphasis performance, output the sound during the emphasis performance for a first period of time, and output a notification sound related to the specific notification for a second period of time, which is longer than the first period of time.SELECTED DRAWING: Figure 22
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Description

[Technical field]

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

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

[0003] [Patent Document 1] JP 2015-96091 A Summary of the Invention [Problem to be solved by the invention]

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

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

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

[0007] The gaming machine according to the present invention is a gaming machine capable of shooting out game balls in accordance with an operation using a first operating means, and includes a determination means for making a determination, a pattern control means for varying a pattern, and a performance control means for controlling a performance, the performance control means being capable of announcing the result of the determination by varying and displaying the performance pattern and then stopping the display of the performance pattern after a predetermined variation time has elapsed, being capable of executing a first emphasis performance that emphasizes a performance pattern that suggests that a special game advantageous to a player will be played, being capable of executing a specific notification regarding the operation of the first operating means, being capable of executing the specific notification during the first emphasis performance, being capable of outputting a sound during the execution of the first emphasis performance for a first period of time and outputting a notification sound related to the specific notification for a second period of time that is longer than the first period of time, being capable of executing an operation performance that prompts an operation of the second operating means, being capable of executing a second emphasis performance that changes at a predetermined cycle to emphasize the operation performance, being capable of setting any one of a plurality of performance modes including a first mode and a second mode, and being capable of changing the second emphasis performance when the first mode is set and when the second mode is set. About It is possible to make the sound different. Effect of the Invention

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

[0009] [Figure 1] Front view of pachinko game machine 1 [Diagram 2] A plan view of a portion of the front side of the gaming machine 1. [Diagram 3] A perspective view of the rear side of the gaming machine 1. [Figure 4] Overall block diagram of gaming machine 1 [Diagram 5] FIG. 1 is a diagram showing an example of a big win determination table for the gaming machine 1 of the first embodiment. [Figure 6] FIG. 1 is a diagram showing an example of a symbol determination table of the gaming machine 1 according to the first embodiment. [Figure 7] FIG. 1 is a diagram showing an example of a game flow of the gaming machine 1 according to the first embodiment. [Figure 8] FIG. 13 is a diagram showing an example of a game state set after a jackpot game when the result of the special symbol determination is a jackpot. [Figure 9] FIG. 13 is a diagram showing an example of a game state that is set after a special symbol indicating a special miss has stopped when the result of the special symbol determination is a special miss. [Figure 10] FIG. 13 shows an example of an image displayed on the screen of the first image display device 70 in normal mode. [Figure 11] FIG. 13 is a timing chart showing an example of a presentation in which an SPSP reach presentation is performed when the result of a special symbol determination performed in normal mode is a big win. [Figure 12] FIG. 12 shows an example of the performance at each timing in FIG. 11. [Figure 13] FIG. 13 is a diagram showing an example of a performance performed following FIG. 12. [Figure 14] A diagram showing an example of a big win symbol emphasis effect when a symbol suggesting a big win is displayed in the SPSP reach effect in the normal mode. [Figure 15] FIG. 13 is a diagram showing an example of a jackpot symbol emphasis effect when a symbol suggesting a jackpot is displayed in a special mode. [Figure 16] A diagram showing an example of a timing chart from the start of fluctuation to the N-reach performance in normal mode. [Figure 17] FIG. 17 is a diagram showing an example of an effect from the start of fluctuation to the N-reach effect in the normal mode, and shows an example of an image displayed on the screen at each timing in FIG. 16. [Figure 18] A diagram showing an example of a performance from the start of fluctuation to the N-reach performance in the normal mode, in which a different performance pattern is used as the reach pattern. [Figure 19] A diagram showing an example of the effects from the start of fluctuation to the N-reach effect in special mode. [Figure 20] A diagram showing an example of a performance from the start of variation to the N-reach performance in a special mode, in which a different performance pattern is used as the reach pattern. [Figure 21]A diagram showing an example of a timing chart of the effects after the SP reach effect in normal mode. [Figure 22] FIG. 22 is a diagram showing an example of an effect after the SP reach effect in the normal mode, and shows an example of an image displayed on the screen at each timing in FIG. 21. [Diagram 23] FIG. 23 is a diagram showing an example of a presentation in which a reach presentation is performed using a presentation pattern different from that shown in FIG. [Figure 24] A diagram showing an example of the performance after the SP reach performance in the special mode. [Diagram 25] FIG. 13 is a diagram showing an example of a presentation after the SP reach presentation in the normal mode, in which a miss is notified in the SPSP reach presentation. [Figure 26] A diagram showing an example of a full rotation reach effect in normal mode. [Figure 27] A diagram showing an example of a performance when a performance symbol indicating a loss is displayed stationary. [Figure 28] FIG. 13 is a diagram showing an example of a performance in which a short button press operation performance is performed immediately before a notice performance before a reach performance is performed. [Figure 29] FIG. 13 is a diagram showing an example of a performance in which a rapid-fire operation performance is performed immediately before a notice performance before a reach performance is performed. [Diagram 30] FIG. 13 is a diagram showing an example of a performance in which a button long press operation performance is performed immediately before a preview performance before a reach performance is performed. [Diagram 31] A diagram showing an example of an operation effect executed during the variable display of the pseudo 1 and a notice effect corresponding to the operation. [Diagram 32] A diagram showing an example of an operation performance executed during the variable display of pseudo 2 and a notice performance corresponding to the operation. [Diagram 33] FIG. 13 is a diagram showing an example of a timing chart regarding the variation of special symbols after a jackpot game is played. [Diagram 34] FIG. 34 is a diagram showing an example of an image displayed on the screen at each timing in FIG. 33 as an example of a presentation in the time-saving mode. [Diagram 35] A comparison of specific notifications A and B [Diagram 36]1 is a flowchart showing main processing in the main control unit 100. [Figure 37] Flowchart showing timer interrupt processing in the main control unit 100 [Figure 38] Detailed flow chart of the input control process in step S200 of FIG. [Figure 39] Detailed flowchart of the first start port switch processing in step S210 of FIG. [Diagram 40] Detailed flowchart of the second start port switch processing in step S220 of FIG. [Diagram 41] Detailed flow chart of the specific area switch process in step S250 of FIG. 38. [Diagram 42] Detailed flowchart of special-chart special-electricity control processing in step S300 of FIG. 37 [Diagram 43] A flowchart showing the special symbol determination process in step S320 of FIG. [Diagram 44] A flowchart showing the big win determination process in step S3207 of FIG. 43. [Diagram 45] A flowchart showing the fluctuation pattern determination process in step S3208 of FIG. [Figure 46] FIG. 13 is a diagram showing an example of a normal variation pattern table Tn used in a normal gaming state. [Figure 47] A diagram showing an example of a low base time-saving fluctuation pattern table Ta used in a low base time-saving state. [Figure 48] FIG. 13 is a diagram showing an example of a fluctuation pattern table Tb used in a high base time-saving state. [Figure 49] A flowchart showing the special symbol variation process of step S330 in FIG. [Figure 50] A flowchart showing the special symbol stop process of step S340 in FIG. [Figure 51] A detailed flowchart showing the big win game process of step S350 in FIG. [Figure 52] A flowchart showing the small win game process in step S360 of FIG. [Figure 53] A flowchart showing the big win game ending process in step S370 of FIG. [Figure 54] A flowchart showing an example of a timer interrupt process performed in the performance control unit 130. [Figure 55] A flowchart showing an example of the command reception process in step E10 of FIG. 54. [Figure 56] A flowchart showing an example of the fluctuation start command process in step E113 of FIG. 55. [Figure 57] 1 is a flowchart showing an example of a timer interrupt process performed in the image / audio control unit 140. [Figure 58] FIG. 13 is a diagram showing an example of a symbol determination table of the gaming machine 1 according to the second embodiment. [Figure 59] FIG. 13 is a diagram showing an example of a game flow of the gaming machine 1 according to the second embodiment. [Figure 60] FIG. 13 is a diagram showing an example of a game state after a jackpot game when a special symbol indicating a jackpot stops in a case where the result of the special symbol determination is a jackpot. [Figure 61] FIG. 13 is a diagram showing an example of a game state after a special symbol indicating a special miss has stopped when the result of the special symbol determination is a special miss. [Figure 62] FIG. 11 is a diagram for explaining mode setting after power-on in the second embodiment. [Figure 63] A diagram explaining the game state and background setting after a big win game in the second embodiment. [Figure 64] FIG. 13 is a diagram for explaining mode setting after power-on in a modified example of the second embodiment. [Figure 65] FIG. 11 is a diagram for explaining the game state and background setting after a big win game in a modified example of the second embodiment. [Figure 66] FIG. 13 is a diagram showing an example of a game flow according to the third embodiment. [Figure 67] FIG. 13 is a diagram showing an example of a jackpot determination table in the fifth embodiment. [Figure 68] FIG. 13 is a diagram showing an example of a symbol determination table in the fifth embodiment. [Figure 69]FIG. 13 is a diagram showing an example of a fluctuation pattern table set in each period in the fifth embodiment. [Figure 70] FIG. 13 is a diagram showing an example of a game flow of the gaming machine 1 according to the fifth embodiment. [Figure 71] FIG. 13 is a diagram showing an example of an image displayed on the screen of the first image display device 70 in a normal mode that is set in a normal gaming state. [Figure 72] A timing chart showing the flow of the presentation when transitioning to the second time-saving game state based on the specified number of changes after the RWM clear operation or setting change operation is performed. [Figure 73] FIG. 73 shows an example of an image displayed on the main screen at each timing shown in FIG. 72. [Figure 74] FIG. 73 shows an example of an image displayed on the main screen at each timing shown in FIG. 72. [Figure 75] FIG. 73 shows an example of an image displayed on the main screen at each timing shown in FIG. 72. [Figure 76] FIG. 73 shows an example of an image displayed on the main screen at each timing shown in FIG. 72. [Figure 77] A timing chart showing the flow of the time-saving introduction performance when the first special symbol is not reserved after the RWM clear operation or setting change operation is performed and the specified number of changes are made. [Figure 78] FIG. 78 shows an example of an image displayed on the main screen at each timing shown in FIG. 77. [Figure 79] Timing chart showing the flow of the presentation when entering pre-introduction mode [Figure 80] FIG. 80 shows an example of an image displayed on the main screen at each timing shown in FIG. 79. [Figure 81] FIG. 80 shows an example of an image displayed on the main screen at each timing shown in FIG. 79. [Figure 82] A timing chart showing the flow of the performance when the time-saving introduction performance is performed via the pre-introduction mode. [Figure 83] FIG. 83 shows an example of an image displayed on the main screen at each timing shown in FIG. 82. [Figure 84] A diagram showing an example of the performance when the first special symbol is not reserved at the time when the specified number of fluctuations is completed in the pre-introduction mode. [Figure 85] A timing chart showing an example of a performance when the SPSP reach performance is performed when the result of the jackpot judgment performed in the normal game state other than the introduction mode is a miss. [Figure 86] FIG. 85 shows an example of the performance at each timing. [Figure 87] FIG. 85 shows an example of the performance at each timing. [Figure 88] FIG. 85 shows an example of the performance at each timing. [Figure 89] A timing chart showing an example of a presentation in which a reach hit is announced in the SPSP reach presentation when the result of the jackpot determination performed in a normal game state other than the introduction mode is a jackpot. [Figure 90] FIG. 89 shows an example of the performance at each timing. [Figure 91] FIG. 89 shows an example of the performance at each timing. [Figure 92] A timing chart showing an example of a presentation in which no reach presentation is performed when the result of a big win determination performed in a normal game state other than the introduction mode is a miss. [Figure 93] FIG. 92 shows an example of the performance at each timing. [Figure 94] FIG. 92 shows an example of the performance at each timing. [Figure 95] A diagram showing an example of each shielding effect feature. [Figure 96] FIG. 13 is a diagram showing an example of lamp control when the second time-saving gaming state is switched to a normal gaming state without a jackpot game being played. [Figure 97] FIG. 13 is a diagram showing an example of a game flow of a gaming machine according to a first modified example. [Figure 98] FIG. 13 is a diagram showing an example of a game flow of a gaming machine according to a second modified example. [Figure 99]FIG. 13 is a diagram showing an example of a game flow of a gaming machine according to a third modified example. [Figure 100] FIG. 13 is a diagram showing the setting of a third time-saving gaming state according to a special losing symbol in a gaming machine according to a third modified example. [Figure 101] FIG. 13 is a diagram showing an example of a game flow of a gaming machine according to a fourth modified example. [Figure 102] FIG. 13 is a diagram showing an example of mode transition according to the number of times the special symbol changes in the fourth modified example. [Figure 103] FIG. 13 is a diagram showing an example of control of a game state when an activation trigger for each time-saving game state occurs during each game state. [Figure 104] FIG. 13 is a diagram showing an example of a normal variation pattern table Tn used in a normal mode in a normal gaming state in the fifth embodiment. [Figure 105] FIG. 13 is a diagram showing an example of a pre-installation fluctuation pattern table Tnx used in the pre-installation mode. [Fig. 106] FIG. 13 is a diagram showing an example of a second time-saving fluctuation pattern table Tb1 used in the first fluctuation in the second time-saving gaming state. [Figure 107] A diagram showing an example of a second time-saving fluctuation pattern table Tb2 used in the second and subsequent fluctuations in the second time-saving gaming state. [Figure 108] A diagram showing an example of the second time-saving fluctuation pattern table Tb11 (with jackpot history) used in the first fluctuation in the second time-saving gaming state. [Fig. 109] A diagram showing an example of a second time-saving fluctuation pattern table Tb12 (with jackpot history) used in the second and subsequent fluctuations in the second time-saving gaming state. [Figure 110] FIG. 13 is a diagram showing an example of a variation pattern table Ta2 used in the first time-saving gaming state. [Figure 111] Flowchart showing special symbol variation processing in the fifth embodiment [Figure 112] Flowchart showing the big win game end process in the fifth embodiment [Figure 113]FIG. 13 is a diagram showing an example of a post-jackpot game state setting table used to set a game state after a jackpot game is played. [Fig. 114] A diagram showing the game state to be referred to at the end of a big win game that does not include a small win game. [Fig. 115] A diagram showing the game state to be referred to at the end of a big win game via a small win game. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

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

[0012] The gaming machine 1 comprises an outer frame 2, a gaming board mounting frame 3 rotatably supported relative to the outer frame 2, a glass frame 4 rotatably supported relative to the gaming board mounting frame 3, and a gaming board 5 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 mechanism 6 at one horizontal end, and is rotatably supported with the first hinge mechanism 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated like a door relative to the outer frame 2, the back side of the game board mounting frame 3 is exposed 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 mechanism 7 at one horizontal end, and is supported rotatably with the second hinge mechanism 7 as a fulcrum. Therefore, when the glass frame 4 is rotated like a door relative to the game board mounting frame 3, the game area 5a of the game board 5 and the front part of the game board mounting frame 3 can be opened or closed.

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

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

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

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

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

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

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

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

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

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

[0026] The game board mounting portion is formed in a recessed chamber shape that opens to the front at approximately the center near the top of the game board mounting frame 3, and the game board 5 can be stored from the front. An opening that opens in the front-to-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.

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

[0028] The lock mechanism 27 is provided on the right side of the game board mounting part 25, and the front end of the cylinder in which a 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.

[0029] 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).

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

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

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

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

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

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

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

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

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

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

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

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

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

[0043] 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 game balls (forming part of the bottom surface of the first downstream flow path 91e), and is equipped with a second large prize opening opening / closing member 57 that can move in the front-to-back direction, a second large prize opening 56 (winning area) that opens upward directly below the second large prize opening opening / closing member 57, a second large prize opening detection switch 56a that detects game balls that have won (entered) the second large prize opening 56, and a second large prize opening opening / closing solenoid 57b (see Figure 4) for converting the second large prize opening 56 to a closed state by moving the second large prize opening opening / closing member 57 forward (winning restriction position) and for changing the second large prize opening 56 to an open state by moving the second large prize opening opening / closing member 57 backward (winning permitted position).

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

[0045] In addition, a game ball shot into the left side game area will win one of the three general winning openings 43 or the first start opening 45 provided below the decorative frame 40, or will flow into the out opening 39. Therefore, a game ball shot into the left side game area will not win (pass) the general winning gate 44, the general winning opening 43, the first variable winning section 49 (first large winning opening 50), or the second variable winning section 55 (second large winning opening 56) provided in the right side game area.

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

[0047] 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 general 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, and game balls that have flowed into the out port 39, and an out-ball detection switch 39a (see FIG. 4) is provided at the most downstream part of the out-ball flow path. Game balls detected by the out-ball detection switch 39a are discharged from the discharge port on the back side of the game machine 1 to the outside of the game machine 1 (island equipment).

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

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

[0050] The jackpot determination is to obtain special symbol determination information (jackpot random number, jackpot pattern random number, small win pattern random number, special miss pattern random number, reach random number, special symbol change pattern random number, etc.) when a game ball enters the first starting hole 45 or the second starting hole 47, and to determine whether or not to execute a jackpot game based on the obtained special symbol determination information, the jackpot pattern when it is determined to be a jackpot, the small win pattern when it is determined to be a small win, the change pattern of the special symbol, etc. In addition, the jackpot determination is also called a special symbol determination. The jackpot determination based on the entry into the first starting hole 45 (jackpot determination related to the first special symbol) is also called the first special symbol determination, and the jackpot determination based on the entry into the second starting hole 47 (jackpot determination related to the second special symbol) is also called the second special symbol determination.

[0051] The first special symbol display 60 and the second special symbol display 61 are each composed of a plurality of (specifically, eight) LEDs. When a jackpot determination is made based on the entry of a game ball into the first starting hole 45, the first special symbol is displayed in a variable manner, and is stopped and displayed after a predetermined time has elapsed. The result of the jackpot determination is notified by the stopping state of the first special symbol. Specifically, in the first special symbol display 60, the lighting state of the LED changes (moving lighting) at a predetermined cycle (32 ms), thereby displaying the variable manner of the first special symbol, and each LED of the first special symbol display 60 is lit in a manner that notifies the result of the jackpot determination (jackpot mode or loss mode (normal loss mode or special loss mode)), thereby displaying the stop of the first special symbol. In addition, when a jackpot determination is made based on the entry of a game ball into the second starting hole 47, the second special symbol is displayed in a variable manner, and is stopped and displayed after a predetermined time has elapsed. The result of the jackpot determination is notified by the stopping state of the second special symbol. Specifically, the second special symbol is displayed by changing (moving) the lighting state of the LED in the second special symbol display 61 at a predetermined cycle (32 ms), and the second special symbol is displayed by lighting each LED of the second special symbol display 61 in a state that notifies the result of the jackpot determination (jackpot state, small win state, or miss state).

[0052] In this embodiment, the term "jackpot" refers to a state in which it has been determined in the jackpot judgment that a jackpot game (special game) will be played. The term "jackpot game" refers to a round game in which the jackpot winning holes (first jackpot winning hole 50, second jackpot winning hole 56) are converted from a closed state to an open state in a predetermined manner, which is played a predetermined number of times (e.g., 4 times, 10 times, etc.) with intervals in between, and refers to a state that is advantageous for the player in which it is easy for the player to win prize balls. The period of the "jackpot game" may refer to the time when the first special symbol or the second special symbol is stopped and displayed in a jackpot manner and the opening begins, and the time when the round game ends and the ending ends.

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

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

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

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

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

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

[0059] The first special symbol reserved indicator 63 is composed of two LEDs, and is for displaying the first reserved number (U1), which is the number of special symbol judgment information (first reserved) stored when the game ball enters (enters) the first starting hole 45, and lights up or blinks in a manner indicating the number of first reserved. Note that, although a maximum of four first reserved symbols can be stored, the number may be less than or more than four.

[0060] The second special symbol reserved indicator 64 is composed of two LEDs, and is for displaying the second reserved number (U2), which is the number of special symbol judgment information (second reserved) stored when the game ball enters (enters) the second starting hole 47, and lights up or blinks in a manner indicating the number of second reserved. Note that, although a maximum of four second reserved pieces are stored, the number may be less than or more than four, or no second reserved pieces may be stored.

[0061] The normal symbol reserved indicator 65 is composed of two LEDs, and is for displaying the number of reserved normal symbols, which is the number of normal symbol judgment information (normal symbol reserved) stored when a game ball enters (passes) the normal symbol 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.

[0062] The first special symbol display 60 and / or the second special symbol display 61 can be configured with a 7-segment LED. For example, when a jackpot is determined by the jackpot determination, numbers such as "3" and "7" are displayed in a static manner, and when a loss is determined, "-" is displayed in a static manner, and during the variable display, the light is turned off and "-" is displayed repeatedly.

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

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

[0065] The status confirmation indicator 68 is composed of one LED and is for indicating that a setting change mode or a setting confirmation mode, which will be described later, is set. When the setting change mode or the setting confirmation mode is entered, the LED starts to light up, and when the setting change mode or the setting confirmation mode is ended, the LED goes out. In this way, since the status confirmation indicator 68 is provided on the front (surface) of the gaming machine, it is possible to easily check whether the setting change mode or the setting confirmation mode is set. The status confirmation indicator 68 may be provided in any location other than the front (surface) of the gaming machine 1.

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

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

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

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

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

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

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

[0073] In addition, in order to make it possible to know only whether or not the sub-regular pattern change display 85 is displaying a change in the regular pattern, the sub-regular pattern change display 85 may be configured to flash while displaying a change in the regular pattern, and to light up or go out when the regular pattern is displayed as stopped.

[0074] 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 is turned on and the right LED is turned on, when the regular map reservation number is "3", the left LED flashes at a predetermined cycle and the right LED is turned on, and when the regular map reservation number is "4", the left and right LEDs flash at a predetermined cycle.

[0075] 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 continuously lit during a big win state (big win game), a small win state (small win game), or a time-saving game state, and is turned off in other game states.

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

[0077] In the first image display device 70 and the second image display device 71, various effects are displayed according to the progress of the game. The effects include a customer waiting demo effect performed while the variable display of the special symbols is not being executed, a variable effect (variable effect by the performance symbol 701) performed while the variable display of the special symbols is being executed, a variable display (update variable) of the small symbol 702 performed while the variable display of the special symbols is being executed, and a big win effect performed during the execution of a big win game.

[0078] In addition, the second image display device 71 can perform a movement effect by being moved by a movable device (not shown) constituted by a solenoid, a motor, etc. while the first image display device 70 is performing a change effect.

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

[0080] The display unit (display area) of the first image display device 70 displays three performance symbols 701 (from the left, sometimes called the left symbol, the middle symbol, and the right symbol) and a small symbol 702. The performance symbols 701 and the small symbol 702 are performance symbols that change according to the change of the special symbol and stop according to the stop of the special symbol. Depending on the stopping state of the performance symbols 701 and the small symbol 702, it is notified whether or not a jackpot has been hit.

[0081] In addition, the first image display device 70 displays a reserved icon HA and the icon TI. The reserved icon HA is an icon indicating the reservation of the right to judge a big win related to the first special symbol, and up to four icons are displayed. In addition, the icon TI is an icon indicating the current fluctuation of the special symbol. The images displayed on the first image display device 70 will be described in detail later.

[0082] The movable performance device 73 has a first movable member 73a and a second movable member 73b that can be operated, and is capable of performing a role-playing performance by making the first movable member 73a and the second movable member 73b perform a predetermined operation during the execution of the variable display of the performance pattern 701 executed by the first image display device 70. In addition, the first movable member 73a and the second movable member 73b are provided with a board lighting device 74 having a plurality of decorative LEDs, and are capable of emitting light in a predetermined manner during the execution of the role-playing performance.

[0083] Specifically, the first movable member 73a moves (rises and descends) between a standby position (first position) located above the top end of the first image display device 70, an appearance position (second position) below the top end and covering a part of the screen of the first image display device 70, and a performance position (third position) located at the center (lower part) of the screen of the first image display device 70. The second movable member 73b moves between a standby position (first position) covering a part of the front of the first movable member 73a and a performance position retreating from the front of the first movable member 73a. The first movable member 73a and the second movable member 73b are hidden by the board surface at the standby position and cannot be or are difficult to be seen by the player. That is, the first movable member 73a and the second movable member 73b are usually hidden by the board surface. When a gimmick performance is being performed, the first movable member 73a and the second movable member 73b become partially visible when they are moved to the second position, and become entirely visible when they are moved to the third position.

[0084] As shown in Figure 3, on the back side of the game board mounting frame 3 and the game board 5, there are provided a payout device 95 for paying out game balls based on the 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 section 100, a payout control device 120A incorporating a payout control section 120, a performance control device 130A incorporating a performance control section 130, a power supply unit 160A incorporating a power supply board 160, and a game information output terminal board 90 for outputting game information to the outside of the game machine (an information collecting device such as a hall computer).

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

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

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

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

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

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

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

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

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

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

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

[0096] In the game ROM area, a game program area in which programs relating to the progress of a game are stored, and a game data area in which data relating to the progress of a game are stored.

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

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

[0099] In the game RWM area, a game work area that the game program uses as a work area, and a game stack area for temporarily saving data being processed by the game program are arranged.

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

[0101] In the information RWM area, there are arranged an information work area used by information programs as work, and an information stack area for temporarily saving data being processed by the information programs.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0124] The changeover switch 22 may be provided at a predetermined position on the front side, not on the back side, of the gaming machine 1. For example, a tiltable lever or a rotatable dial volume may be provided on the left side of the lower tray 11 on the front side of the gaming machine as a changeover switch capable of adjusting the volume and light intensity.

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

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

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

[0128] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out the lamp control program stored in the lamp ROM 150b, and performs calculation processing related to the performance while using the lamp RAM 150c as a work area. This controls the frame lighting device 10, the performance button driving device 17b, the performance button light emitting LED 17c, the movable performance device 73, and the board lighting device 74.

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

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

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

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

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

[0134] (Game status) Here, a description will be given of the gaming states of the gaming machine 1 according to the first embodiment. In the first embodiment, the gaming states of the gaming machine 1 include a normal gaming state, a time-saving gaming state A, and a time-saving gaming state B.

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

[0136] In the time-saving game state A, the probability of winning a normal symbol is 1 / 1.1, the normal symbol variation time is about 59.5 seconds, and the special 2 start hole opening time is set to 0.051 seconds. In the time-saving game state A, the variation time of the normal symbol is slightly shorter than in the normal game state, and the opening time of the second start hole 47 is slightly longer. For this reason, the time-saving game state A can be said to be a more advantageous state for the player than the normal game state, but the ease of winning in the second start hole 47 is almost the same as in the normal game state, and it is a state in which it is difficult for a game ball to win in the second start hole 47. In the following, the time-saving game state A in which the ease of winning in the second start hole 47 is almost the same as in the normal game state may be referred to as a "low-base time-saving state" or a "slight time-saving state".

[0137] In the time-saving game state B, the probability of winning a normal symbol is 1 / 1.1, the same as in the normal game state, the normal symbol change time is about 1 second, and the opening time of the second start hole 47 (special 2 start hole opening time) in the event of a winning is set to 3 seconds. In the time-saving game state A, the change time of the normal symbol is shorter than in the normal game state, and the opening time of the second start hole 47 is longer. For this reason, the time-saving game state B is a more advantageous state for the player than the normal game state and the time-saving game state A, and is a state in which it is easier to win the second start hole 47. Hereinafter, the time-saving game state B in which the game ball is more likely to win the second start hole 47 is referred to as the "high base time-saving state."

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

[0139] In addition, in a gaming machine according to another embodiment, the probability of winning a normal symbol may be different between the normal game state and the time-saving game state. For example, in the normal game state, the probability of winning a normal symbol may be set to 1 / 100, in the time-saving game state A (low-base time-saving state), the probability of winning a normal symbol may be set to 1 / 99, and in the time-saving game state B (high-base time-saving state), the probability of winning a normal symbol may be set to 1 / 1.1. In addition, in a gaming machine according to another embodiment, the probability of being determined as a jackpot in the jackpot determination (special symbol determination) is relatively low in a low probability state, and the probability of winning a special symbol may be relatively high in a high probability state, and the probability of winning a normal symbol may be set to, for example, 1 / 100 in the low probability state, and the probability of winning a normal symbol may be set to 99 / 100 in the high probability state.

[0140] (Big hit determination table) Next, a jackpot in the gaming machine 1 of this embodiment will be described. FIG. 5 is a diagram showing an example of a jackpot determination table of the gaming machine 1 of the first embodiment. When a first special symbol determination is made based on the entry of a gaming ball into the first starting hole 45, the first special symbol (written as "Special 1" in the figure) changes. When a second special symbol determination is made based on the entry of a gaming ball into the second starting hole 47, the second special symbol (written as "Special 2" in the figure) changes. As shown in FIG. 5, when the jackpot random number value acquired when the gaming ball enters the first starting hole 45 is a value (0 to 199) indicating a jackpot, it is determined to be a jackpot. The probability of determining a jackpot in the first special symbol determination is 1 / 300. When a jackpot is determined to be a jackpot, a special symbol (jackpot symbol) indicating a jackpot is stopped and displayed after a predetermined variation time has elapsed, and a special game is played. In addition, in the first special symbol determination, if the obtained jackpot random number is a value (200 to 799) indicating a special miss, it is determined to be a special miss. The probability of being determined to be a special miss as a result of the first special symbol determination is 1 / 100. Details will be described later, but if it is determined to be a special miss, the special miss symbol that gives time reduction is stopped after a predetermined variable time has passed, and the game moves to a time-reduction game state. In addition, if the obtained jackpot random number is not any of the above, it is determined to be a normal miss.

[0141] Also, if the jackpot random number value acquired when the game ball enters the second starting hole 47 is a value (0 to 199) indicating a jackpot, it is determined to be a jackpot, and after a predetermined variation time has elapsed, a special symbol indicating a jackpot is displayed stationary, and a special game is played. Also, if the jackpot random number value acquired in the second special symbol determination is a value (200 to 799) indicating a small jackpot, it is determined to be a small jackpot. The probability of determining a small jackpot in the second special symbol determination is 1 / 80. If it is determined to be a small jackpot, a small jackpot game is played, and if the game ball passes through the specific area 52 during the small jackpot game, it is determined to be a jackpot (type 2 jackpot), and a special game is played.

[0142] (Pattern determination table) FIG. 6 is a diagram showing an example of a symbol determination table of the gaming machine 1 in the first embodiment. FIG. 6(a) is an example of a big win symbol determination table for determining a big win symbol (type of big win) when the result of the special symbol determination is determined to be a big win. FIG. 6(b) is an example of a small win symbol determination table for determining a small win symbol (type of small win) when the result of the special symbol determination is determined to be a small win. FIG. 6(c) is an example of a special miss symbol determination table for determining a special miss symbol (type of special miss) when the result of the special symbol determination is determined to be a special miss. FIG. 6(d) is an example of a normal miss symbol determination table for determining a normal miss symbol when the result of the special symbol determination is determined to be a normal miss.

[0143] As shown in FIG. 6(a), when the result of the special symbol determination is determined to be a jackpot, a special symbol (jackpot symbol) indicating a jackpot is determined based on the jackpot symbol random number value obtained when the game ball enters the starting hole. Specifically, when the first special symbol determination is determined to be a jackpot, if the obtained jackpot symbol random number value is 0 to 39, the special symbol A is determined. When the first special symbol determination is determined to be a jackpot, the probability that the special symbol A is determined is 40%. When the special symbol A is stopped and displayed, a round game is played four times as a special game in which the second large winning hole 56 is converted from a closed state to an open state in a predetermined manner. A jackpot in which the special symbol A is stopped and displayed is sometimes called a "1 type 4R jackpot A". Also, when the first special symbol determination is determined to be a jackpot, if the obtained jackpot symbol random number value is 40 to 99, the special symbol B is determined. When the first special symbol determination determines a jackpot, the probability that the special symbol B will be determined is 60%. When the special symbol B is stopped and displayed, a special game is played four times in which the second large prize winning port 56 is converted from a closed state to an open state in a predetermined manner. A jackpot in which the special symbol B is stopped and displayed is sometimes called a "Type 1 4R jackpot B."

[0144] In addition, when the second special symbol determination determines a jackpot, if the acquired jackpot symbol random number value is 0 to 44, the special symbol C is determined. The probability that the special symbol C is determined when the second special symbol determination determines a jackpot is 45%. When the special symbol C is stopped and displayed, a round game is played 10 times as a special game in which the second large prize winning port 56 is converted from a closed state to an open state in a predetermined manner. A jackpot in which the special symbol C is stopped and displayed is sometimes called a "1 type 10R jackpot C". In addition, when the second special symbol determination determines a jackpot, if the acquired jackpot symbol random number value is 45 to 99, the special symbol D is determined. The probability that the special symbol D is determined when the second special symbol determination determines a jackpot is 55%. When the special symbol D is stopped and displayed, a round game is played three times as a special game in which the second large prize winning port 56 is converted from a closed state to an open state in a predetermined manner. A jackpot in which the special symbol D is stopped and displayed is sometimes called a "Type 1 3R jackpot D."

[0145] In addition, when the second special symbol determination determines a small win, if the acquired small win symbol random number value is 0 to 54, the special symbol Ka is determined. The probability that the special symbol Ka is determined when the second special symbol determination determines a small win is 55%. When the special symbol Ka is stopped and displayed, a small win game is played in which the first large winning hole 50 is converted from a closed state to an open state in a predetermined manner, and when the game ball passes through the specific area 52 during the small win game, a type 2 big win game is played in which a round game is played nine times in which the second large winning hole 56 is converted from a closed state to an open state in a predetermined manner. This small win game and type 2 big win game are combined to play a substantial 10R big win game. For this reason, a big win associated with the stop display of the special symbol Ka is sometimes called a "type 2 substantial 10R big win Ka." In addition, if the game ball does not pass through the specific area 52 during the small win game, the type 2 big win game will not be played.

[0146] In addition, when the second special symbol determination determines that a small win has occurred, if the acquired small win symbol random number value is 55 to 89, the special symbol Kb is determined. The probability that the special symbol Kb is determined when the second special symbol determination determines that a small win has occurred is 35%. When the special symbol Kb is stopped and displayed, a small win game is played in which the first large winning hole 50 is converted from a closed state to an open state in a predetermined manner, and when the game ball passes through the specific area 52 during the small win game, a type 2 big win game is played in which a round game is played twice in which the second large winning hole 56 is converted from a closed state to an open state in a predetermined manner. This small win game and type 2 big win game are combined to play a substantial 3R big win game, and a big win associated with the stop display of the special symbol Kb is sometimes called a "type 2 substantial 3R big win Kb."

[0147] In addition, when the second special symbol determination determines that a small win has occurred, if the acquired small win symbol random number value is 90 to 99, the special symbol Kc is determined. The probability that the special symbol Kc is determined when the second special symbol determination determines that a small win has occurred is 10%. When the special symbol Kc is stopped and displayed, a small win game is played in which the first large winning hole 50 is converted from a closed state to an open state in a predetermined manner, and when the game ball passes through the specific area 52 during the small win game, a type 2 big win game is played in which a round game is played twice in which the second large winning hole 56 is converted from a closed state to an open state in a predetermined manner. This small win game and type 2 big win game are combined to play a substantial 3R big win game, and a big win associated with the stop display of the special symbol Kc is sometimes called a "type 2 substantial 3R big win Kc."

[0148] In addition, when the first special symbol determination is determined to be a special miss, if the acquired special symbol random number value is 0 to 49, the special symbol TH1 is determined, if the acquired special symbol random number value is 50 to 79, the special symbol TH2 is determined, and if the acquired special symbol random number value is 80 to 99, the special symbol TH3 is determined. When the first special symbol determination is determined to be a special miss, the probability that the special symbol TH1 is determined is 50%, the probability that the special symbol TH2 is determined is 30%, and the probability that the special symbol TH3 is determined is 20%. When the special symbols TH1 to TH3 are stopped and displayed, the special game is not performed and the game moves to a time-saving game state. A miss in which the special symbol TH1 is stopped and displayed is called a "special miss TH1", a miss in which the special symbol TH2 is stopped and displayed is called a "special miss TH2", and a miss in which the special symbol TH3 is stopped and displayed is called a "special miss TH3".

[0149] In addition, if the first special pattern judgment determines that the reel is a normal miss, the special pattern H1 indicating the normal miss H1 is displayed with a 100% probability, and if the second special pattern judgment determines that the reel is a normal miss, the special pattern H2 indicating the normal miss H2 is displayed with a 100% probability.

[0150] Here, the game flow of the gaming machine 1 will be described. Fig. 7 is a diagram showing an example of the game flow of the gaming machine 1 of the first embodiment. Fig. 8 is a diagram showing an example of a game state set after a big win game when the result of the special symbol determination is a big win. Fig. 9 is a diagram showing an example of a game state set after a special symbol indicating a special miss stops when the result of the special symbol determination is a special miss.

[0151] In the normal game state, the game is basically played by hitting from the left, and the first special symbol determination is performed. As shown in Fig. 7 and Fig. 8, if a 1-type 4R jackpot A (special symbol A) is won in the normal game state, the game transitions to the high base time-saving state after the special game. In this case, the number of time-saving times J in the high base time-saving state is set to "100". In the high base time-saving state, if the special symbol changes 100 times without a jackpot, the game returns to the normal game state. On the other hand, if a 1-type 4R jackpot B (special symbol B) is won in the normal game state, the game transitions to the normal game state after the special game.

[0152] Also, as shown in Figures 7 and 9, when any of the special symbols TH1-3 (special miss TH1-3) is stopped and displayed in the normal game state, the game transitions to the low base time-saving state. When the special symbol TH1 is stopped, the time-saving count B in the low base time-saving state is set to "500", when the special symbol TH2 is stopped, the time-saving count B is set to "300", and when the special symbol TH3 is stopped, the time-saving count B is set to "100".

[0153] In the low base time-saving state, the game is basically played by hitting from the left, and the first special symbol judgment is performed. In the low base time-saving state, if a 1-type 4R jackpot A (special symbol A) is won, the game will transition to the high base time-saving state after the special game. In this case, the number of time-saving times J in the high base time-saving state is set to "100". Also, if a 1-type 4R jackpot B (special symbol B) is won in the low base time-saving state, the game will transition to the normal game state after the special game. Note that even in the high base time-saving state, if the player hits from the left or if the first special symbol judgment is pending, the first special symbol judgment may be performed. In the high base time-saving state, if a 1-type 4R jackpot A (special symbol A) is won, the game will transition to the high base time-saving state after the special game. Also, if a 1-type 4R jackpot B (special symbol B) is won in the high base time-saving state, the game will transition to the high base time-saving state after the special game.

[0154] Also, if the special symbol TH1 is displayed in a stopped state during the low base time-saving state, the number of time-saving times J is set to "100" and the state transitions to the high base time-saving state. Also, if the special symbol TH1 is displayed in a stopped state during the high base time-saving state, the game state is maintained (Fig. 9). On the other hand, if the special symbol TH2 or TH3 is displayed in a stopped state during the low base time-saving state, the low base time-saving state is maintained. If a jackpot is not determined and the special symbol TH1 is not displayed in a stopped state during the low base time-saving state, the state is returned to the normal game state at the end of the Bth variation of the special symbol. Also, if the special symbol TH2 or TH3 is displayed in a stopped state during the high base time-saving state, the high base time-saving state is maintained (Fig. 9).

[0155] On the other hand, in the high base time-saving state, the game is played by hitting the right hand, and the second special symbol judgment is repeated in a short time. In the high base time-saving state, if the second special symbol judgment results in a 1 type 10R jackpot C (special symbol C) or a 1 type 3R jackpot D (special symbol D), the time-saving count J is set to "100" after the special play, and the state transitions to the high base time-saving state.

[0156] In addition, if the second special symbol judgement results in a small win Ka or small win Kb in the high base time-saving state, the number of time-saving times J is set to "100" after the special game, and the state transitions to the high base time-saving state. In addition, if the second special symbol judgement results in a small win Kc in the high base time-saving state, the state transitions to the normal game state after the special game.

[0157] As is clear from the figure, in the normal game state, the game will transition to the high base time-saving state, which is advantageous to the player, only if the first special symbol judgment results in a 1-type 4R jackpot A. On the other hand, in the low base time-saving state, the game will transition to the high base time-saving state if the first special symbol judgment results in a 1-type 4R jackpot A or if the special symbol TH1 is stopped and displayed. For this reason, the low base time-saving state is a state in which it is easier to transition to the high base time-saving state than the normal game state, and it can be said to be an advantageous state for the player.

[0158] Furthermore, the gaming machine 1 of this embodiment is set to a high base time-saving state when the number of times the special symbols change has reached a specified number (e.g., 800 times) after the RWM clear process or setting change process described below has been performed, or after a jackpot game has been played. In this case, the number of times the time-saving may be set to, for example, 500 times. The RWM clear process is a process for returning the gaming machine 1 to its factory state. Furthermore, the setting change process is a process for changing the setting value of the gaming machine.

[0159] (Performance mode) In the gaming machine 1 of this embodiment, a presentation mode is set according to the game state. The presentation mode is a form of a presentation pattern that changes according to the change of the special pattern, a background image, a reserved icon and the icon, a reserved icon and / or a reserved base showing the display area of ​​the icon, a mode display showing the presentation mode, etc. These forms differ depending on the presentation mode.

[0160] In this embodiment, there is a normal mode that is set in the normal game state, a special mode that is set in the low base time-saving state (time-saving game state A), and a time-saving mode that is set in the high base time-saving state (time-saving game state B).

[0161] Fig. 10 is a diagram showing an example of an image displayed on the screen of the first image display device 70 in normal mode. Fig. 10(a) shows an image during the stopped display of the special symbol, and Fig. 10(b) shows an image immediately after the special symbol starts to vary.

[0162] As shown in Fig. 10, a background image 700 is displayed on the screen of the first image display device 70 (hereinafter referred to as the "main screen"). The background image is an image that serves as the background for each image displayed on the screen (performance pattern 701, small pattern 702, first reserved icon HA, icon TI, first number reserved SHA, second number reserved SHB, and other preview images displayed during variable performances, etc.), and is an image with a lower display priority than each image. The images displayed on the screen are managed by multiple layers, and the background image is drawn on the innermost layer (the layer with the lowest display priority).

[0163] A different background image is displayed depending on the performance mode. For example, in the normal mode, a background image for the normal mode is displayed. In the normal mode, for example, an image of a daytime landscape such as a beach or a cityscape is displayed as the background image. In the special mode, a background image for the special mode is displayed. In the special mode, an image of an evening landscape such as a beach or a cityscape similar to that in the normal mode is displayed as the background image. In the time-saving mode, a background image for the time-saving mode is displayed. In the time-saving mode, a background image different from that in the normal mode and the special mode (for example, an image of a nighttime landscape) is displayed as the background image. Note that a plurality of background images may be prepared for display in each mode. For example, the normal mode, the special mode, and the time-saving mode each have a plurality of modes (stages), and the background image may be different for each stage.

[0164] In the central area of ​​the main screen, a performance pattern 701 corresponding to the special pattern is displayed. The performance pattern 701 is displayed in front of the background image (with priority over the background image). The performance pattern 701 is composed of three performance patterns 701. The three performance patterns 701 are called, from the left, a left pattern 701L, a middle pattern 701C, and a right pattern 701R. The performance pattern 701 includes, for example, a number pattern showing numbers from "1" to "9" and a character image displayed as the background of the number pattern. In addition to (or instead of) the number pattern, a character pattern shown by letters such as alphabets, kanji, and kana characters such as "A" to "F" may be used. The multiple performance patterns 701 start to change in response to the start of the change display of the special pattern, and stop displaying in response to the stop of the change display of the special pattern. During the change display using the performance pattern 701, the character image of the performance pattern 701 may be separated to show only the number pattern.

[0165] Different types of performance symbols 701 are used depending on the performance mode. For example, in normal mode, a performance symbol for normal mode is used. Also, in special mode, a performance symbol for special mode is used. Also, in time-saving mode, a performance symbol for time-saving mode is used. Note that multiple performance symbols may be prepared for display in each mode. For example, the normal mode, special mode, and time-saving mode each have multiple modes (stages), and the display mode of the performance symbol may differ for each stage.

[0166] The performance symbols 701 are displayed in a manner (missing or winning) that notifies the result of the special symbol determination in response to the display of the special symbol. If the result of the special symbol determination is a winning symbol, a specific symbol combination that is a combination of the same performance symbols 701, such as "777" or "555", is displayed in a stopped state. If the result of the special symbol determination is a losing symbol (normal losing symbol or special losing symbol), a combination of symbols in which at least one of the three performance symbols 701 is different from the others (for example, "121" or "248") is displayed in a stopped state. Note that different modes of performance symbols may be displayed when the result of the special symbol determination is a normal losing symbol and when it is a special losing symbol. For example, when it is a special losing symbol, the performance symbols may be displayed in a manner that allows the player to easily recognize that it is a special losing symbol (for example, a specific combination that suggests that it is a special losing symbol, or a combination that includes a specific symbol that suggests that it is a special losing symbol). Conversely, the same type of effect pattern may be stopped and displayed whether the result of the special pattern determination is a normal miss or a special miss.

[0167] In addition, a small pattern 702 is displayed in the lower left area of ​​the screen. The small pattern 702 is a type of performance pattern corresponding to the special pattern (first special pattern or second special pattern), and is composed of three small patterns 701 (left small pattern, medium small pattern, right small pattern). The small pattern 702 is a pattern smaller than the performance pattern 701, and is composed of number patterns showing numbers from "1" to "9" like the performance pattern 701, but does not include a character image like the performance pattern 701. The small pattern 702 is displayed variably according to the variable display of the special pattern, and is displayed stationary according to the stationary display of the special pattern. The display mode of the small pattern 702 is the same in any performance mode. Note that the display mode of the small pattern 702 may be different depending on the performance mode. For example, the mode of the small pattern 702 (display mode, size, color, display position of the number image) may be different in each of the normal mode, special mode, and time-saving mode. In addition, the mode of the small symbol 702 may be the same in the normal mode and the special mode, and may be different in the normal mode, the special mode, and the time-saving mode. In addition, the mode of the small symbol 702 may be the same in the normal mode and the time-saving mode, and may be different in the normal mode, the time-saving mode, and the special mode.

[0168] Also, a reserved pedestal 703 is displayed in the lower area of ​​the screen. The reserved pedestal 703 indicates the reserved icon and the display position of the icon. A number of first reserved icons HA (HA1 to HA4) corresponding to the first reserved number (U1) of the first special pattern are displayed above the reserved pedestal 703. A maximum of four first reserved icons HA are displayed. The first reserved icons HA1 to HA4 are consumed in order from the right.

[0169] In addition, in the normal game state, the second reservation icon HB corresponding to the winning of the second start hole 47 is not displayed. In addition, even in the normal game state, when a game ball wins the second start hole 47, the second reservation icon HB indicating the reservation of the second special pattern may be displayed in an area different from the display area of ​​the first reservation icon HA (for example, the area to the right of the icon TI).

[0170] When the first special symbol starts to change, each first reserved icon HA shifts to the right, and the first reserved icon HA1 is displayed as the icon TI. The icon TI is an icon corresponding to the special symbol that is changing. The icon TI is displayed in the same manner as the first reserved icon HA, but the icon TI is a larger image than the first reserved icon HA.

[0171] The first hold icon HA and the icon TI are displayed in different display forms depending on the presentation mode. The hold base 703 may also be displayed in different display forms depending on the presentation mode.

[0172] The first reserved icon HA and the icon TI can be changed from a normal state (white) that does not indicate a jackpot expectation to a special state (blue, red, gold, rainbow) that indicates a jackpot expectation. The special state indicates a higher jackpot expectation than the normal state, with the expectation increasing in the order of blue, red, gold, and rainbow. Specifically, the first reserved icon HA is changed based on the result of a pre-determination. Also, the icon TI is changed based on the result of a pre-determination and / or a special pattern determination.

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

[0174] The first number reserved SHA and the second number reserved SHB are displayed in the same manner (number image, size, display position) regardless of the presentation mode. The position or size of the first number reserved SHA and the second number reserved SHB may be different depending on the presentation mode, and at least one of the first number reserved SHA and the second number reserved SHB may be hidden depending on the presentation mode. For example, in the normal mode and the special mode, only the first number reserved SHA may be displayed, and in the time-saving mode, both the first number reserved SHA and the second number reserved SHB may be displayed, or only the second number reserved SHB may be displayed. Also, in the normal mode and the special mode, the first number reserved SHA and the second number reserved SHB may be displayed, and in the time-saving mode, neither the first number reserved SHA nor the second number reserved SHB may be displayed.

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

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

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

[0178] Furthermore, for example, when a volume adjustment operation is performed using the cross key 19, a volume gauge 720 is displayed.

[0179] Here, adjustment of the volume and light intensity (adjustment of the performance effect) using the cross key 19 and adjustment of the volume and light intensity (adjustment of the performance effect) using the changeover switch 22 will be described. In the gaming machine 1 of this embodiment, various performance sounds related to the performance can be adjusted using the cross key 19 or the changeover switch 22. For example, while the special symbol is changing, the volume of the background music during the change performance, the sound related to the advance notice performance, the sound related to the emphasis performance described later, and the sound during the operation of the performance gimmick can be adjusted. Also, while waiting for customers (when the special symbol is not changing and a jackpot game is not being played), the volume of the performance sound can be adjusted.

[0180] The volume of the effect sound is determined by adjusting a basic volume value preset for each effect sound based on the volume value set by the changeover switch 22 and the volume value set using the cross key 19. For example, an upper limit value of the volume may be set by the changeover switch 22, and the volume value may be set to a value equal to or less than the upper limit value using the cross key 19. For example, if the volume value is set to "4" by the changeover switch 22, the volume value may be set to a value equal to or less than "4" using the cross key 19. Also, the product of the volume value set by the changeover switch 22 and the volume value set using the cross key 19 may be set as the volume value. The same applies to setting the light intensity value using the cross key 19 and the changeover switch 22.

[0181] When a volume adjustment operation is performed using the cross key 19 while waiting for customers, a volume operation sound is output and a volume gauge 720 indicating the volume value starts to be displayed. Each time a volume adjustment operation is performed using the cross key 19, the same volume operation sound is output and the volume gauge 720 changes by "1". The scale of the volume operation sound may differ depending on the volume. The volume gauge 720 is displayed, for example, on the right side of the screen, superimposed on the performance pattern 701. The volume gauge 720 is not superimposed on the small pattern 702 and the fourth pattern. The volume gauge 720 is hidden after a predetermined time has elapsed (for example, 5 seconds) since the volume adjustment operation was performed. On the other hand, when a volume adjustment operation is performed using the changeover switch 22 while waiting for customers, a volume operation sound is not output and the volume gauge indicating the volume value does not start to be displayed. When a volume adjustment operation is performed using the changeover switch 22 while the volume gauge is displayed, the displayed volume gauge changes.

[0182] Also, when a light amount adjustment operation is performed using the cross key 19 while waiting for customers, a light amount operation sound is output and a light amount gauge showing a light amount value starts to be displayed. The light amount operation sound and the volume operation sound may be different or the same. The display mode of the light amount gauge may be different or the same as the display mode of the volume gauge 720. Every time a light amount adjustment operation is performed using the cross key 19, the same light amount operation sound is output and the light amount gauge changes by "1". The tone of the light amount operation sound may differ depending on the light amount. The light amount gauge is displayed superimposed on the performance pattern and is hidden after a predetermined time (for example, 5 seconds) has elapsed since the light amount adjustment operation was performed. On the other hand, when a light amount adjustment operation is performed using the changeover switch 22 while waiting for customers, the light amount operation sound is not output and the light amount gauge showing a light amount value does not start to be displayed. When a light amount adjustment operation is performed using the changeover switch 22 while the light amount gauge is displayed, the displayed light amount gauge changes.

[0183] In addition, when a volume adjustment operation is performed using the cross key 19 while the special symbol is changing, a volume operation sound is output and the volume gauge 720 starts to be displayed. Incidentally, while the special symbol is changing, the output of the volume operation sound may be restricted, while the display of the volume gauge may not be restricted. Conversely, while the display of the volume gauge is restricted, while the output of the volume operation sound may not be restricted, while the special symbol is changing. In addition, each time a volume adjustment operation is performed using the cross key 19, the same volume operation sound is output and the volume gauge changes by "1". Incidentally, the scale of the volume operation sound may differ depending on the volume value. In addition, the volume gauge 702 is displayed superimposed on the performance symbol (FIG. 10(b)), and is hidden after a predetermined time has elapsed (for example, 5 seconds) after the volume adjustment operation is performed. Incidentally, when the special symbol starts to change and when it is stopped and displayed, the volume gauge 720 may be hidden. In this case, the volume operation sound may be output. Also, when the special symbol starts to vary and when it is stopped, the volume gauge 720 may be hidden and the output of the volume operation sound may be restricted. Also, when the special symbol starts to vary and when it is stopped, the volume may not be adjustable. Also, when the special symbol starts to vary and when it is stopped, the volume may be adjustable, but the output of the volume gauge and the volume operation sound may be restricted. Also, when the special symbol starts to vary and when it is stopped, the performance symbol 701 may be displayed preferentially (on the front layer) over the volume gauge 720. On the other hand, if a volume adjustment operation is performed using the changeover switch 22 while the special symbol is varying, the volume operation sound is not output and the volume gauge 720 is not started to be displayed. If a volume adjustment operation is performed using the changeover switch 22 while the volume gauge 720 is displayed, the volume gauge 720 being displayed changes. Incidentally, if a volume adjustment operation is performed using the changeover switch 22 while the special symbol is varying, the volume gauge 720 may be started to be displayed. Furthermore, when a volume adjustment operation is performed using the changeover switch 22 while the volume gauge is being displayed, the volume gauge 720 being displayed does not have to change.

[0184] In addition, when a light amount adjustment operation is performed using the cross key 19 while the special symbol is changing, a light amount operation sound is output and a light amount gauge starts to be displayed. Incidentally, while the special symbol is changing, the output of the light amount operation sound may be limited, while the display of the light amount gauge may not be limited. Conversely, while the light amount gauge display may be limited, while the output of the light amount operation sound may not be limited, while the special symbol is changing. Also, while the special symbol is changing, the output of the light amount operation sound may be limited, while a volume adjustment operation may be output. Also, each time a light amount adjustment operation is performed using the cross key 19, the same light amount operation sound is output and the light amount gauge changes by "1". Incidentally, the scale of the light amount operation sound may differ depending on the light amount value. Also, the light amount gauge is displayed superimposed on the performance symbol, and is hidden after a predetermined time has elapsed (for example, 5 seconds) after the light amount adjustment operation is performed. Incidentally, when the special symbol is stopped and displayed, and when it starts to change, the light amount gauge may be hidden. Also, when the special symbol is stopped and starts to change, the performance symbol may be displayed with priority over the light amount gauge. On the other hand, if a light amount adjustment operation is performed using the changeover switch 22 while the special symbol is changing, the light amount operation sound is not output, and the light amount gauge showing the light amount value is not started to be displayed. If a light amount adjustment operation is performed using the changeover switch 22 while the special symbol is changing, the light amount gauge may start to be displayed. If a light amount adjustment operation is performed using the changeover switch 22 while the light amount gauge is displayed, the light amount gauge being displayed changes. If a light amount adjustment operation is performed using the changeover switch 22 while the light amount gauge is displayed, the light amount gauge being displayed does not have to change.

[0185] The volume gauge and light quantity gauge are displayed in the same display mode regardless of the performance mode, and are displayed in the same display mode whether waiting for customers or changing. Furthermore, when a volume operation sound (or light quantity operation sound) is output, the same sound is output regardless of the performance mode, and the same sound is output at any timing. Furthermore, regardless of the timing at which the volume gauge or light quantity gauge starts to be displayed during the changing of the special pattern, the display time is constant. Furthermore, the display time when the volume gauge or light quantity gauge starts to be displayed while waiting for customers is longer than the display time when the volume gauge or light quantity gauge starts to be displayed during the changing of the special pattern.

[0186] The display mode of the volume gauge and / or the light gauge may be different during the change of the special symbol and while waiting for customers. The display mode of the volume gauge and / or the light gauge may be the same during the change of the special symbol and while waiting for customers.

[0187] The volume gauge and the light quantity gauge may be displayed during a big win game. Also, the display of the volume gauge and the light quantity gauge may be restricted during a big win game.

[0188] Furthermore, the number of steps for adjusting the volume / light intensity using the cross key 19 and the number of steps for adjusting the volume / light intensity using the changeover switch 22 may be different.

[0189] For example, the volume gauge / light gauge may have five display levels, and the number of volume / light adjustment levels using the changeover switch 22 may be ten levels. In this case, one display level of the volume gauge / light gauge corresponds to multiple levels of volume / light adjustment using the changeover switch 22.

[0190] In addition, when a volume adjustment operation is performed using the cross key 19 to increase (or decrease) the volume by one step, and then a volume adjustment operation is performed using the changeover switch 22 to increase (or decrease) the volume by one step, the volume may be changed by two steps (or more) in one operation.

[0191] In addition, when a volume adjustment operation to increase (or decrease) the volume by one step is performed using the changeover switch 22, and then a volume adjustment operation to increase (or decrease) the volume by one step is performed using the cross key 19, the volume may change by only one step with one operation.

[0192] In this embodiment, the first image display device 70 displays the change in the performance pattern 701, but the change in the performance pattern 701 may be displayed on either the first image display device 70 or the second image display device 71, or on both. Also, the first image display device 70 may display the change in the performance pattern 701, and the second image display device 71 may display the change in the small pattern 702. Also, the first image display device 70 may display the change in the performance pattern 701 and the small pattern 702, and the second image display device 71 may display the first hold icon HA, the second hold icon HB, and the hold icon TI.

[0193] (Reach performance) Next, the reach performance performed in the variable performance will be explained. The reach performance is a performance using the performance symbol 701, and is a performance that makes the player expect a big win. Specifically, the reach performance is a performance in which the same type of performance symbol 701 is temporarily stopped on the left and right, and the performance symbol 701 changes in the middle area, and it is a performance that makes the player expect that the same type of performance symbol 701 as the performance symbol 701 temporarily stopped on the left and right will stop in the middle area. The left and right performance symbols displayed during the reach performance are called "reach symbols".

[0194] In this embodiment, the reach effects include a normal reach effect (hereinafter, sometimes referred to as "N reach"), an SP reach effect, and an SPSP reach effect. In addition, the gaming machine 1 of this embodiment can execute a full rotation reach effect that suggests a big win.

[0195] The N-reach effect is the effect with the lowest probability of a jackpot (also called the jackpot expectation or reliability) among multiple reach effects. For example, the jackpot expectation of the N-reach effect is 1% or less. Note that there may be multiple N-reach effects with different (or the same) performance times and / or jackpot expectation.

[0196] The SP reach performance is a performance with a higher expectation of a jackpot than the N reach performance, and a reach performance with a longer performance time than the N reach performance. For example, the expectation of a jackpot in the SP reach performance is 5 to 10%. In addition, there may be multiple SP reach performances as the SP reach performance. The expectation of a jackpot differs depending on each SP reach performance, and the performance time may also differ. It may be configured so that the longer the performance time of the SP reach performance, the higher the expectation of a jackpot.

[0197] The SPSP reach performance is a performance with a higher expectation of a jackpot than the SP reach performance, and a reach performance with a longer performance time than the SP reach performance. For example, the expectation of a jackpot of the SPSP reach performance is 30 to 50%. In addition, there may be a plurality of SPSP reach performances as the SPSP reach performance. The expectation of a jackpot differs depending on each SPSP reach performance, and the performance time may also differ. It may be configured so that the longer the performance time of the SPSP reach performance, the higher the expectation of a jackpot.

[0198] In the normal game state, the gaming machine 1 can execute a series of effects, N reach effect → SP reach effect → SPSP reach effect. In the low base time-saving state, the gaming machine 1 can execute a series of effects, N reach effect → SP reach effect → SPSP reach effect. In the high base time-saving state, the gaming machine 1 can execute reach effects that are different from those in the normal game state and the low base time-saving state.

[0199] In addition, the full rotation reach effect is an effect that suggests that a big win will be played, and the expectation of a big win is 100%. The full rotation reach effect is an effect in which multiple sets of specific symbol combinations, which are combinations of three effect symbols that suggest a big win, are displayed, and the multiple sets of specific symbol combinations are displayed in a variable manner. The probability of the full rotation reach effect being executed is lower than that of the SPSP reach effect.

[0200] (Example of SPSP reach) An example of the SPSP reach effect will be described below. In the normal mode or special mode, the variable effect including the SPSP reach effect is performed when a specific variable pattern corresponding to the SPSP reach is selected when the special symbol determination determines that the player has won or lost the special symbol.

[0201] Fig. 11 is a timing chart showing an example of the performance when the SPSP reach performance is performed when the result of the special symbol determination performed in the normal mode is a big win. Fig. 12 is a diagram showing an example of the performance at each timing of Fig. 11. Fig. 13 is a diagram showing an example of the performance performed following Fig. 12.

[0202] As shown in FIG. 11, in the normal mode, a normal background is displayed as a background image. Also, the performance pattern 701 is a normal mode performance pattern. When the first special pattern starts to change at time t1, a start action is performed in which the three performance patterns 701 that have been stopped and displayed move in a predetermined manner (FIG. 12(a)). In the start action, the three performance patterns 701 start to change simultaneously or sequentially. For example, the character image included in the performance pattern 701 moves, the background image of the number pattern moves, the performance pattern 701 rotates, or vibrates up and down. Also, during the start action, the first reserved icon HA shifts to the right, and the first reserved icon HA1 is displayed as the icon TI. Also, the small pattern 702 and the fourth pattern 705a perform a change display. After the start action of the performance pattern 701, a change display performance in which the performance pattern 701 changes at high speed is performed (times t2 to t3, FIG. 12(b)). In the variable display presentation, for example, multiple types of presentation patterns (for example, presentation patterns "1" to "9") are scrolled from top to bottom at high speed (in a manner that makes it difficult to recognize the type of each presentation pattern) in each of the left, middle, and right areas.

[0203] After the variable display performance, a pseudo variable performance (pseudo consecutive) using multiple performance symbols 701 may be performed once or multiple times. The pseudo variable performance is a performance in which at least one of the multiple performance symbols 701 temporarily stops in a predetermined area and changes again. For example, at time t3, a pseudo consecutive development performance is performed by temporarily stopping the "7" symbol in the middle area, suggesting that a pseudo consecutive will be performed (FIG. 12(c)). Note that the pseudo consecutive development performance may be performed by stopping a pseudo consecutive symbol dedicated to pseudo consecutive in a predetermined area, not limited to the "7" symbol. When the pseudo consecutive development performance is performed, the temporarily stopped performance symbol starts to vary again, and a second variable display performance (pseudo 2 variable display performance) is performed. In addition, the pseudo consecutive may be performed multiple times. For example, in the figure, after the pseudo 2 variable display performance, the pseudo 3 variable display performance is further performed. The more pseudo consecutive times, the higher the chance of a big win. In addition, even when the performance symbol stops in a pseudo-consecutive reel, the small symbol 702 and the fourth symbol continue to change and display without stopping in a pseudo-consecutive manner.

[0204] After the pseudo 3 variable display performance is performed for a predetermined time, the same type of performance pattern is temporarily stopped in the left and right areas, and a reach is established (time t4, FIG. 12(d)). After the reach is established, an N reach performance is performed.

[0205] Various preview effects may be performed during the variable display performance. The preview effect is an effect that suggests the possibility of a jackpot, and the degree of expectation of a jackpot is suggested depending on the type of the preview effect. For example, preview effects may include a dialogue preview in which a character speaks a line, a step-up preview in which the expectation level increases stepwise, a group preview in which a large number of characters are displayed, a cut-in preview in which a predetermined image is displayed on the entire screen or part of the screen, and an icon change preview in which a reserved icon or the icon changes. The preview effect may be executed in response to pressing the performance button 17. The preview effect may also be performed during a reach performance.

[0206] During the N reach performance, the same type of performance symbols are temporarily stopped in the left and right areas, and the performance symbols are displayed variably in the center area. The N reach performance is performed for a predetermined time (for example, 8 to 10 seconds). This makes the player expect that the same type of performance symbols as the left and right performance symbols will stop in the center area and a jackpot will be announced. During this time, a normal background image is displayed, and the first reserved icon HA and the icon TI are displayed. Also, during the N reach performance, the performance symbols 701 are displayed in a form including a character image and a number symbol.

[0207] It should be noted that predetermined music (BGM) is continuously output from the execution of the above start action (or from before the execution of the start action) until the end of the N reach performance.

[0208] Next, after the SP development performance is performed during the N reach performance, the SP reach performance is executed (time t5, FIG. 12(e)). In the SP development performance, a display is made to indicate that the SP reach performance will start. For example, a title display is made to suggest the type of the SP reach performance to be executed. For example, one of a plurality of title displays including a first title display corresponding to the first SP reach performance and a second title display corresponding to the second SP reach performance is displayed. The expectation of a big win varies depending on the type of these title displays and the display mode (for example, the color of the characters or background). In addition, in the SP development performance, the left and right patterns are displayed as they shrink and move to the left and right areas above the main screen. In addition, in the N reach performance, a center pattern of a type different from the left and right patterns is temporarily stopped to notify the N reach miss, and then the SP development performance and the SP reach performance may be performed.

[0209] During the SP reach performance, the performance symbols of the SP reach mode are temporarily stopped on the left and right of the screen, and a performance in which the center symbol changes is performed. The performance symbols of the SP reach mode are performance symbols that include number symbols and do not include character images, and are smaller than the performance symbols of the normal mode. In addition, in the central area of ​​the main screen, for example, a scene in which the character on the player's side and the enemy character fight is displayed. In addition, a background image for the SP reach performance is displayed as a background image. In addition, during the SP reach performance, BGM for the SP reach is continuously output. In addition, during the SP reach performance, the icon TI is displayed, but the first reserved icon HA is hidden. In addition, in other embodiments, the first reserved icon HA may be displayed during the SP reach performance.

[0210] On the other hand, the small symbol 702 and the fourth symbol 705 are displayed during the SP reach performance, and their positions and sizes do not change. Also, the first number reserved SHA and the second number reserved SHB are displayed during the SP reach performance, and their positions and sizes do not change.

[0211] After the SP reach performance is performed for a predetermined time (e.g., 20 seconds), an SPSP reach performance may be performed (time t6). Specifically, after an SPSP development performance that suggests that the SP reach performance will develop into an SPSP reach performance is performed, the SPSP reach performance starts (FIG. 12(f)). Note that, as a result of the SP reach performance, a center pattern different from the left and right is temporarily stopped to temporarily notify a reach miss, and then an SPSP development performance may be performed and an SPSP reach performance may be performed. In the SPSP development performance, a display is performed indicating that the SPSP reach performance will start. For example, a title display is performed that suggests the type of SPSP reach performance to be performed. The expectation of a jackpot differs depending on the type of title display and the display mode (e.g., the color of the text and background).

[0212] During the SPSP reach performance, for example, a fighting scene following the SP reach performance is displayed. During the SPSP reach performance, the performance symbols of the SPSP reach mode are temporarily stopped on the left and right of the screen, and a performance in which the middle symbol changes is performed. The performance symbols of the SPSP reach mode, like the SP reach mode, are performance symbols that include number symbols and do not include character images, and are smaller than the performance symbols of the normal mode. In addition, a background image for the SPSP reach performance is displayed as a background image. In addition, during the SPSP reach performance, BGM for the SPSP reach is continuously output. In addition, during the SPSP reach performance, the icon TI and the first reserved icon HA are not displayed. The small symbol 702 and the fourth symbol 705 are displayed during the SPSP reach performance, and their positions and display modes do not change. In addition, the first number reserved SHA and the second number reserved SHB are displayed during the SPSP reach performance, and their positions and display modes do not change.

[0213] When a predetermined time (e.g., 30 seconds) has elapsed since the start of the SPSP reach presentation, at time t7, which is the final stage of the SPSP reach presentation, an operation presentation is performed to encourage the player to operate the presentation button 17 (FIG. 13(g)). In the operation presentation, a button image 710 that imitates the presentation button 17 and an operation valid period image 711 that indicates the operation valid period are displayed. In the operation presentation, the button image 710 is displayed alternating between a pressed state and a not pressed state, encouraging the player to press the presentation button 17. Also, in the operation presentation, the operation valid period image 711 changes with the passage of time in a manner that allows the player to recognize the remaining time of the operation valid period. For example, the remaining time of the operation valid period may be indicated by changing the length of a gauge image.

[0214] Then, in response to an operation on the effect button 17 during the operation effect, or in response to the passage of the effective operation period, a center pattern of the same type as the left and right patterns stops (time t8, FIG. 13(h)). This causes a jackpot to be announced using the effect pattern 701. After that, the background image changes to a jackpot background indicating a jackpot, and three effect patterns 701 of the same type (here, "666") temporarily stop aligned in the center of the screen (FIG. 13(i)). During the temporary stop, the three effect patterns 701 do not stop completely, but for example swing up and down.

[0215] The period from the start of the fluctuation to the establishment of the reach (time t1 to t4) via the fluctuation display performance of the pseudo 3 is longer than the period from the establishment of the reach to the notification of the big win (or miss) (time t4 to t8). Conversely, the period from the time t1 to t4 may be longer than the period from the time t4 to t8.

[0216] Next, a re-draw performance is performed (time t9-1, FIG. 13(j)). In the re-draw performance, the three performance symbols 701 that were temporarily stopped in FIG. 13(h) and (i) are changed again, and multiple sets of specific symbol combinations that are combinations of three similar performance symbols are displayed. For example, the specific symbol combinations of "111" to "999" are displayed in order from top to bottom. In FIG. 13(j), the specific symbol combinations of "666" and "777" are displayed, and the state of these moving downward is shown. The three performance symbols 701 that were temporarily stopped in FIG. 13(h) and (i) may be changed by the re-draw performance.

[0217] Then, as a result of the re-draw performance, one of the multiple specific symbol combinations is temporarily stopped (time t9-2). After a predetermined temporary stop period has elapsed, the temporarily stopped specific symbol combination is stopped and displayed in response to the stopped display of the special symbol (time t10, FIG. 13(k)). Here, the three performance symbols 701 stop completely without swinging. In addition, the small symbol 702 and the fourth symbol 705a are also stopped and displayed. In the example shown in FIG. 13(k), the specific symbol combination of "666" is changed to the specific symbol combination of "777" by the re-draw performance, but there are also cases where the specific symbol combination is not changed by the re-draw performance.

[0218] The type of the jackpot game is suggested by the type of the performance symbols that make up the specific symbol combination. For example, a specific symbol combination consisting of even number symbols suggests that it is a 1 type 4R jackpot A or a 1 type 4R jackpot B. When a specific symbol combination consisting of even number symbols is stopped and displayed, it is highly likely to be a 1 type 4R jackpot B, which is disadvantageous to the player. Also, a specific symbol combination consisting of odd number symbols suggests that it is highly likely to be a 1 type 4R jackpot A, which is advantageous to the player. Also, the specific symbol combination of "777" suggests that it is a 1 type 4R jackpot A.

[0219] When the specific symbol combination is displayed, the background changes to an opening background, and an opening performance indicating the start of the jackpot game is performed (immediately after time t10). Then, the jackpot game starts with the jackpot opening. During the jackpot game, the jackpot background is displayed and the jackpot game performance is performed.

[0220] (emphasis) In this embodiment, in the variable presentation, an emphasis presentation may be performed. Here, the emphasis presentation is a presentation that emphasizes the presentation of the target image (target image) and the like, and is a presentation for drawing the player's attention to the target image. For example, an emphasis image that emphasizes the target image may be displayed as the emphasis presentation. The emphasis image may be an effect image displayed around the target image, an image displayed inside the target image, an image superimposed on the target image, or an image displayed behind the target image. In addition, as the emphasis presentation, the size of the target image may be changed, the shape of the target image may be deformed, the inside of the target image may be operated, or the brightness of the target image may be changed.

[0221] Specifically, when a jackpot is announced as a result of the SPSP reach effect, a jackpot symbol highlight effect is performed to highlight the effect symbol suggesting a jackpot. Figure 14 is a diagram showing an example of a jackpot symbol highlight effect when an effect symbol suggesting a jackpot is displayed in the SPSP reach effect in the normal mode.

[0222] As shown in FIG. 14, for example, during the period from time t8 to t9-1, an emphasis image 850a is added to three performance symbols 701 suggesting a jackpot as a jackpot pattern emphasis performance A. Three emphasis images 850a may be added to each of the three performance symbols 701 so as to be superimposed, or one emphasis image 850a may be added to the three performance symbols 701 so as to be superimposed. Also, a sound (a jackpot pattern emphasis performance sound A) corresponding to the jackpot pattern emphasis performance A is output during the display of the emphasis image 850a. The jackpot pattern emphasis performance sound A is a sound suggesting a jackpot. The jackpot pattern emphasis performance sound A may be output during the display of the emphasis image 850a, or the jackpot pattern emphasis performance sound A may be output at the timing when the emphasis image 850a is displayed, or the emphasis image 850a may be displayed during the output of the sound after the jackpot pattern emphasis performance sound A is output. In addition, in the big win symbol highlighting performance A, at least one of the three performance symbols 701 suggesting a big win may be enlarged. In addition, with the execution of the big win symbol highlighting performance A, the light emitting means (each LED included in the frame lighting device 10, the performance button light emitting LED 17c, the movable performance device 73, and the board lighting device 74, etc.) emits light in a predetermined light emitting pattern. This makes it possible to appeal to the player that he or she has won a big win.

[0223] Here, during the jackpot game, the game is played by hitting the right hand, but during the period from time t8 to t9-1, the first special symbol is still changing, and the jackpot game has not started. During this period, the small symbol and the fourth symbol are changing, but due to the performance symbol 701 and the emphasized image 850a, it may be difficult for the player to recognize that the first special symbol is changing, and the player may hit the right hand at this point. In addition, since the emphasized image 850a is displayed so as to be superimposed on at least a part of the performance symbol 701, it is difficult for the player to recognize that the three performance symbols 701, which indicate a jackpot, are swinging. In addition, due to the emphasized performance symbol 701, the player may panic and hit the right hand. If the player hits the right hand before the jackpot game starts in this way, a specific notification is issued.

[0224] For example, when it is detected that a game ball has passed through the normal gate 44 during the display of the performance pattern 701 suggesting a jackpot (when the passage of a predetermined number of game balls is detected), a specific notification regarding the operation of the launch handle 15 is given to the player. For example, as a specific notification, a specific notification image 880 that encourages the player to hit to the left is displayed in a predetermined area (for example, the center of the screen). The specific notification image 880 is displayed so as to be superimposed on at least a part of the performance pattern 701 and the emphasis image 850a suggesting a jackpot. The specific notification image 880 is displayed preferentially (on the front layer) over the performance pattern 701 and the emphasis image 850a suggesting a jackpot. The specific notification image 880 may be displayed almost entirely on the screen so that the performance pattern 701 and the emphasis image 850a are difficult or impossible to see. For example, the specific notification image 880 may be displayed semi-transparently on almost the entire screen. In this way, the specific notification image 880 is displayed with priority over the performance pattern 701 and the highlighted image 850a, but is displayed in a manner that allows the performance pattern 701 and the highlighted image 850a to be recognized. Also, the specific notification image 880 may be displayed, for example, on the left side of the screen so as not to overlap (or to overlap partially) the performance pattern.

[0225] As a special notification, a special notification sound (for example, a voice or warning sound saying "please hit to the left") is output to encourage the player to hit to the left. This encourages the player to hit to the left and prevents unnecessary hits to the right. Note that the special notification is not limited to notifications by images, sounds, and light emitted by the light-emitting means, but may also include notifications by vibration, for example. Also, the special notification is not limited to outputting images and sounds encouraging the player to hit to the left, but may be performed by outputting images and sounds that inhibit hits to the right.

[0226] The specific notification is performed for a predetermined execution time (e.g., 15 seconds) after the notification condition (e.g., detecting the passage of a predetermined number of game balls through the gate) is met. The predetermined execution time is longer than the execution time of the jackpot symbol highlighting effect. In other words, the jackpot symbol highlighting effect (display of an image and output of a sound) is executed for a first time, and the specific notification (output of an image and a sound) is executed for a second time that is longer than the first time. The execution time of the specific notification may be shorter than or the same as the execution time of the jackpot symbol highlighting effect.

[0227] In addition, the specific notification is performed in a first manner and a second manner. For example, when the notification condition is satisfied, the first notification sound is output for a first time as the specific notification of the first manner in a predetermined execution period, and then the second notification sound is output for a second time as the specific notification of the second manner. During this time, the specific notification image 880 is continuously displayed at a predetermined position on the screen. In addition, when the notification condition is satisfied, the specific notification may be performed in the first manner in a predetermined execution period, and when the notification condition is satisfied again, the specific notification may be performed in the second manner in a predetermined execution period. In addition, the second notification sound may be output at a louder volume than the first notification sound, may be output at the same volume, or may be output at a lower volume.

[0228] During the period from time t8 to t9-1, a jackpot symbol highlighting effect A is performed on the effect symbol 701 that indicates a jackpot, and then a re-lottery effect is started at time t9-2, and an emphasis effect (jackpot symbol highlighting effect B) is performed on the three effect symbols 701 during the re-lottery effect. For example, as a result of the re-lottery effect, at the timing when one of the multiple specific symbol combinations temporarily stops (time t9-2 in FIG. 14), a jackpot symbol highlighting effect B is performed on the three effect symbols 701. This jackpot symbol highlighting effect B may be in the same form as the jackpot symbol highlighting effect A performed during the period from time t8 to t9-1, or in a different form. For example, when the specific symbol combination temporarily stopped before the execution of the re-lottery effect is the same as the specific symbol combination temporarily stopped after the re-lottery effect, the jackpot symbol highlighting effect B may be performed in the same form (image, sound, and light emission pattern) as the jackpot symbol highlighting effect A. In addition, when the specific symbol combination temporarily stopped before the execution of the re-drawing performance is different from the specific symbol combination temporarily stopped after the re-drawing performance, the jackpot symbol highlighting performance B may be performed in a different performance mode from the jackpot symbol highlighting performance A. For example, when the specific symbol combination temporarily stopped before the execution of the re-drawing performance is different from the specific symbol combination temporarily stopped after the re-drawing performance, the highlighting image 851a is displayed in the jackpot symbol highlighting performance B, and a jackpot symbol highlighting performance sound B different from the jackpot symbol highlighting performance sound A is output. In addition, with the execution of the jackpot symbol highlighting performance B, the light emitting means emits light in a light emitting pattern corresponding to the jackpot symbol highlighting performance B. In addition, in the jackpot symbol highlighting performance B, at least one of the three performance patterns 701 suggesting a jackpot may be enlarged and displayed. During the execution of this jackpot symbol highlighting performance B, if the above-mentioned notification condition is established, the above-mentioned specific notification is performed.

[0229] Furthermore, the jackpot symbol highlighting effect C is performed during the temporary stop period of the three performance symbols 701 (the period from time t9-2 to t10) after the jackpot symbol highlighting effect B has ended. The jackpot symbol highlighting effect C is a performance in a different manner from the jackpot symbol highlighting effects A and B. For example, in the jackpot symbol highlighting effect C, an emphasis image 852a that emphasizes each of the three performance symbols 701 that suggest a jackpot is displayed. The emphasis image 852a is an image that is superimposed on each performance symbol 701, and is superimposed on a part or all of each performance symbol 701. Each performance symbol 701 moves (swings) periodically during the temporary stop, and the emphasis image 852a changes in conjunction with the periodic movement of the performance symbol 701. In addition, the emphasis image 852a is displayed in a manner that allows the player to recognize the number symbols among the performance symbols 701. In addition, in the jackpot symbol highlighting performance C, the highlight image 852a is displayed, and a jackpot symbol highlighting performance sound C different from the jackpot symbol highlighting performance sounds A and B is output. In addition, with the execution of the jackpot symbol highlighting performance C, the light emitting means emits light in a light emitting pattern corresponding to the jackpot symbol highlighting performance C. In addition, when the jackpot symbol highlighting performance C is executed, the performance pattern may be displayed in a form including a number pattern and a character image. Even during the execution of the jackpot symbol highlighting performance C, if the above-mentioned notification condition is established, the above-mentioned specific notification is performed. In addition, in the jackpot symbol highlighting performance C, the three performance patterns 701 suggesting a jackpot are not enlarged.

[0230] Then, after the big win symbol highlighting effect C ends, after a predetermined temporary stop period has elapsed, the three effect symbols 701 are stopped and displayed in response to the stop display of the special symbols (time t10). A specific notification can also be executed during this temporary stop period.

[0231] In this way, when a performance pattern suggesting a jackpot is displayed, the jackpot pattern highlighting performances A to C are executed. The specific notification can be executed in the same manner even during execution of any of the jackpot pattern highlighting performances A to C. The jackpot pattern highlighting performances A to C may be executed while the specific notification is being continuously performed. Also, during the execution period of the jackpot pattern highlighting performances A to C, the notification condition may be established, the first specific notification may be executed and terminated, and the notification condition may be established, and the second specific notification may be executed. In this way, the jackpot pattern highlighting performances A to C and the specific notification may be executed simultaneously. Note that "the highlighting performance and the specific notification are executed simultaneously" means that the execution period of the highlighting performance and the execution period of the specific notification overlap at least partially, and the start timing of the highlighting performance and the start timing of the specific notification may or may not coincide with each other. In other words, "the emphasis effect and the specific notification are executed simultaneously" includes cases where the specific notification is started while the emphasis effect is being executed, cases where the emphasis effect is started while the specific notification is being executed, and cases where the emphasis effect and the specific notification are started simultaneously.

[0232] The specific notification ends at the timing when the jackpot game starts (the timing when the special symbol stops) even before the predetermined execution period has elapsed. That is, the specific notification image is made invisible at the timing when the jackpot game starts even before the predetermined execution period has elapsed, and the output of the specific notification sound also ends at the timing when the jackpot game starts. During the execution of the specific notification, the first notification sound is output for a first period of time, and then the second notification sound is output for a second period of time. In this case, if the jackpot game starts during the output of the first notification sound (or the second notification sound), the reproduction of the first notification sound (or the second notification sound) being output may be terminated midway, and the output of the first notification sound (or the second notification sound) may be stopped. Also, if the jackpot game starts during the output of the first notification sound, the first notification sound being output may continue to be output until the end (output for a first period of time), and the second notification sound may not be output. In other words, ending the output of a specific alarm sound includes stopping the sound being output midway, and outputting the sound being output to the end (a predetermined playback time) and then stopping the output of the sound thereafter.

[0233] For example, the specific notification may end in response to the reception of a fluctuation stop command or an opening command. The specific notification is not executed during a big win game. In addition, the specific notification is not executed even if the game is switched to a time-saving mode after the end of a big win game.

[0234] In addition, when a special symbol indicating a loss appears, the specific notification does not end at the time the special symbol appears.

[0235] In addition, the execution of the specific notification may be restricted for a predetermined period after the big win symbol highlighting effect C is executed. For example, the execution of the specific notification may be restricted during the period from the execution of the big win symbol highlighting effect C to the start of the big win game in which the big win opening is opened.

[0236] In addition, in Fig. 12 to Fig. 14, the explanation is based on the premise that after the performance symbol suggesting a jackpot is displayed at the end of the SPSP reach performance, a re-lottery performance is performed to change the performance symbol suggesting a jackpot again. The re-lottery performance may or may not be performed. When the re-lottery performance is not performed, the performance symbol suggesting a jackpot is temporarily stopped at the end of the SPSP reach performance, and the jackpot symbol highlight performance A is performed, and then the jackpot symbol highlight performance C is performed for the performance symbol that is temporarily stopped, and the performance symbol is stopped and displayed.

[0237] Next, the effects in the special mode will be described. Fig. 15 is a diagram showing an example of the big win symbol emphasis effect when the effect symbol suggesting a big win is displayed in the special mode.

[0238] As shown in FIG. 15, a series of effects from the N reach effect to the SPSP reach effect can also be executed in the special mode.

[0239] In the special mode, a background image for the special mode is displayed until the SP reach performance starts (from the start action to the N reach performance). Also, until the SP reach performance starts, the performance pattern 701 for the special mode is used. For example, the performance pattern 701 for the special mode may have at least a part of the character image different from the character image in the performance pattern for the normal mode.

[0240] In the special mode, during the SP reach performance, the same background image for the SP reach performance as in the normal mode is displayed, the same SP reach performance (movie display for the SP reach performance) as in the normal mode is performed, and the same performance pattern as in the normal mode is used. The performance pattern used during the SP reach performance may be different between the special mode and the normal mode. In addition, during the SPSP reach performance, the same background image for the SPSP reach performance as in the normal mode is displayed, the same SPSP reach performance (movie display for the SPSP reach performance) as in the normal mode is performed, and the same performance pattern as in the normal mode is used. The performance pattern used during the SPSP reach performance may be different between the special mode and the normal mode. Then, as in the normal mode, a jackpot is announced using the performance pattern as a result of the SPSP reach performance.

[0241] Here, as shown in FIG. 15, when the special mode is set, when a jackpot is notified as a result of the SPSP reach effect, a jackpot pattern highlighting effect A is performed on the effect pattern 701 suggesting a jackpot, as in the normal mode (times t8 to t9-1). Specifically, in the special mode, a jackpot pattern highlighting effect A of a different mode from the jackpot pattern highlighting effect A in the normal mode is performed. For example, in the jackpot pattern highlighting effect A in the special mode, an emphasis image 850b is added to the three effect patterns 701 suggesting a jackpot. Also, during the display of the emphasis image 850b, a jackpot pattern highlighting effect sound A (a sound corresponding to the emphasis image 850b) is output. The jackpot pattern highlighting effect sound A in the special mode is a sound different from the jackpot pattern highlighting effect sound A in the normal mode, and is a sound suggesting a jackpot. Note that, even in the special mode, the light emitting means emits light in a predetermined light emitting pattern in association with the execution of the jackpot pattern highlighting effect A. The light emission pattern may be the same as or different from the light emission pattern in the normal mode.

[0242] In addition, after the jackpot symbol highlighting performance A, a re-draw performance is performed, and the three performance symbols 701 suggesting a jackpot are temporarily stopped in the re-draw performance, and the jackpot symbol highlighting performance B is performed (time point 9-2). Specifically, in the special mode, a jackpot symbol highlighting performance B different from the jackpot symbol highlighting performance B in the normal mode is performed. For example, in the jackpot symbol highlighting performance B in the special mode, an emphasis image 851b is added to the three performance symbols 701 suggesting a jackpot. In addition, while the emphasis image 851b is displayed, a jackpot symbol highlighting performance sound B (a sound corresponding to the emphasis image 851b) is output. The jackpot symbol highlighting performance sound B in the special mode is a sound different from the jackpot symbol highlighting performance sound B in the normal mode, and is a sound suggesting a jackpot. In addition, in the special mode, the light emitting means emits light in a predetermined light emitting pattern in association with the execution of the jackpot symbol highlighting performance B. The light emission pattern may be the same as or different from the light emission pattern in the normal mode.

[0243] Furthermore, after the big win symbol highlighting effect B ends, the big win symbol highlighting effect C is performed during the period when the three effect symbols 701 are temporarily stopped (the period from time t9-2 to t10). Specifically, in the special mode, the big win symbol highlighting effect C in a manner different from the big win symbol highlighting effect C in the normal mode is performed. For example, in the big win symbol highlighting effect C in the special mode, an emphasis image 852b that highlights each of the three effect symbols 701 that suggest a big win is displayed. The emphasis image 852b is an image that is superimposed on each effect symbol 701, and is superimposed on a part or all of each effect symbol 701. The emphasis image 852b is displayed in a manner that allows the player to recognize the number symbols among the effect symbols 701. In addition, a big win symbol highlighting effect sound C (a sound corresponding to the emphasis image 852b) is output during the display of the emphasis image 852b. The jackpot symbol emphasis effect sound C in the special mode is a sound different from the jackpot symbol emphasis effect sound C in the normal mode, and is a sound that suggests a jackpot. In the special mode, the light-emitting means emits light in a predetermined light-emitting pattern in accordance with the execution of the jackpot symbol emphasis effect C. The light-emitting pattern may be the same as or different from the light-emitting pattern in the normal mode. In addition, in the jackpot symbol emphasis effect C in the special mode, the three effect patterns 701 that suggest a jackpot are not enlarged.

[0244] In addition, the presentation style of the big win symbol highlighting effect C may be the same in the normal mode and the special mode.

[0245] In the special mode, when the notification condition is satisfied during the execution of any of the big win symbol highlighting effects A to C, a specific notification can be executed. Also, the specific notification is executed in the same manner as in the normal mode in the special mode.

[0246] In this way, when the performance is performed in the normal mode (when the normal mode is set) and when the performance is performed in the special mode (when the special mode is set), the performance mode (image, sound, light emission pattern of the light emitting means, etc.) of the jackpot pattern highlighting performance that highlights the performance pattern suggesting a jackpot is different. This allows the performance to have variety and improves interest. In addition, the mode of the jackpot pattern highlighting performance can make the player recognize which mode is set. In the gaming machine 1 of this embodiment, when the normal mode is set and when the special mode is set, a common SP reach performance and SPSP reach performance are performed, and at least the background image is common after the SP reach performance. For this reason, for example, when a jackpot is notified in the SPSP reach performance, it may be difficult for the player to recognize in which mode the jackpot has been achieved, but the mode can be recognized by the performance mode of the jackpot pattern highlighting performance. Note that even after the SP reach performance, the mode of the background image and the performance pattern may be different between the normal mode and the special mode.

[0247] In addition, the performance mode of the jackpot symbol highlighting performance may be the same when the performance is performed in the normal mode and when the performance is performed in the special mode. For example, in any of the multiple normal modes, the jackpot symbol highlighting performance of a mode that can be performed in the special mode may be performed. Also, in any of the multiple special modes, the jackpot symbol highlighting performance of a mode that can be performed in the normal mode may be performed.

[0248] When the performance is performed in the normal mode and when the performance is performed in the special mode, the emphasis image that emphasizes the performance pattern suggesting a big win may be common, while the sound output during the display of the emphasis image may be different. Conversely, when the performance is performed in the normal mode and when the performance is performed in the special mode, the emphasis image that emphasizes the performance pattern suggesting a big win may be different, while the sound output during the display of the emphasis image may be common. In addition, the light emission pattern of the light-emitting means may be common between the normal mode and the special mode, but the emphasis image and sound may be different. In addition, the light emission pattern of the light-emitting means may be different between the normal mode and the special mode, but the emphasis image and sound may be common.

[0249] On the other hand, the specific notification is performed in the same manner in the special mode as in the normal mode. That is, when a performance is performed in the normal mode (when the normal mode is set) and when a performance is performed in the special mode (when the special mode is set), a common specific notification image is displayed and a common specific notification sound is output. Also, the light emitting means emits light in a common light emitting pattern in the normal mode and the special mode.

[0250] In this way, specific notifications are made in a common manner in both normal mode and special mode, which makes it easy for the player to understand the operation.

[0251] In the above, the case where the SPSP reach performance is performed has been described, but there are also cases where a jackpot is notified in the SP reach performance. In this case, the performance symbol suggesting a jackpot is temporarily stopped in the SP reach performance, and the above-mentioned jackpot symbol highlight performance A is performed, and then, via (or without) a re-draw performance, the jackpot symbol highlight performance C is performed on the performance symbol that is temporarily stopped. Alternatively, when a jackpot is notified in the SP reach performance, either one of the jackpot symbol highlight performances A and C may be omitted. Even when the jackpot symbol highlight performance is executed in the SP reach performance, if the above-mentioned notification condition is satisfied, the specific notification is performed in the same manner.

[0252] Also, there are cases where a jackpot is notified in the N-reach performance. In this case, the performance symbol suggesting a jackpot is temporarily stopped in the N-reach performance, and the jackpot symbol highlighting performance A is performed, and then, via a re-lottery performance (or without), the jackpot symbol highlighting performance C is performed on the performance symbol that is temporarily stopped. Alternatively, when a jackpot is notified in the N-reach performance, either one of the jackpot symbol highlighting performances A and C may be omitted. Even when the jackpot symbol highlighting performance is executed in the N-reach performance, the specific notification is performed in the same manner if the notification condition is satisfied.

[0253] Also, there may be a case where the performance pattern suggesting a jackpot is temporarily stopped from the variable display performance using the performance pattern without going through the reach performance. Even in this case, the jackpot pattern highlighting performances A to C may be executed. For example, the performance pattern suggesting a jackpot is temporarily stopped from the variable display performance, and the jackpot pattern highlighting performance A is executed, and then, as a result of the re-variation performance, another or the same performance pattern suggesting a jackpot is temporarily stopped, and the jackpot pattern highlighting performance B is executed, and the jackpot pattern highlighting performance C may be executed for the performance pattern suggesting a jackpot during the temporary stop. Such a performance may be impossible to execute in the normal mode and the special mode, but may be executable in the time-saving mode. Also, such a performance may have a higher probability of being executed in the time-saving mode than in the normal mode and the special mode. Conversely, such a performance may be configured to be executed (or easily executed) in the normal mode and the special mode, and not executed (or difficult to execute) in the time-saving mode.

[0254] In addition, the timing at which the jackpot pattern highlighting effects A to C are executed may differ depending on the variable performance. In addition, the time from when the jackpot pattern highlighting effects A to C are executed until the performance pattern is stopped and displayed may differ depending on the variable performance. For example, in a variable performance based on a certain variable pattern, the time from when the jackpot pattern highlighting effect A is executed until the performance pattern is stopped and displayed may be a first time, and in a variable performance based on another variable pattern, the time from when the jackpot pattern highlighting effect A is executed until the performance pattern is stopped and displayed may be a second time longer (or shorter) than the first time. In addition, regardless of which variable performance is executed, the time from when the jackpot pattern highlighting effects A to C are executed until the performance pattern is stopped and displayed may be the same.

[0255] In addition, the timing of executing the jackpot symbol highlighting effects A to C and the time from when the jackpot symbol highlighting effects A to C are executed until the display of the display pattern may differ depending on the mode. For example, the execution timing of each of the jackpot symbol highlighting effects A to C when executed in the normal mode may differ from the execution timing of each of the jackpot symbol highlighting effects A to C when executed in the special mode. In addition, the time from when the jackpot symbol highlighting effects A to C are executed in the normal mode until the display of the display pattern may differ from the time from when the jackpot symbol highlighting effects A to C are executed until the display of the display pattern is stopped in the special mode.

[0256] The emphasis effect for emphasizing the above-mentioned effect symbols is not limited to the effect symbols that indicate a big win, but may be performed at various times during the fluctuation of the effect symbols. Also, emphasis effect may be performed on the effect symbols not only when a big win is announced, but also when a loss is announced.

[0257] Fig. 16 is a diagram showing an example of a timing chart from the start of fluctuation to the N-reach performance in normal mode. Fig. 17 is a diagram showing an example of a performance from the start of fluctuation to the N-reach performance in normal mode, and is a diagram showing an example of an image displayed on the screen at each timing in Fig. 16. In Fig. 17, the mode display 708 is omitted for the sake of simplicity.

[0258] As shown in FIG. 16, in the normal mode, when the variation of the special symbol starts, the start action of the performance symbol is performed and the reserved icon is shifted to the right and displayed as the icon, and an icon movement effect is performed. During the execution of the start action of the performance symbol, an emphasis effect (start emphasis effect) that emphasizes the performance symbol may be performed (time t1-1, FIG. 17(a)). For example, a start emphasis effect may be performed for each of the three performance symbols. Also, a start emphasis effect may be performed for some of the three performance symbols. For example, in the normal mode, a start emphasis effect in which an emphasis image 800a is added to the performance symbol that is executing the start action can be performed. Also, a start emphasis effect sound may be output along with the display of the emphasis image 800a. Note that the same start emphasis effect may be performed for each of the performance symbols in the left region, the middle region, and the right region. Also, a different start emphasis effect may be performed for each of the performance symbols in the left region, the middle region, and the right region. In addition, a first type of start-up emphasis performance (display of first type of emphasis image 800a) may be performed for the performance patterns in the left and right areas, and a second type of start-up emphasis performance (display of second type of emphasis image 800a) may be performed for the performance patterns in the middle area.

[0259] When the start emphasis effect is performed, the expectation of a big win may be higher than when the start emphasis effect is not performed. In addition, the start emphasis effect may have a plurality of effect modes, and the expectation of a big win may differ depending on the effect mode. In addition, the start emphasis effect may be an effect that suggests that a big win will be played.

[0260] The timing of executing the start action may be different for each of the three performance patterns. For example, after the left pattern performs the start action, a variable display performance (scroll display) may be performed, and then the right pattern may perform the start action. In this case, while the left pattern is performing the variable display performance, the right pattern performs the start action, and a start-time emphasis performance is performed.

[0261] After the start action, a specific pattern highlighting effect may be performed to highlight the effect pattern stopped (temporarily stopped) in a specific area among the three areas (time t2-1, FIG. 17(b)). For example, when the effect patterns stop in the order of the left area, right area, and center area, when the "6" pattern stops as the left pattern, a specific pattern highlighting effect is performed in which an emphasis image 802a is added to the "6" pattern. In addition, a specific pattern highlighting effect sound is output along with the display of the emphasis image 802a. The timing of the execution of the specific pattern highlighting effect may be the same as the timing when the left pattern stops, may be the timing immediately before the left pattern stops, or may be the timing immediately after the left pattern stops. In addition, the timing of the start of output of the specific pattern highlighting effect sound may be the same as the timing when the emphasis image 802a starts to be displayed, may be the timing immediately after the emphasis image 802a starts to be displayed, or may be the timing immediately before the emphasis image 802a starts to be displayed.

[0262] After that, a pseudo consecutive development performance may be performed (time t3, FIG. 17(c)). In the pseudo consecutive development performance, a pseudo consecutive pattern emphasis performance is performed in which an emphasis image 803a different from the emphasis image 802a is added to a pattern suggesting a pseudo consecutive (a "7" pattern in the middle area in the figure). A pseudo consecutive pattern emphasis performance sound (a sound corresponding to the emphasis image 803a) is output while this emphasis image 803a is displayed. In addition, the light emitting means emits light in a predetermined pattern suggesting a pseudo consecutive. In addition, the performance role (first movable member 73a, second movable member 73b) may operate. For example, the first movable member 73a and the second movable member 73b may move from the standby position to the performance position, or move from the standby position to the second position and return to the standby position. When the pseudo consecutive development performance is performed, the performance pattern that was temporarily stopped starts to fluctuate again (time t3-1, FIG. 17(d)). As shown in FIG. 17(d), a pseudo consecutive image 706 is displayed, indicating that a pseudo variation performance has been performed and the number of times it has been performed. A pseudo consecutive performance may be performed multiple times (pseudo 2 to pseudo 4), and the more pseudo consecutive performances there are, the higher the chance of winning. Here, it is assumed that after pseudo 2, it will progress to pseudo 3.

[0263] As shown in FIG. 17(d), a preview effect may be performed in which a preview image 707 that suggests the possibility of a big win is displayed during the variation of the performance symbols. For example, the preview image 707 is an image that becomes larger with each step, and the greater the number of steps, the higher the expectation of a big win. Also, a preview emphasis effect may be performed in which an emphasis image 807a (an example of a preview emphasis image) that emphasizes the preview image 707 is displayed around the preview image 707. When a preview emphasis image is displayed, the expectation may be higher (or lower) than when a preview emphasis image is not displayed, or it may be the same. A preview emphasis effect sound is output during the display of this preview emphasis image. Note that there are multiple modes of the preview emphasis image with different expectation levels, and when a first preview emphasis image is displayed and when a second preview emphasis image is displayed, the sound output is different, and the output time of the sound is also different. Also, even after a reach is established, a preview effect as shown in FIG. 17(d) or other preview effects may be executed.

[0264] Also, as shown in FIG. 17(d), an icon change effect may be performed in which the display mode of the icon TI changes during the change of the effect pattern. When the display mode of the icon TI changes, an icon highlight image 808a that highlights the icon TI may be displayed around the icon TI after the change (or superimposed on the icon TI). Also, a sound is output along with the display of the icon highlight image 808a. For example, when the icon TI changes to a display mode (e.g., red or more) with a predetermined expectation level or higher, the icon highlight image 808a may be added to the icon TI. The icon highlight image 808a may be continuously displayed while the icon TI is displayed, or may be displayed for a predetermined time from the timing when the icon TI changes. The sound associated with the display of the icon highlight image 808a may be output only for a predetermined time when the display of the icon highlight image 808a starts, or may be continuously output while the icon highlight image 808a is displayed. Also, the display mode of the icon highlight image 808a differs depending on the display mode of the icon TI. For example, when the icon TI is displayed in a first display mode (e.g., red), the icon highlight image 808a of the first mode may be added and a first sound may be output for a first period of time, and when the icon TI is displayed in a second display mode (e.g., gold), the icon highlight image 808a of the second mode may be added and a second sound (a sound different from the first sound) may be output for a second period of time. The same applies when an icon change performance in which the display mode of the reserved icon HA changes is performed. The reserved icon HA may change its display mode based on the result of a pre-determination at a predetermined timing when the reserved icon HA wins or after winning the prize at the start of the prize-winning. When the reserved icon HA changes, an icon highlight image 808a of a mode corresponding to the display mode of the reserved icon HA is added and a sound is output. Note that the icon change performance in which the icon TI or reserved icon HA changes is not limited to the timing shown in the figure, and may be performed at any timing such as when the reserved icon wins, when the performance pattern starts to change, before the pseudo consecutive development, after the reach is established, etc.

[0265] In the pseudo 3 variable display performance, after the first performance pattern (for example, the "6" pattern) stops as the left pattern, a reach suggestive performance suggesting the establishment of a reach may be performed (time t3-2, FIG. 17(e)). The reach suggestive performance is a performance in which a performance pattern of the same type as the stopped left pattern moves from above to below while decelerating in the right area, and the same performance pattern is expected to stop in the right area. In the reach suggestive performance, in addition to the performance in which the same performance pattern moves while decelerating in the right area, a performance suggesting the possibility of the reach being established by text or sound may be performed. During the execution of the reach suggestive performance, a reach suggestive emphasis performance is performed to emphasize the reach suggestive performance. Specifically, as a reach suggestive emphasis performance, an emphasis image 804a that emphasizes the right pattern moving at a low speed is added to the right pattern. Together with the display of this emphasis image 804a, a sound corresponding to the reach suggestive emphasis performance (reach suggestive emphasis performance sound) is output. In addition, when a reach suggestion emphasis effect is being performed on the right pattern, a reach suggestion emphasis effect may also be performed on the left pattern.

[0266] After the reach suggestion effect, the first effect pattern ("6" pattern) stops as the right pattern, and the reach is established (time t4, FIG. 17(f)). When this right pattern stops, a specific pattern emphasis effect may be performed in which an emphasis image 802a is added to the right pattern. A specific pattern emphasis effect sound is output along with the display of this emphasis image 802a. For example, when a performance pattern of the same type as the left pattern stops in the right area after the left pattern stops, a specific pattern emphasis effect of the same aspect as the left pattern may be performed for the right pattern. Also, when a performance pattern different from the left pattern stops in the right area after the left pattern stops, an emphasis effect may not be performed for the right pattern, or a specific pattern emphasis effect of a different aspect from the specific pattern emphasis effect performed when the left pattern stops may be performed. Also, a specific pattern emphasis effect may be started at the timing when the right pattern stops, or a specific pattern emphasis effect may be started immediately before the right pattern stops, and the right pattern may stop during the execution of the specific pattern emphasis effect. Also, the specific symbol highlighting effect may be started immediately after the right symbol stops. The specific symbol highlighting effect performed when the right symbol stops has a plurality of modes that indicate the probability of a big win. For example, the probability of a big win may differ depending on the type of color, shape, pattern, etc. of the highlighting image 802a. Also, the probability of a big win may differ depending on the specific symbol highlighting effect sound during the display of the highlighting image 802a. When a reach is established, the highlighting image 802a may be added to the right symbol, and the highlighting image 802a may also be added to the stopped left symbol.

[0267] Immediately after the reach is established, a reach pattern emphasis effect is performed in which an emphasis image 810a that emphasizes the reach pattern (left pattern and right pattern) is added (time t4-1, FIG. 17(g)). In the reach pattern emphasis effect, an emphasis image 810a that is superimposed over the left pattern and the right pattern is displayed. At least a part of the left pattern and the right pattern is hidden by the emphasis image 810a. In addition, with the display of the emphasis image 810a, a sound (reach pattern emphasis effect sound) corresponding to the reach pattern emphasis effect is output. In addition, with the display of the emphasis image 810a, a light emitting means may emit light in a predetermined manner. Note that there are multiple modes of the reach pattern emphasis effect with different jackpot expectation degrees. The jackpot expectation degree may differ depending on the color, shape, and pattern of the emphasis image 810a. In addition, there are multiple types of reach pattern emphasis effect sound, and the jackpot expectation degree may differ depending on the type of reach pattern emphasis effect sound. As a reach pattern emphasis effect, letters or characters are displayed superimposed on the left and right patterns, and the probability of a big win may differ depending on the letters or characters.

[0268] After that, the highlighted image 810a is erased, the reach symbol highlighting effect ends, and the N reach symbol effect is performed. In the N reach symbol effect, the left and right symbols stop, and an effect in which the effect symbols change in the middle region is performed.

[0269] During the N reach performance, an N reach emphasis performance may be performed in which an emphasis image 811a is added to the reach symbols (the temporarily stopped left and right symbols) (time t4-2, FIG. 17(h)). In addition, accompanying the display of the emphasis image 811a, a sound corresponding to the N reach emphasis performance (N reach emphasis performance sound) is output. Note that the N reach emphasis performance may be performed on the changing middle symbol instead of (or in addition to) the reach symbol. After the N reach performance, there are cases where a notification is given as to whether or not a jackpot has been won, and cases where it further develops into a SP reach performance.

[0270] In addition, when the special symbol starts to vary, a predetermined BGM starts to be output, and the predetermined BGM continues until the reach is established (the start of the N reach performance), and continues during the N reach performance. In other words, the BGM does not change before and after the start of the N reach performance. The predetermined BGM may continue to be output during the reach symbol highlight performance, or the output of the BGM may be temporarily suspended during the reach symbol highlight performance, and the output of the same BGM may be resumed after the start of the N reach performance. In addition, the volume of the predetermined BGM may be lowered during the output of the reach symbol highlight performance sound, and the volume of the predetermined BGM may be returned after the end of the reach symbol highlight performance. In addition, the predetermined BGM may be output from the start action until the reach is established, and the output of the predetermined BGM may end with the execution of the reach symbol highlight performance, and the BGM for the N reach may be output during the N reach performance thereafter.

[0271] In addition, when the performance pattern stops in the left area, the first specific pattern highlighting performance may be performed, and when the performance pattern stops in the right area, the second specific pattern highlighting performance may be performed. In the first specific pattern highlighting performance, an emphasis image 802a may be added to the performance pattern and the performance pattern may operate in a first manner, and in the second specific pattern highlighting performance, an emphasis image different from the emphasis image 802a may be added to the performance pattern and the performance pattern may operate in a second manner. That is, the display manner may be different between the first specific pattern highlighting performance and the second specific pattern highlighting performance. On the other hand, the same sound (common specific pattern highlighting performance sound) may be output when the first specific pattern highlighting performance is performed and when the second specific pattern highlighting performance is performed. In addition, when the first specific pattern highlighting performance is performed and when the second specific pattern highlighting performance is performed, different specific pattern highlighting performance sounds may be output.

[0272] Also, when the effect pattern stops in the middle area, a third specific pattern emphasis effect may be performed to emphasize the middle pattern. The first specific pattern emphasis effect and the third specific pattern emphasis effect may have different display modes and different specific pattern emphasis effect sounds. The first specific pattern emphasis effect and the third specific pattern emphasis effect may have different display modes, but may have the same specific pattern emphasis effect sound. The first specific pattern emphasis effect and the third specific pattern emphasis effect may have the same display mode and different specific pattern emphasis effect sounds.

[0273] Fig. 18 is a diagram showing an example of the performance from the start of the fluctuation in the normal mode to the N-reach performance, in which a different performance pattern is used as the reach pattern. Even when a reach is achieved using a different performance pattern, the same performance as in Fig. 17 is basically executed, but the mode of the emphasis performance before and after the reach is achieved is different from that in Fig. 17.

[0274] As shown in FIG. 18, at time t2-1, when the "1" symbol stops as the left symbol, a specific symbol highlighting effect is performed in which an emphasis image 805a is added to the "1" symbol (FIG. 18(b)). The emphasis image 805a is an image different from the emphasis image 802a in FIG. 17(b). In addition, a specific symbol highlighting effect sound (a sound different from that when the emphasis image 802a is displayed) is output with the display of the emphasis image 805a. Note that the display mode (emphasis image) of the emphasis effect is the same when the first effect symbol (for example, the "6" symbol) stops in the left region and when the second effect symbol (for example, the "1" symbol) stops, and the specific symbol highlighting effect sound may also be the same. In addition, the display mode (emphasis image) of the emphasis effect is different when the first effect symbol stops in the left region and when the second effect symbol stops, but the specific symbol highlighting effect sound may also be the same. In addition, when the first effect symbol stops in the left area and when the second effect symbol stops, the display mode of the emphasis effect (emphasis image) is the same, but the specific pattern emphasis effect sound may be different.

[0275] Also, as shown in FIG. 18(e), after the second performance pattern (for example, a "1" pattern) stops as the left pattern, a reach suggestive performance suggesting the establishment of a reach is performed using the second performance pattern (time t3-2). During the execution of the reach suggestive performance using the second performance pattern, a reach suggestive emphasis performance is performed to emphasize the reach suggestive performance. Specifically, as the reach suggestive emphasis performance, an emphasis image 806a that emphasizes the second performance pattern moving at a low speed in the right area is added to the second performance pattern. The emphasis image 806a is an image different from the emphasis image 804a added in the reach suggestive performance using the first performance pattern. Together with the display of this emphasis image 806a, a reach suggestive emphasis performance sound (a sound different from the reach suggestive emphasis performance sound when the emphasis image 804a is displayed) is output. When a reach suggestive emphasis performance is performed for the right pattern, a reach suggestive emphasis performance may also be performed for the left pattern. The display mode (emphasis image) of the emphasis effect may be different between the reach suggestion emphasis effect when the reach suggestion effect is performed using the first effect pattern and the reach suggestion emphasis effect when the reach suggestion effect is performed using the second effect pattern, but the reach suggestion emphasis effect sound may be the same. Also, the display mode (emphasis image) of the emphasis effect may be the same between the reach suggestion emphasis effect when the reach suggestion effect is performed using the first effect pattern and the reach suggestion emphasis effect when the reach suggestion effect is performed using the second effect pattern, and the reach suggestion emphasis effect sound may also be the same. Also, the display mode (emphasis image) of the emphasis effect may be the same between the reach suggestion emphasis effect when the reach suggestion effect is performed using the first effect pattern and the reach suggestion emphasis effect when the reach suggestion effect is performed using the second effect pattern, and the reach suggestion emphasis effect sound may also be different.

[0276] After the reach suggestion effect, the second effect pattern (for example, the "1" pattern) stops as the right pattern, and the reach is established (time t4, FIG. 18(f)). When this right pattern stops, a specific pattern emphasis effect is performed in which an emphasis image 805a is added to the right pattern as described above. In this way, the specific pattern emphasis effect performed on the right pattern when the reach is established differs depending on the pattern when the reach is established. Note that the display mode (emphasis image) of the specific pattern emphasis effect differs when the reach is established with the first effect pattern (for example, the "6" pattern) and when the reach is established with the second effect pattern (for example, the "1" pattern), but the specific pattern emphasis effect sound may be the same. Also, the display mode of the specific pattern emphasis effect may be the same when the reach is established with the first effect pattern and when the reach is established with the second effect pattern, and the specific pattern emphasis effect sound may also be the same. In addition, when a reach is achieved with the first performance pattern and when a reach is achieved with the second performance pattern, the display mode of the specific pattern highlighting performance is the same, but the specific pattern highlighting performance sound may be different.

[0277] Immediately after the reach is established, a reach pattern emphasis effect is performed in which an emphasis image 812a that emphasizes the reach pattern (the second effect pattern stopped on the left and right) is added (time t4-1, FIG. 18(g)). The emphasis image 812a is an image different from the emphasis image 810a when the first effect pattern is displayed in the reach mode. In addition, with the display of the emphasis image 812a, a reach pattern emphasis effect sound (a sound different from the reach pattern emphasis effect sound while the emphasis image 810a is being displayed) is output. In this way, the reach pattern emphasis effect performed on the reach pattern after the reach is established differs depending on the reach pattern. Note that, although the display mode (emphasis image) of the reach pattern emphasis effect differs when the reach is established with the first effect pattern and when the reach is established with the second effect pattern, the reach pattern emphasis effect sound may be the same. In addition, when a reach is established with the first performance symbol and when a reach is established with the second performance symbol, the display mode of the reach symbol highlighting performance may be the same, and the reach symbol highlighting performance sound may also be the same. In addition, when a reach is established with the first performance symbol and when a reach is established with the second performance symbol, the display mode of the reach symbol highlighting performance may be the same, but the reach symbol highlighting performance sound may be different.

[0278] During the N reach performance, an N reach emphasis performance may be performed in which an emphasis image 813a is added to each of the reach patterns (second performance patterns that are temporarily stopped) (time t4-2, FIG. 18(h)). The emphasis image 813a is an image different from the emphasis image 811a when the first performance pattern is displayed in the reach mode. In addition, with the display of the emphasis image 813a, an N reach emphasis performance sound (a sound different from the N reach emphasis performance sound while the emphasis image 811a is being displayed) is output. In this way, the N reach emphasis performance performed on the performance patterns during the N reach differs depending on the reach pattern. Note that, although the display mode (emphasis image) of the N reach emphasis performance differs when the N reach performance is performed with the first performance pattern and when the N reach performance is performed with the second performance pattern, the N reach emphasis performance sound may be the same. In addition, when the N reach performance is performed with the first performance symbol and when the N reach performance is performed with the second performance symbol, the display mode of the N reach highlight performance may be the same, and the N reach highlight performance sound may also be the same. In addition, when the N reach performance is performed with the first performance symbol and when the N reach performance is performed with the second performance symbol, the display mode of the N reach highlight performance may be the same, but the N reach highlight performance sound may be different.

[0279] After the N reach performance, it may be announced whether or not a jackpot has been won, or it may develop further into an SP reach performance.

[0280] Next, a description will be given of the effects when the special mode is set. When the special mode is set, emphasis effects different from those shown in Figs.

[0281] Fig. 19 is a diagram showing an example of the performance from the start of fluctuation to the N-reach performance in the special mode. Fig. 20 is a diagram showing an example of the performance from the start of fluctuation to the N-reach performance in the special mode, in which a different performance pattern is used as the reach pattern.

[0282] As shown in FIG. 19 and FIG. 20, in the special mode, a special background image is displayed as the background image. In addition, in the special mode, a different effect pattern is used from that in the normal mode. In the special mode, the display mode of either the background image or the effect pattern may be different from that in the normal mode. In addition, a part of the background image and / or a part of the effect pattern may be different between the normal mode and the special mode. In addition, although not shown, in the special mode, the mode display 708 becomes the mode display 708 for the special mode.

[0283] Moreover, when Fig. 17 is compared with Fig. 19, the emphasis images used for each emphasis effect are different. Moreover, when Fig. 18 is compared with Fig. 20, the emphasis images used for each emphasis effect are different.

[0284] For example, the emphasized images 800a to 804a, 807a, 808a, 810a, and 811a used in Fig. 17 may be replaced with emphasized images 800b to 804b, 807b, 808b, 810b, and 811b, respectively, in Fig. 19. The emphasized images 805a, 806a, 812a, and 813a used in Fig. 18 may be replaced with emphasized images 805b, 806b, 812b, and 813b, respectively, in Fig. 20. In addition, in the special mode, the sound when each emphasized image is displayed is different from that in the normal mode. In addition, the output time (length) of each sound may also be different.

[0285] In addition, when a performance is performed in normal mode and when a performance is performed in special mode, the display mode of the highlighting performance (highlighted image) may be different, while the sound during the display of the highlighting image may be the same. In addition, when a performance is performed in normal mode and when a performance is performed in special mode, the display mode of the highlighting performance may be the same, while the sound during the display of the highlighting image may be different. In addition, when a performance is performed in normal mode and when a performance is performed in special mode, the display mode of the highlighting performance (highlighted image) may be the same, and the sound during the display of the highlighting image may also be the same.

[0286] As described above, the gaming machine 1 of this embodiment can execute an emphasis effect (e.g., start emphasis effect) that emphasizes an effect pattern (e.g., right pattern) during the variable display of an effect pattern (e.g., left pattern). When an effect is executed in normal mode and when an effect is executed in special mode, the display mode of the emphasis effect is different, and the sound during execution of the emphasis effect is different. In addition, the output time of the sound is also different. That is, in normal mode, a first emphasis effect can be executed on the effect pattern, and in special mode, a second emphasis effect can be executed on the effect pattern. The first emphasis effect and the second emphasis effect have different display modes, different display times, different types of sounds, and different output times (lengths) of sounds.

[0287] In addition, in the normal mode, when the first performance symbol (for example, the "6" symbol) is temporarily stopped in the specific area and when the second performance symbol (for example, the "1" symbol) is temporarily stopped in the specific area, the display mode of the specific pattern highlighting performance may be different, while the specific pattern highlighting performance sound during the execution of the specific pattern highlighting performance may be common. For example, as shown in FIG. 17(b), when the first performance symbol (the "6" symbol) is temporarily stopped in the specific area (left area), an emphasis image 802a is added to the first performance symbol. On the other hand, as shown in FIG. 18(b), when the second performance symbol (the "1" symbol) is temporarily stopped in the specific area (left area), an emphasis image 805a is added to the second performance symbol. In this case, when the specific pattern highlighting performance is performed for the first performance symbol and when the specific pattern highlighting performance is performed for the second performance symbol, the specific pattern highlighting performance sound may be common. In addition, the specific pattern emphasis performance is performed even when the performance pattern temporarily stops in an area other than the specific area, and the display mode of the specific pattern emphasis performance differs between when the first performance pattern stops and when the second performance pattern stops, but the specific pattern emphasis performance sound may be the same.

[0288] In addition, when the performance is performed in the normal mode and when the performance is performed in the special mode, the display mode (highlighted image) of the specific pattern highlighting performance for the first performance pattern may be different, while the specific pattern highlighting performance sound may be common. In addition, when the performance is performed in the normal mode and when the performance is performed in the special mode, the display mode of the specific pattern highlighting performance for the second performance pattern may be different, while the specific pattern highlighting performance sound may be common.

[0289] For example, when the effect is performed in the normal mode, an emphasis image 802a is added to the first effect pattern (e.g., the "6" pattern) as shown in Fig. 17(b), and when the effect is performed in the special mode, an emphasis image 802b is added to the first effect pattern (e.g., the "6" pattern) as shown in Fig. 19(b). On the other hand, for the specific pattern emphasis effect sound, a common sound may be output in the normal mode and the special mode.

[0290] Also, as shown in Fig. 18(b), in the normal mode, an emphasis image 805a is added to the second effect pattern (for example, the "1" pattern). On the other hand, as shown in Fig. 20(b), in the special mode, an emphasis image 805b is added to the second effect pattern (for example, the "1" pattern). On the other hand, for the specific pattern emphasis effect sound, a common sound may be output in the normal mode and the special mode.

[0291] In other words, while the display manner of the specific pattern highlighting effect differs when the first performance pattern stops in normal mode, when the second performance pattern stops in normal mode, when the first performance pattern stops in special mode, and when the second performance pattern stops in special mode, the sound that is played while the specific pattern highlighting effect is being executed may be the same.

[0292] In addition, when the performance is performed in the normal mode and when the performance is performed in the special mode, the display mode (highlighted image) of the specific pattern highlighting performance for the first performance pattern may be common, while the specific pattern highlighting performance sound may be different. Also, when the performance is performed in the normal mode and when the performance is performed in the special mode, the display mode of the specific pattern highlighting performance for the second performance pattern may be common, while the specific pattern highlighting performance sound may be different.

[0293] In addition, when the specific pattern highlighting effect is performed for the third performance symbol (for example, the "2" symbol) and when the specific pattern highlighting effect is performed for the first performance symbol (for example, the "6" symbol), the display mode (highlighted image) of the specific pattern highlighting effect may be different, and the specific pattern highlighting effect sound may be different. In addition, the output time (length) of the sound may be different. In addition, when the first performance symbol stops and when the second performance symbol stops, the sound during the execution of the specific pattern highlighting effect may be the same, while when the first performance symbol stops and when the third performance symbol stops, the sound during the execution of the specific pattern highlighting effect may be different. In this case, when the first to third performance symbols stop, the mode of the specific notification (specific notification image and specific notification sound) when the notification condition is established is the same.

[0294] In addition, the specific pattern emphasis performance sound may be different when a specific pattern emphasis performance is performed for the first performance pattern in the normal mode, when a specific pattern emphasis performance is performed for the third performance pattern in the normal mode, when a specific pattern emphasis performance is performed for the first performance pattern in the special mode, and when a specific pattern emphasis performance is performed for the third performance pattern in the special mode.

[0295] In addition, the display mode (highlighted image) of the specific pattern highlighting effect for the third effect pattern may be made different between the normal mode and the special mode, and the specific pattern highlighting effect sound may be made different. In addition, the display mode (highlighted image) of the specific pattern highlighting effect for the third effect pattern may be made common between the normal mode and the special mode, while the specific pattern highlighting effect sound may be made different.

[0296] In addition, the gaming machine 1 of this embodiment can execute an icon change effect that changes the reserved icon or the icon (corresponding display corresponding to the acquired information) (FIG. 17(d)). In the icon change effect, the icon is changed to any one of a plurality of display modes including a first display mode and a second display mode. In addition, when the icon change effect is executed, an icon highlight effect that displays an icon highlight image (808a) around the icon can be executed. When the icon is displayed in the first display mode and when the icon is displayed in the second display mode, the display mode of the icon highlight effect can be made different, and the sound during the execution of the icon highlight effect can be made different. That is, when the icon is displayed in the first display mode, the icon highlight effect of the first display mode is displayed and the first sound is output for a first time, and when the icon is displayed in the second display mode, the icon highlight effect of the second display mode is displayed and the second sound is output for a second time. On the other hand, when the icon is displayed in the first display mode and when the icon is displayed in the second display mode, the mode of the specific notification when the notification condition is established is common.

[0297] In addition, the gaming machine 1 of this embodiment can display the icon highlight image in different ways between the normal mode and the special mode. When the icon change performance is performed, the first icon highlight image or the second icon highlight image can be displayed when the normal mode is set, and the third icon highlight image or the fourth icon highlight image can be displayed when the special mode is set. Different sounds can be output during the display of each icon highlight image. Furthermore, regardless of which icon highlight image is displayed, if the notification condition is met, a specific notification is performed in the same way.

[0298] In addition, before the N reach performance is performed, a reach suggestion performance that suggests the N reach performance is performed. In the reach suggestion performance, a performance of whether or not the performance pattern of the same type as the performance pattern stopped in the left area will stop in the right area (performance that makes you expect that the performance pattern of the same type as the performance pattern stopped in the left area will stop in the right area) is performed. In the reach suggestion performance, a reach suggestion emphasis performance that emphasizes the performance pattern is performed. The performance mode (emphasis image and sound accompanying display of the emphasis image) of the reach suggestion emphasis performance is different between the case where the reach suggestion performance is performed using the first performance pattern and the case where the reach suggestion performance is performed using the second performance pattern (FIG. 17(e) and FIG. 18(e)). In addition, the performance mode of the reach suggestion emphasis performance is different between the normal mode and the special mode. Specifically, in the normal mode, when the reach suggestion performance is performed using the first performance pattern, the reach suggestion emphasis performance is performed in the first mode, and when the reach suggestion performance is performed using the second performance pattern, the reach suggestion emphasis performance is performed in the second mode. In the special mode, when the reach suggestion effect is performed using the first effect pattern, the reach suggestion emphasis effect is performed in the third manner, and when the reach suggestion effect is performed using the second effect pattern, the reach suggestion emphasis effect is performed in the fourth manner. Note that in the normal mode or special mode, when the reach suggestion effect is performed using the first effect pattern and when the reach suggestion effect is performed using the second effect pattern, the display manner (emphasis image) of the reach suggestion emphasis effect may be different, while the reach suggestion emphasis effect sound may be the same. Also, in the normal mode or special mode, when the reach suggestion effect is performed using the first effect pattern and when the reach suggestion effect is performed using the second effect pattern, the display manner (emphasis image) of the reach suggestion emphasis effect may be the same, and the reach suggestion emphasis effect sound may be different.

[0299] Also, when the two performance symbols are displayed in a reach state as a result of the reach suggestion performance (i.e., when a reach is established), a specific pattern highlight performance is performed on the stopped right symbol. Specifically, in the normal mode, when the first performance symbol is displayed in a reach state, a specific pattern highlight performance is performed in the first state, and when the second performance symbol is displayed in a reach state, a specific pattern highlight performance is performed in the second state (Fig. 17(f), Fig. 18(f)). Also, in the special mode, when the first performance symbol is displayed in a reach state, a specific pattern highlight performance is performed in the third state, and when the second performance symbol is displayed in a reach state, a specific pattern highlight performance is performed in the fourth state (Fig. 19(f), Fig. 20(f)).

[0300] In addition, in this embodiment, when the performance symbol is displayed in a reach state, an emphasis effect (a specific symbol emphasis effect when a reach is achieved, or a reach symbol emphasis effect) that emphasizes the performance symbol is performed. There are a plurality of performance modes for the emphasis effect when the performance symbol is displayed in a reach state. For example, when a reach is achieved, a specific symbol emphasis effect in a first display mode is performed for the right symbol, and a specific symbol emphasis effect in a second display mode with a higher expectation than the first display mode is performed. In addition, after a reach is achieved, a reach symbol emphasis effect for the left symbol and the right symbol is performed in a first display mode, and a second display mode with a higher expectation than the first display mode is performed. When the emphasis effect (a specific symbol emphasis effect when a reach is achieved, or a reach symbol emphasis effect) is performed in the first display mode, the sound corresponding to the emphasis effect is different from that when it is performed in the second display mode. Note that, while the display mode of the emphasis effect is different, the sound corresponding to the emphasis effect may be common. Further, the display mode of the emphasis effects may be the same, while the sounds corresponding to the emphasis effects may be different.

[0301] In addition, in the normal mode, the highlighting effect when the performance symbol is displayed in a reach state can be executed in a first display state and a second display state having a higher expectation than the first display state, and in the special mode, the highlighting effect when the performance symbol is displayed in a reach state can be executed in a third display state and a fourth display state having a higher expectation than the third display state. In this case, the sound corresponding to the highlighting effect may be different in the first display state to the fourth display state. Also, when the highlighting effect is executed in any of the first display state to the fourth display state, the sound corresponding to the highlighting effect may be common.

[0302] Next, the performance after the N reach performance will be described. Fig. 21 is a diagram showing an example of a timing chart of the performance after the SP reach performance in normal mode. Fig. 22 is a diagram showing an example of an image displayed on the screen at each timing in Fig. 21, which is an example of the performance after the SP reach performance in normal mode. Fig. 23 is a diagram showing an example of the performance when the reach performance is performed using a performance pattern different from that in Fig. 22.

[0303] As shown in FIG. 22, when the SP reach performance starts at time t5, a title display showing the title of the SP reach performance is performed (FIG. 22(a)). There are a plurality of types of SP reach performances with different expectation levels, and there is a title display corresponding to each SP reach performance. At time t5, a title corresponding to the SP reach performance to be executed is displayed. Here, although not shown, a title highlight image that highlights the title of the SP reach performance may be added and sound may be output. The title highlight image may be an image that is superimposed on a part or the whole of the title display, or may be an image that is added to the periphery of the title display. In addition, the display mode of the title highlight image may differ depending on the title display. In addition, when a title highlight image is added to a title display, the expectation level of a jackpot may be higher (or lower) than when it is not added. In addition, the expectation level may be the same when a title highlight image is added and when it is not added. In addition, BGM for the SP reach starts to be output in response to the start of the SP reach performance.

[0304] Moreover, during the SP reach performance, the icon TI continues to be displayed. Note that, if the icon TI has changed from a normal state to a special state before the start of the SP reach performance, the icon TI in the special state continues to be displayed. Also, if an icon highlight image 808a was added to the icon TI before the start of the SP reach performance, the icon highlight image 808a is added during the SP reach performance. Note that the display state of the icon TI may change at the start of the SP reach performance or during the SP reach performance.

[0305] After the SP reach performance is started, a roulette performance is performed in which a plurality of performance symbols change in the middle area during the SP reach performance. For example, as shown in FIG. 22(b), a roulette performance is performed in the middle area using the same performance symbols ("6" symbols) as the left and right, a different performance symbol ("7" symbols) from the left and right, and a development symbol that suggests development to an SPSP reach performance. In the roulette performance, an SP highlight performance that highlights the performance symbols that are changing in the middle area may be performed for each performance symbol. In the SP highlight performance, an emphasis image is added to each symbol that constitutes the roulette performance. Note that there are also times when the SP highlight performance is not performed in the roulette performance. In the roulette performance, the expectation of a big win may differ depending on whether an emphasis image is added to each symbol or not.

[0306] For example, as shown in FIG. 22(b), in the middle area, an emphasis image 820a is added to the changing "6" symbol, an emphasis image 821a is added to the changing "7" symbol, and an emphasis image 822a is added to the changing development symbol. Each emphasis image is moved so as to follow the movement of the performance symbol. Each emphasis image may be displayed so as to be superimposed on each performance symbol, for example, or may be displayed around each performance symbol. Also, each emphasis image is displayed so that a part of each image overlaps with each other. During the display of each emphasis image, a common sound (SP emphasis performance sound) is output. During this performance, if the notification condition is met, a specific notification is made.

[0307] Next, as a result of the roulette performance, an SPSP development suggestion performance is executed, which suggests the development to the SPSP reach performance (time t5-2, FIG. 22(c)). In the SPSP development suggestion performance, a performance in which the development symbol stops in the middle area is executed. Also, a development suggestion emphasis performance in which an emphasis image 823a is added to the development symbol may be executed. A sound corresponding to the development suggestion emphasis performance is output while the emphasis image 823a is displayed. When the development suggestion emphasis performance is executed, the expectation of a big win may be higher than when the development suggestion emphasis performance is not executed. Also, the development suggestion emphasis performance may have a plurality of modes with different expectation levels. Note that, in the SPSP development suggestion performance, the development symbol stops in the middle area and an emphasis image (for example, the emphasis image 825a in FIG. 22(e)) may be added to the reach symbol (the performance symbol temporarily stopped on the left and right). Also, when the development symbol stops and the development suggestion emphasis performance is executed, the BGM for the SP reach is stopped. In addition, when a jackpot is announced in the SP reach performance, if the same performance pattern as the left and right stops in the middle area as a result of the roulette performance, it is a jackpot. In this case, as described above, a jackpot pattern emphasis performance is performed. Also, if a performance pattern different from the left and right stops in the middle area as a result of the roulette performance, it is a miss. In addition, after a performance pattern different from the left and right stops in the middle area, it may develop into an SPSP reach performance. Also, if a special miss is won, when a performance pattern different from the left and right stops in the middle area, an emphasis performance is performed on the performance pattern suggesting a miss, and a transition to a low base time-saving state may occur.

[0308] After the development symbol stops in the middle area, a role performance is performed (time t5-3, FIG. 22(d)). In the role performance, the first movable member 73a and the second movable member 73b move from the standby position to a performance position in front of the screen (the center of the screen) and operate at the performance position. In addition, along with the operation of the first movable member 73a and the second movable member 73b, the first movable member 73a and the second movable member 73b are illuminated by a plurality of LEDs being illuminated in a predetermined illumination pattern. In addition, a role highlighting image 824a that highlights the first movable member 73a is displayed on the screen behind the first movable member 73a. The role highlighting image 824a is displayed around the first movable member 73a when viewed from the player. In addition, a role operation sound is output along with the display of the role highlighting image 824a. Note that there are a plurality of illumination modes of the first movable member 73a, and the display mode of the role highlighting image 824a may differ depending on each illumination mode. The light emission state of the first movable member 73a and the display state of the bonus highlight image 824a may be, for example, blue, green, and red, in which order the probability of winning increases. During this bonus performance, if the notification condition is met, a specific notification is performed. The bonus performance at time t5-3 may be performed immediately before time t5 (i.e., before the start of the SP reach performance).

[0309] Next, the title of the SPSP reach performance is displayed, and the SPSP reach performance starts (time t6, FIG. 22(e)). With the start of the SPSP reach performance, BGM for the SPSP reach is output. There are a plurality of types of SPSP reach performances with different expectation levels, and there is a title display corresponding to each SPSP reach performance. At time t6, the title corresponding to the SPSP reach performance to be executed is displayed. Here, although not shown, a title highlight image that highlights the title of the SPSP reach performance may be added and a sound may be output. The title highlight image may be an image that is superimposed on a part or the whole of the title display, or may be an image that is added to the periphery of the title display. In addition, the display mode of the title highlight image may differ depending on the title display. In addition, when a title highlight image is added to a title display, the expectation level of a jackpot may be higher (or lower) than when a title highlight image is not added. In addition, the expectation level may be the same when a title highlight image is added and when it is not added.

[0310] Also, as shown in FIG. 22(e), in the SPSP reach performance, an emphasis performance may be performed in which an emphasis image 825a that emphasizes the reach pattern is added. This emphasis image 825a may be added to the reach pattern during the SP reach performance of FIG. 22(a) to (c). When the emphasis image 825a is added to the reach pattern, the expectation of a big win is higher than when the emphasis image 825a is not added to the reach pattern. When the emphasis image 825a is added to the reach pattern, the expectation of a big win may be lower than when the emphasis image 825a is not added, or it may be the same. Also, there are multiple types of emphasis images 825a added to the reach pattern, and the expectation of a big win may be different or the same depending on the type of the emphasis image 825a added.

[0311] In addition, when the SPSP reach performance is performed using different reach symbols, the same emphasis image 825a may be added to the reach symbols. For example, as shown in FIG. 23, when the SPSP reach performance is performed using the "7" symbol, the emphasis image 825a is added to the "7" symbol. In addition, the probability that the emphasis image 825a is added to the reach symbol may differ depending on the reach symbol. For example, the probability that the emphasis image 825a is added may be higher for the "7" symbol than for the "6" symbol. In addition, the mode of the emphasis image 825a may differ depending on the reach symbol. For example, the first emphasis image 825a may be added to the "6" symbol, and the second emphasis image 825a may be added to the "7" symbol.

[0312] During the SPSP reach performance, a background image corresponding to the SPSP reach performance is displayed, and a video corresponding to the SPSP reach performance is displayed. For example, a video performance in which characters fight each other is displayed. At the end of the video performance, a middle pattern performance is performed in the middle area using the same performance pattern ("6" pattern) as the left and right, and a different performance pattern ("7" pattern) from the left and right (time t6-1, FIG. 22(f)). For example, as a middle pattern performance, a performance in which two performance patterns push each other is performed. In the middle pattern performance, a middle pattern emphasis performance in which an emphasis image that emphasizes each performance pattern is added may be performed for each performance pattern. For example, when one of the two performance patterns presses the other, an emphasis image is added to one performance pattern, and when the other presses the other, a different emphasis image is added to the other performance pattern. Note that the expectation of a big win may differ when an emphasis image is added to a performance pattern and when it is not added.

[0313] Specifically, as shown in FIG. 22(f), different emphasis images are added to the two performance symbols used in the middle pattern performance. For example, emphasis image 826a is added to the "6" symbol, and emphasis image 827a is added to the "7" symbol. Each emphasis image may be displayed so as to be superimposed on each performance symbol, or may be displayed around each performance symbol. When emphasis image 826a is added to the "6" symbol, emphasis image 827a is not added to the "7" symbol, and when emphasis image 827a is added to the "7" symbol, emphasis image 826a is not added to the "6" symbol. That is, emphasis image 826a and emphasis image 827a are not displayed at the same time. In this case, when emphasis image 826a is displayed and when emphasis image 827a is displayed, a common sound (middle pattern emphasis performance sound) corresponding to the middle pattern emphasis performance is output. Regardless of the type of the performance pattern used in the middle pattern performance, the same emphasized images 826a and 827a are added. For example, in the SPSP reach performance shown in FIG. 22, a "6" symbol is used as the reach symbol, and in the SPSP reach performance, a middle pattern performance using the "6" symbol and the "7" symbol is performed. In this case, the emphasized image 826a is added to the "6" symbol, and the emphasized image 827a is added to the "7" symbol. In the SPSP reach performance in the variable performance related to another special symbol judgment, a "2" symbol is used as the reach symbol, and a middle pattern performance using the "2" symbol and the "3" symbol may be performed. In this case, the same emphasized image 826a is added to the "2" symbol, which suggests a big win, and the same emphasized image 827a is added to the "3" symbol, which suggests a miss. That is, regardless of the type of reach symbol, an emphasis image 826a is added to the same effect symbol as the reach symbol, and an emphasis image 827a is added to the effect symbol different from the reach symbol. Note that emphasis images corresponding to each effect symbol are prepared, and an emphasis image corresponding to the effect symbol used in the middle symbol effect may be added to that symbol. For example, an emphasis image 826a corresponding to the "6" symbol, an emphasis image 827a corresponding to the "7" symbol, and another emphasis image corresponding to the "8" symbol may be prepared. During this effect, if the notification condition is established, a specific notification is performed in the same manner as above.

[0314] In addition, the middle pattern performance may be performed using three or more performance patterns, not limited to two performance patterns. In this case, a different emphasis image is added to each pattern. When an emphasis image is added to one performance pattern and displayed, an emphasis image is not added to the other performance patterns even if the other performance patterns are displayed. Alternatively, when an emphasis image is added to one performance pattern and displayed, the other performance patterns are not displayed, and the emphasis image corresponding to the other performance patterns may not be displayed. Even in this case, a common sound is output during the display of any one of the emphasis images. In addition, there may be times when two or more emphasis images are displayed simultaneously. For example, when the "6" pattern and the "7" pattern are displayed simultaneously in the middle area, the emphasis image 826a and the emphasis image 827a may be displayed simultaneously. In this case, for example, there are times when the "6" pattern and its emphasis image 826a are mainly displayed, and times when the "7" pattern and its emphasis image 827a are mainly displayed, and a common sound is output regardless of which pattern and its emphasis image are mainly displayed.

[0315] Next, at time t6-2 at the end of the SPSP reach performance, a button arousal performance is performed (FIG. 22(g)). The button arousal performance is a performance performed before the operation performance that encourages the pressing of the performance button 17, and is a performance that makes the player expect the operation performance to be performed. In the button arousal performance, a performance is performed in which the button partial image 712 that imitates the performance button 17 moves from the left and right to the center of the screen. The button partial image 712 is an image that shows a part of the button image 710, and may be a part of the button image 710, or may be an image of the button image 710 made semi-transparent. The button image 710 is formed by overlapping a plurality of button partial images 712. In addition, in the button arousal performance, a button arousal emphasis performance that displays an emphasis image 828a that emphasizes the button partial image 712 may be executed. During the display of the emphasis image 828a, a sound corresponding to the button arousal emphasis performance is output. The emphasis image 828a moves according to the movement of the button partial image 712. The emphasis image 828a may be displayed around the button portion image 712, or may be displayed superimposed on the button portion image 712. During this performance, if the notification condition is met, a specific notification is performed in the same manner as described above.

[0316] Although not shown, there are multiple modes of the button highlighting effect, and the button highlighting effect can be executed in any of the multiple modes. For example, in the first mode of the button highlighting effect, the first highlighting image 828a is displayed and a first sound is output, and in the second mode of the button highlighting effect, the second highlighting image 828a is displayed and a second sound is output. The degree of expectation may differ depending on the mode of the button highlighting effect.

[0317] There are multiple modes of button tilting performance. For example, in the first button tilting performance, the button partial image 712 may be displayed moving from the left and right, and in the second button tilting performance, the button partial image 712 may be displayed moving from the top and bottom. When the first button tilting performance is performed and when the second button tilting performance is performed, different emphasis images 828a may be displayed and different sounds may be output.

[0318] When two button partial images 712 overlap and stop in the center of the screen, the button image 710 imitating the effect button 17 is completed, and operation of the effect button 17 becomes valid. On the other hand, when the two button partial images 712 slip past each other without overlapping, the button image 710 is not completed, and operation of the effect button 17 is not valid.

[0319] When the button image 710 is completed, an operation performance is performed to encourage the pressing of the performance button 17 (time t7, FIG. 22(h)). When an operation performance is performed, the expectation of a big win is higher than when an operation performance is not performed. In addition, when the emphasized image 828a is displayed in the button teasing performance, the operation performance may be performed more easily than when it is not displayed. In addition, when the emphasized image 828a is displayed in the button teasing performance, the operation performance may be performed without fail. There are multiple modes of the operation performance. For example, there is an operation performance of a first change mode in which the display mode of the button image changes in a first cycle by the button image 710 blinking. There is also an operation performance of a second change mode in which the display mode of the button image changes in a second cycle by the button image 710 moving up and down (changing between a non-operation state and an operation state). In addition, the mode of the operation performance includes a mode that suggests the expectation. For example, there is an operation performance of a normal color mode in which the button image 710 is displayed in a normal color, and an operation performance of a red color mode in which the button image 710 is displayed in a red color with a higher expectation than the normal color. There may be multiple other modes. In addition, in the operation presentation, an operation valid period image 711 indicating the operation valid period is displayed.

[0320] Also, as shown in FIG. 22(h), a button highlighting effect may be executed to display an emphasis image 829a that emphasizes the button image 710. At this time, a sound accompanying the display of the emphasis image 829a is output. The emphasis image 829a is displayed around the button image 710. Even if the button image 710 changes periodically (for example, moves up and down), the emphasis image 829a does not change periodically and is displayed in a fixed area. The emphasis image 829a may be displayed superimposed on the button image 710, and in this case, the emphasis image 829a changes periodically in conjunction with the periodic movement of the button image 710. Also, when the emphasis image 829a is displayed, the expectation of a big win is higher than when it is not displayed. When the emphasis image 829a is displayed, the big win may be confirmed. Also, when the emphasis image 829a is displayed, the effect button 17 may vibrate. When the emphasis image 829a is displayed, the expectation of a big win may be lower than when it is not displayed, or may be the same. In addition, the emphasis image 829a may have a plurality of patterns that indicate the probability of a big win. During this performance, if the notification condition is established, a specific notification is performed in the same manner as described above.

[0321] In this embodiment, the operation effects include a short button press operation effect that prompts a single press of the effect button 17, a rapid-hit operation effect that prompts rapid hitting of the effect button 17, and a long button press operation effect that prompts a long press of the effect button 17. Figures 22(h) and 23(h) show the case where a short button press operation effect is performed.

[0322] When the rapid-hit operation presentation is performed in FIG. 22(h), a button image 710 resembling the presentation button 17 is displayed, and an image or text encouraging rapid tapping of the presentation button 17 is displayed, or a sound encouraging rapid tapping is output. In addition, in the rapid-hit operation presentation, the display mode of the button image 710 changes at a predetermined cycle, and the cycle is shorter (or longer) than the cycle of change in the display mode when the button short-press operation presentation is performed. For example, the rapid-hit operation presentation includes a rapid-hit operation presentation of a first change mode and a rapid-hit operation presentation of a second change mode, and in the rapid-hit operation presentation of the first change mode, the button image 710 may be displayed blinking at a third cycle shorter than the first cycle. In addition, in the rapid-hit operation presentation of the second change mode, the button image 710 may move up and down at a fourth cycle shorter than the second cycle. During the rapid-hit operation presentation, a rapid-hit response presentation is performed in response to one press of the presentation button 17. For example, as the rapid-hit response presentation, a presentation in which a gauge accumulates in response to one press of the presentation button 17 is performed. When the gauge is filled to the maximum value by pressing the button multiple times, a jackpot is announced, and when the operation valid period has elapsed without the gauge being filled to the maximum value, a loss is announced. In addition, when a continuous-hit operation performance is performed, if the operation valid period has elapsed without the operation of the performance button 17, a jackpot or loss is announced according to the result of the special symbol determination. When such a continuous-hit operation performance is performed, an emphasis image different from the emphasis image 829a is added to the button image 710 each time the performance button 17 is pressed once, and a sound corresponding to the emphasis image is output. In addition, each time the performance button 17 is pressed once, the color of the button image 710 may change, the performance button 17 may emit light, or the performance button 17 may vibrate.

[0323] In addition, when a button long press operation performance is performed in FIG. 22(h), a button image 710 imitating the performance button 17 is displayed, and an image or text encouraging the long press of the performance button 17 is displayed, or a sound encouraging the long press is output. When a button long press operation performance is performed, a long press response performance is performed in response to the long press of the performance button 17. For example, as a long press response performance, a performance in which a plurality of component images gather according to the pressing time of the performance button 17 is performed. When a prescribed number of component images gather by the long press of the button to complete one whole image, a jackpot is notified, and when the operation effective period has elapsed without completing the whole image, a loss is notified. In addition, when a button long press operation performance is performed, if the operation effective period has elapsed without the operation of the performance button 17, a jackpot or a loss is notified according to the result of the special pattern judgment. When such a long button press operation performance is performed, an emphasis image (an image different from the emphasis image displayed in the above-mentioned short button press operation performance and rapid-fire operation performance) is added to the button image 710 according to the elapsed time from when the performance button 17 was long pressed, and a sound corresponding to the emphasis image is output. Also, according to the elapsed time from when the performance button 17 was long pressed, the color of the button image 710 may change, the light emission mode of the performance button 17 may change, the performance button 17 may vibrate, or the vibration mode may change.

[0324] As shown in FIG. 22(i), if the result of the special symbol determination is a jackpot, the jackpot is announced in response to a single press of the effect button 17 during the button short press operation effect, or in response to the passage of the operation valid period (time t8). Here, the same type of "6" symbol as on the left and right stops in the middle area. When the middle symbol stops, an emphasis image 830a is added to the middle symbol and a sound is output, resulting in a jackpot announcement emphasis effect. The emphasis image 830a is displayed so as to be superimposed on the middle symbol that suggests a jackpot. During this effect, if the announcement condition is met, a specific announcement is made in the same manner as above.

[0325] In FIG. 22, the "6" symbol is used as the reach symbol, but when the reach effect is executed using the "7" symbol, the same "7" symbols as the left and right symbols are stopped in the middle area as shown in FIG. 23(i). The "7" symbol is stopped as the middle symbol, and a big win notification highlight effect is performed for the middle symbol. The big win notification highlight effect when the "7" symbol is stopped to notify a big win is different in presentation mode from the big win notification highlight effect when the "6" symbol is stopped to notify a big win. Specifically, a highlight image 831a different from the highlight image 830a is added to the "7" symbol, and a different sound is output. For example, when a reach effect is performed using an even number symbol and the even number symbol stops in the middle area to notify a jackpot, an emphasis image 830a may be added to the middle symbol and a first sound may be output, and when a reach effect is performed using an odd number symbol and the odd number symbol stops in the middle area to notify a jackpot, an emphasis image 831a may be added to the middle symbol and a second sound may be output. Also, different emphasis images may be added to the "7" symbol and different sounds may be output for a symbol other than the "7" symbol. Also, when a jackpot is notified by a symbol other than the "7" symbol, the same emphasis image may be added and the same sound may be output.

[0326] After the middle symbol indicating a big win stops, a special feature performance is performed (time t8-1, FIG. 22(j)). In this special feature performance, the first movable member 73a and the second movable member 73b move from the standby position to a performance position in front of the screen (the center of the screen) and operate at the performance position. In addition, with the operation of the first movable member 73a and the second movable member 73b, the first movable member 73a and the second movable member 73b are illuminated by a plurality of LEDs being illuminated in a specific illumination pattern. In addition, with the operation of the first movable member 73a and the second movable member 73b, a special feature operation sound is output. Here, the first movable member 73a and the second movable member 73b operate in the same manner as in FIG. 22(d), but the illumination pattern of the LEDs is different from the special feature performance in FIG. 22(d). In addition, a special feature highlighting image 835a that highlights the first movable member 73a is displayed on the screen behind the first movable member 73a. The reel emphasis image 835a is an image different from the reel emphasis image 824a displayed in FIG. 22(d). In addition, a reel operation sound is output with the operation of the first movable member 73a and the second movable member 73b. The reel operation sound output here is a sound different from the reel operation sound output in FIG. 22(d). Note that the operation mode of the first movable member 73a and the second movable member 73b may be different between FIG. 22(j) and FIG. 22(d). Also, there may be times when the LED light emission pattern is the same between FIG. 22(j) and FIG. 22(d). Also, there may be times when the reel emphasis image displayed is the same between FIG. 22(j) and FIG. 22(d). Also, there may be times when the reel operation sound output is the same between FIG. 22(j) and FIG. 22(d). Also, during this reel performance, if the notification condition is established, a specific notification is performed in the same manner as above.

[0327] Next, at time t8-2, a performance pattern suggesting a jackpot is displayed and a jackpot pattern highlighting performance A is performed in which an emphasis image 850a is added (FIG. 22(k)). Along with the display of the emphasis image 850a, a jackpot pattern highlighting performance sound A is output. The jackpot pattern highlighting performance A at time t8-2 is as described above.

[0328] As shown in FIG. 23(k), when a reach effect is executed using a different effect pattern (for example, a "7" pattern), an emphasis image 856a different from the emphasis image 850a is displayed in the big win pattern emphasis effect A. In addition, a sound corresponding to the emphasis image 856a is output along with the display of the emphasis image 856a. In addition, when a reach effect is executed using any effect pattern, the same emphasis image 850a may be displayed in the big win pattern emphasis effect A and the same big win pattern emphasis effect sound A may be output.

[0329] Further thereafter, a re-lottery performance may be performed (time t9-1, FIG. 22(l)). In the re-lottery performance, a combination of three performance symbols suggesting a jackpot is displayed in a variable manner. In this re-lottery performance, a re-lottery pattern emphasis performance may be performed in which an emphasis image 855a is added to the performance symbol suggesting a jackpot. The emphasis image 855a is displayed so as to be superimposed on the performance symbol. Also, a re-lottery pattern emphasis performance sound is output while the emphasis image 855a is being displayed. When the re-lottery pattern emphasis performance is performed, the possibility that the performance symbol to which the emphasis image 855a is added will stop and be displayed may be higher than when the re-lottery pattern emphasis performance is not performed.

[0330] As a result of the re-draw performance, the three performance symbols that indicate a jackpot are stopped, and the jackpot symbol highlight performance B is performed (time t9-2, FIG. 22(m)). Here, the same "6" symbol as the performance symbol that was stopped before the re-draw performance is stopped, so the same performance as the jackpot symbol highlight performance A is performed as the jackpot symbol highlight performance B.

[0331] On the other hand, when the "7" symbol, which indicates a big win, is displayed as a result of the re-selection performance, an emphasis image 856a is displayed in the big win symbol emphasis performance B (FIG. 23(m)). In addition, a sound corresponding to the emphasis image 856a is output in conjunction with the display of the emphasis image 856a.

[0332] After the display of FIG. 22(m), during the temporary stop of the three performance symbols suggesting a jackpot, a jackpot pattern emphasis performance C is performed in which an emphasis image 852a is added to each performance symbol (time t9-3, FIG. 22(n)). Along with the display of the emphasis image 852a, a jackpot pattern emphasis performance sound C is output. The jackpot pattern emphasis performance C at time t9-3 is as described above. As shown in FIG. 22(n) and FIG. 23(n), in the jackpot pattern emphasis performance C, the same emphasis image 852a is displayed for each performance symbol. It should be noted that different emphasis images 852a may be displayed depending on the type of performance symbol.

[0333] Then, the big win symbol highlighting effect C ends, and the special symbol is stopped and displayed at time t10, and the three effect symbols are stopped and displayed. The highlighting image 852a is not displayed when the three effect symbols are stopped and displayed. The big win symbol highlighting effect sound C may be continuously output even during the stop display of the three effect symbols.

[0334] After the three performance symbols are stopped and displayed, an opening performance indicating the start of the jackpot game is performed (time t10-1, FIG. 22(o)). In the opening performance, an opening background image is displayed, and a predetermined right-hit notification is performed to encourage the player to hit to the right. For example, as a right-hit notification, a right-hit notification sound (e.g., a sound such as "aim to the right") is output to encourage the player to hit to the right, and a right-hit notification image 900 is displayed. The opening performance is performed for a predetermined opening time (e.g., 15 to 20 seconds), and the right-hit notification is performed continuously while the opening performance is being performed.

[0335] Then, the opening performance ends, and the big prize opening is opened, and the big prize performance starts with the start of the first round of round play (time t10-2, FIG. 22(p)). In the big prize performance, a video dedicated to the big prize game is displayed in the center of the screen. In addition, in the big prize performance, a right hit notification image 901 that encourages the player to hit right, and a round number image 910 that indicates the current round number are displayed. When the right hit notification image 901 starts to be displayed, the right hit notification sound that encourages the player to hit right is not output. In addition to or instead of the round number image 910, the number of prize balls to be paid out in response to winning into the big prize opening may be displayed.

[0336] Next, the effects following the SP reach effect in the special mode will be described. Fig. 24 is a diagram showing an example of the effects following the SP reach effect in the special mode.

[0337] After the SP reach performance, the same reach performance as in the normal mode is performed in the special mode, but the manner of each highlight performance is different from that in the normal mode. As shown in FIG. 24, in the special mode, instead of the highlight images 820a to 822a, highlight images 820b to 822b with different display manners may be added to each performance pattern at time t5-1 (FIG. 24(b)). Also, in a performance suggesting development to the SPSP reach performance, highlight image 823b with different display manners may be added to the development pattern instead of highlight image 823a (time t5-2, FIG. 24(c)). Also, in the role performance before the start of the SPSP reach performance, highlight image 824b may be displayed around the first movable member 73a instead of highlight image 824a (time t5-3, FIG. 24(d)).

[0338] In addition, during the SPSP reach performance, an emphasis image 825b different from the emphasis image 825a may be added to the reach pattern (time t6, FIG. 24(e)). In addition, during the SPSP reach performance, emphasis images 826b and 827b different from the emphasis images 826a and 827a may be added to the performance pattern displayed in the middle area (time t6-1, FIG. 24(f)).

[0339] In addition, in the button tilt effect, a button tilt emphasis effect may be executed in which an emphasis image 828b different from the emphasis image 828a is used to emphasize the button partial image 712 (time t6-2, FIG. 24(g)). In addition, in the operation effect, a button emphasis effect may be executed in which an emphasis image 829b different from the emphasis image 829a is used to emphasize the button image 710 (time t7, FIG. 24(h)). While the emphasis image 829b is displayed, a button emphasis effect sound different from that while the emphasis image 829a is displayed is output.

[0340] Similarly, there are cases where highlighted images 830b, 835b, 850b, 852b different from those in the normal mode are displayed and different sounds are output (times t8 to t9-3, FIG. 24(i) to (n)).

[0341] In this way, when an emphasis effect is performed on the effect symbols or effect gimmicks (the first movable member 73a and the second movable member 73b) during a reach effect, the display mode of the emphasis effect is different between the normal mode and the special mode. This makes it possible to diversify the effects and improve the interest. Even when the same reach effect is performed in the normal mode and the special mode, the interest can be improved by making the display mode of the emphasis effect different.

[0342] The display mode of the emphasis effect may be different between the normal mode and the special mode, while the emphasis effect sound related to the emphasis effect may be the same. Also, the display mode of the emphasis effect may be the same between the normal mode and the special mode, while the emphasis effect sound related to the emphasis effect may be different.

[0343] During the execution of each of the above-mentioned highlighting effects, if the above-mentioned notification conditions are met, the specific notification is performed in the same manner. The specific notification image is displayed preferentially over the performance pattern and the highlighting image that highlights the performance pattern, and is displayed superimposed on the performance pattern and the highlighting image. In addition, the execution time of the specific notification is longer than the execution time of each highlighting effect. For example, if the notification conditions are met when the performance pattern starts to change, the specific notification is executed during the execution of the effect shown in FIG. 17(a), and the specific notification image is displayed superimposed on the performance pattern 701 (the number pattern and the character image behind it) and the highlighting image 800a. In addition, a specific notification sound is output at that time. The execution time of the specific notification is longer than the start-time highlighting effect at the start of the change. In addition, when at least one of the three performance patterns is temporarily stopped (for example, FIG. 17(b)), if the notification conditions are met, the specific notification image is displayed superimposed on the performance pattern and its highlighting image. A specific notification can be executed even while the preview image is being displayed (FIG. 17(d)), and the specific notification image is displayed with priority over the preview image and the highlighted image 807a. Also, when a reach suggesting effect using a performance pattern is executed (FIG. 17(e)), if the notification conditions are met, the specific notification image is displayed superimposed on the performance pattern and the highlighted image 804a, and a specific notification sound is output. Also, when the performance pattern is displayed in a reach mode (FIGS. 17(f)(g)), if the notification conditions are met, a specific notification is executed, the specific notification image is displayed superimposed on the reach pattern, and a specific notification sound is output. Also, the execution time of the specific notification is longer than the execution time of the highlighted effect for the reach pattern. In addition, specific notifications can be executed during the N reach performance (Figure 17 (h)), the SP reach performance (Figures 22 (a) to (c)), and the SPSP reach performance (Figures 22 (e) to (i)), and specific notification images are displayed superimposed on each image (performance pattern, emphasis image, button portion image, button image, etc.).

[0344] In addition, the specific notification can be executed even during the display of the reel emphasis images 824 and 835 that emphasize the performance reels. When the reel performance is executed during the execution of the specific notification, the performance reels (the first movable member 73a and the second movable member 73b) are operated and the reel emphasis image is displayed, but the specific notification image is displayed with priority over the reel emphasis image.

[0345] The manner of the specific notification is common during the execution of any of the emphasis effects, and is common to both the normal mode and the special mode. That is, when a specific notification is performed during any of the emphasis effects, the same specific notification image is displayed and the same specific notification sound is output.

[0346] Next, an example of the performance when a miss is notified from the SPSP reach performance will be described. Fig. 25 is a diagram showing an example of the performance after the SP reach performance in the normal mode, and is an example of the performance when a miss is notified in the SPSP reach performance.

[0347] As shown in FIG. 25, the same presentation as that in FIG. 22 is performed until the operation presentation at time t7. When a loss is notified, the possibility of each highlighted image being displayed may be lower than when a jackpot is notified. After the operation presentation, a loss notification presentation is performed at time t8 in which a presentation pattern different from the reach pattern is stopped in the middle area (FIG. 25(i)). Here, in the loss notification presentation, an emphasis image 860a may be added to the middle pattern suggesting a loss. When the emphasis image 860a is added, the expectation of a jackpot may be higher than when the emphasis image 860a is not added. Also, a sound corresponding to the emphasis image 860a is output while the emphasis image 860a is displayed.

[0348] Next, a switching image is displayed on the entire screen (Fig. 25(j)). This switching image is an image for switching from the background image for the SPSP reach to the normal background image. While the switching image is displayed, the display of the performance pattern (and the emphasis image 860a added to the performance pattern) is restricted, and the output of the sound corresponding to the emphasis image 860a is also restricted. Note that a hold icon or the icon in question may be displayed while the switching image is displayed.

[0349] Next, the screen switches to the background image before the SP reach development, and three performance symbols suggesting a miss are displayed in a temporarily stopped state (Figure 25 (k)). Here, the reserved icon HA and the icon TI are also redisplayed. The display mode of the icon TI is returned to the normal mode. Even if an icon highlight image 808a was added to the icon TI before the start of the SPSP reach performance, the icon highlight image 808a is erased when the icon TI is redisplayed. After the switching image is displayed, when the reserved icon HA and the icon TI are redisplayed, the display mode of the icon TI may be maintained as the special mode. The icon highlight image 808a may also be maintained.

[0350] In addition, in the screen of FIG. 25(k) after the switching image is displayed, a performance pattern suggesting a big win may be displayed. In that case, an emphasis performance (a big win pattern emphasis performance) is executed for the performance pattern suggesting a big win. For example, when an emphasis image 860a is added to the middle pattern in FIG. 25(i), the performance pattern suggesting a big win may be more likely to be displayed on the screen of FIG. 25(k) after the switching image is displayed than when the emphasis image 860a is not added. Here, an example is shown in which a performance pattern suggesting a miss is displayed on the screen of FIG. 25(k) after the switching image is displayed.

[0351] Then, after a predetermined temporary stop period has elapsed, at time t10, the special symbol is stopped and displayed, and the three performance symbols are stopped and displayed (actual stop) (FIG. 25(l)).

[0352] Next, an example of the full rotation reach effect will be described. Fig. 26 is a diagram showing an example of the full rotation reach effect in the normal mode.

[0353] As shown in FIG. 26, for example, in the same way as when an SPSP reach performance is performed, the start action is followed by a reach suggestion performance (FIG. 26(a)-(e)). In the pseudo 3 variable display performance, after the reach suggestion performance is performed, the reach is not established and a pseudo consecutive development performance is performed (FIG. 26(f)). This results in a pseudo 4 variable display performance (FIG. 26(g)). Next, the screen goes black (FIG. 26(h)), and a full rotation reach performance starts (FIG. 26(i)). In the full rotation reach performance, a background image for the full rotation reach performance is displayed, and a video dedicated to the full rotation reach is displayed on the screen. Also, as shown in FIG. 26(i), multiple sets of specific pattern combinations (combinations of patterns with the same numbers) consisting of a combination of three performance patterns that suggest a jackpot are displayed, and multiple sets of specific pattern combinations are scrolled downward at a relatively slow speed. An emphasis image 857a is added to one of the multiple specific symbol combinations, and a sound corresponding to the emphasis image 857a is output during the display of the emphasis image 857a. For example, the emphasis image 857a is added to the specific symbol combination that is most advantageous to the player. Then, after a full rotation reach effect is performed for a predetermined time, any one of the multiple specific symbol combinations stops, and a jackpot is announced (Fig. 26(j)). At this time, a jackpot symbol emphasis effect A is performed. After the effect symbol suggesting a jackpot stops, a jackpot symbol emphasis effect C is performed on the three provisionally stopped effect symbols without going through a re-lottery effect (or through a re-lottery effect) (Fig. 26(k)). Then, three effect symbols are stopped and displayed in response to the stop display of the special symbol (Fig. 26(l)).

[0354] In addition, when the notification condition is satisfied during the full rotation reach effect shown in Fig. 26, the specific notification is performed in the same manner. In this case, the specific notification image is displayed superimposed on the effect pattern and the highlighted image 857a that indicate a big win.

[0355] In addition, even when the special mode is set, the full rotation reach effect may be executed. In this case, during the full rotation reach effect, an emphasis image 857b different from the emphasis image 857a is added to the specific symbol combination and a different sound is output. In addition, the emphasis effect in the same manner as in the normal mode may be performed in the special mode.

[0356] Next, a description will be given of the effects when a loss is notified without a reach effect being performed. Fig. 27 is a diagram showing an example of the effects when the effect symbols indicating a loss are stopped and displayed.

[0357] As shown in FIG. 27, after the special symbol starts to change, the left symbol stops, and then the right symbol different from the left symbol stops (FIG. 27(a)-(c)). Then, the left symbol and the center symbol different from the right symbol stop, and the chance eye performance is performed (FIG. 27(d)). This combination of three even symbols suggesting a miss is a chance eye that indicates a relatively high expectation of a big win in the next and subsequent special symbol changes. When the chance eye stops, a chance eye highlight performance is performed in which an emphasis image 815a is displayed for each of the three performance symbols suggesting a miss, and a sound corresponding to the image is output. In addition, in the chance eye highlight performance, the light emitting means emits light in a predetermined light emitting pattern. This chance eye performance is performed based on the result of a pre-determination for the reserved. Specifically, when the ball enters the starting hole, whether or not to perform the chance eye performance is determined based on the result of the pre-determination. In addition, the chance eye performance may be performed in the variation of multiple consecutive special symbols. In addition, there are multiple modes of the chance eye performance with different expectations. After the chance eye highlighting effect is finished, three effect symbols are stopped and displayed in accordance with the stopped display of the special symbols (FIG. 27(e)).

[0358] 27, if the notification condition is met, a specific notification is issued. In this case, the specific notification image is displayed superimposed on the effect pattern and the highlighted image 815a that indicate a loss. The display time of the highlighted image 815a is shorter than that of the specific notification image. Also, the output time of the sound accompanying the display of the highlighted image 815a is shorter than that of the specific notification sound.

[0359] In addition, even when the special mode is set, the chance eye performance may be executed. In this case, the mode of the chance eye emphasis performance is different, and an emphasis image 815b different from the emphasis image 815a is added to each performance pattern and a different sound is output. In addition, the chance eye emphasis performance of the same mode as the normal mode may be performed in the special mode.

[0360] As described above, in the gaming machine 1 of this embodiment, the first performance symbol (for example, the "6" symbol) is displayed in a reach state, and in the reach performance using the first performance symbol, a predetermined performance is performed using the first performance symbol suggesting a jackpot and a second performance symbol (for example, the "7" symbol) different from the first performance symbol (for example, FIG. 22(f)). The predetermined performance is a performance that makes the player expect whether or not there will be a jackpot. During the predetermined performance, an emphasis performance (for example, the emphasis image 826a) that emphasizes the first performance symbol and an emphasis performance (for example, the emphasis image 827a) that emphasizes the second performance symbol are performed. The display modes of the emphasis performance that emphasizes the first performance symbol and the emphasis performance that emphasizes the second performance symbol are different, while a common sound is output during the execution of the emphasis performance. In addition, a specific notification can be executed during the emphasis performance that emphasizes the first performance symbol and during the emphasis performance that emphasizes the second performance symbol, and the specific notification sound is common in the specific notification.

[0361] In addition, in both the normal mode and the special mode, a predetermined performance using the first performance pattern and the second performance pattern can be executed. The display mode is different between the highlight performance for the first performance pattern in the normal mode, the highlight performance for the second performance pattern in the normal mode, the highlight performance for the first performance pattern in the special mode, and the highlight performance for the second performance pattern in the special mode. Meanwhile, a common sound is output during the execution of the highlight performance in both the normal mode and the special mode. Note that the sound during the execution of the highlight performance may be different between the normal mode and the special mode. For example, a first common sound may be output during the execution of the predetermined performance in the normal mode, and a second common sound may be output during the execution of the predetermined performance in the special mode.

[0362] In addition, there are cases where a first performance symbol (for example, a "6" symbol) is displayed in a reach state and a first reach performance is performed using the first performance symbol, and cases where a second performance symbol (for example, a "7" symbol) is displayed in a reach state and a second reach performance is performed using the second performance symbol (FIGS. 22 and 23). In the first reach performance, when the first performance symbol is stopped in the middle area (i.e., when a jackpot is announced using the first performance symbol), a first emphasis performance (display of an emphasis image 830a) can be executed for the first performance symbol. In the second reach performance, when the second performance symbol is stopped in the middle area (i.e., when a jackpot is announced using the second performance symbol), a second emphasis performance (display of an emphasis image 831a) can be executed for the second performance symbol. The display manner is different between the first emphasis performance and the second emphasis performance, and the sound during execution of the emphasis performance is also different. On the other hand, during both the first emphasis performance and the second emphasis performance, if the notification condition is satisfied, a specific notification is performed. The manner of the specific notification is the same during both the first emphasis performance and the second emphasis performance, and a common specific notification image is displayed and a common specific notification sound is output. Note that while the display manner is different between the first emphasis performance and the second emphasis performance, the sound during execution of the emphasis performance may be the same.

[0363] In addition, in both the normal mode and the special mode, there are times when a first performance symbol (for example, a "6" symbol) is displayed in a reach state and a first reach performance is performed using the first performance symbol, and times when a second performance symbol (for example, a "7" symbol) is displayed in a reach state and a second reach performance is performed using the second performance symbol. In both the normal mode and the special mode, when the first performance symbol is stopped in the middle area in the first reach performance, a first emphasis performance can be performed on the first performance symbol, and when the second performance symbol is stopped in the middle area in the second reach performance, a second emphasis performance can be performed on the second performance symbol. The display modes and emphasis performance sounds are different between the first emphasis performance in the normal mode, the second emphasis performance in the normal mode, the first emphasis performance in the special mode, and the second emphasis performance in the special mode. On the other hand, in both the normal mode and the special mode, a specific notification can be executed during the first emphasis performance, and a specific notification can be executed during the second emphasis performance. In both the normal mode and the special mode, the manner of the specific notification is the same, and a common specific notification image is displayed and a common specific notification sound is output. Note that while the display manner is different between the first emphasis performance in the normal mode, the second emphasis performance in the normal mode, the first emphasis performance in the special mode, and the second emphasis performance in the special mode, the emphasis performance sound may be common. Also, while the display manner is common between the first emphasis performance in the normal mode, the second emphasis performance in the normal mode, the first emphasis performance in the special mode, and the second emphasis performance in the special mode, the emphasis performance sound may be different.

[0364] In addition, the gaming machine 1 of this embodiment can execute a jackpot pattern highlighting effect that highlights a performance pattern that suggests a jackpot game is being played during display of the performance pattern (FIGS. 22(k), (n), 24(k), (n)). When a performance is being performed in the normal mode and when a performance is being performed in the special mode, the display mode (highlighted image) of the jackpot pattern highlighting effect is different, and the sound (jackpot pattern highlighting effect sound) during execution of the jackpot pattern highlighting effect is different. That is, in the normal mode, a first jackpot pattern highlighting effect can be executed for a performance pattern that suggests a jackpot, and in the special mode, a second jackpot pattern highlighting effect can be executed for a performance pattern that suggests a jackpot. The first jackpot pattern highlighting effect and the second jackpot pattern highlighting effect have different display modes, different display times, different types of sounds, and different sound output times (lengths). On the other hand, whether a performance is being performed in the normal mode or in the special mode, if a notification condition is established, a specific notification is performed. The manner of the specific notification is the same when the performance is being performed in the normal mode and when the performance is being performed in the special mode, and a common specific notification image is displayed and a common specific notification sound is output.

[0365] In addition, the gaming machine 1 of this embodiment can execute reach effects using performance symbols, and the reach effects include front-stage effects (for example, N reach effects) and rear-stage effects (for example, SP reach effects and SPSP reach effects). In the front-stage effects (N reach effects), a first emphasis effect (for example, N reach mid-emphasis effect in FIG. 17(h). Addition of an emphasis image 811a) can be executed for the performance symbols. In the rear-stage effects (SPSP reach effects), a second emphasis effect (for example, SP mid-emphasis effect in FIG. 22(e). Addition of an emphasis image 825a) can be executed for the performance symbols. The first emphasis effect and the second emphasis effect have different performance modes (images and sounds). In the first emphasis effect, a first emphasis image can be displayed and a first emphasis effect sound can be output, and in the second emphasis effect, a second emphasis image can be displayed and a second emphasis effect sound can be output. The first emphasis performance sound is a different sound from the second emphasis performance sound, and the output time (length) is also different. During the first emphasis performance and the second emphasis performance, if the notification condition is satisfied, a specific notification is performed. The specific notification is performed in the same manner during the first emphasis performance and the second emphasis performance, and a common specific notification image is displayed and a common specific notification sound is output.

[0366] Also, a first emphasis performance may be executed in a first stage performance (for example, N reach performance) in the normal mode, a second emphasis performance may be executed in a second stage performance (for example, SPSP reach performance) in the normal mode, a third emphasis performance may be executed in a first stage performance in the special mode, and a fourth emphasis performance may be executed in a second stage performance in the special mode. In this case, the performance mode (image and sound) may be different in each of the first to fourth emphasis performances, and different emphasis performance sounds may be output. A specific notification may be executed in the same mode while any of the first to fourth emphasis performances is being executed. Note that the first emphasis performance and the third emphasis performance may have different display modes but the same sound. Also, the second emphasis performance and the fourth emphasis performance may have different display modes but the same sound. Also, the first emphasis performance and the third emphasis performance may have the same display mode but the different sound. Furthermore, the second emphasis effect and the fourth emphasis effect may have a common display format but different sounds.

[0367] In addition, the gaming machine 1 of this embodiment can execute a reach effect using a performance pattern, and the reach effect includes a front-stage effect (for example, SP reach effect) and a rear-stage effect (for example, SPSP reach effect). In the front-stage effect (SP reach effect), a role effect that operates a performance role object can be executed, and when the role effect is executed, a first emphasis effect that emphasizes the performance role object can be executed (FIG. 22(d)). In addition, in the rear-stage effect, a role effect can be executed, and when the role effect is executed, a second emphasis effect that emphasizes the performance role object can be executed (FIG. 22(j)). The performance mode of the emphasis effect is made different when the first emphasis effect is executed and when the second emphasis effect is executed. When the first emphasis effect is executed and when the second emphasis effect is executed, if the notification condition is established, a specific notification is executed in the same mode, and a common specific notification image is displayed and a common specific notification sound is output. In addition, the display mode of the emphasis performance may be different between the first emphasis performance and the second emphasis performance, while the emphasis performance sound may be the same. In addition, the display mode of the emphasis performance may be common between the first emphasis performance and the second emphasis performance, while the emphasis performance sound may be different. In addition, in both the normal mode and the special mode, the first emphasis performance that emphasizes the performance props can be executed in the first stage performance, and the second emphasis performance that emphasizes the performance props can be executed in the second stage performance. The performance mode (image and sound) of the emphasis performance may be different between the first emphasis performance in the normal mode, the second emphasis performance in the normal mode, the first emphasis performance in the special mode, and the second emphasis performance in the special mode. In addition, the display mode of the emphasis performance may be different between the first emphasis performance in the normal mode, the second emphasis performance in the normal mode, the first emphasis performance in the special mode, and the second emphasis performance in the special mode, while the emphasis performance sound may be the same. Conversely, the display manner of the highlighting effect may be the same, but the highlighting effect sound may be different. Also, the presentation manner may be the same for the first highlighting effect in the normal mode and the first highlighting effect in the special mode, and the presentation manner may be the same for the second highlighting effect in the normal mode and the second highlighting effect in the special mode.

[0368] In addition, the gaming machine 1 of this embodiment can execute the first role performance (FIG. 22(d) or (j)) that operates the role performance in the normal mode, and can execute the second role performance (FIG. 24(d) or (j)) that operates the role performance in the special mode. When the first role performance is executed, the first emphasis performance that emphasizes the role performance can be executed, and when the second role performance is executed, the second emphasis performance that emphasizes the role performance can be executed. The display mode of the first emphasis performance is different from the display mode of the second emphasis performance. In addition, the sound during the execution of the first emphasis performance is different from the sound during the execution of the second emphasis performance, and the output time (length) of the sound is also different. Note that the display mode may be common between the first emphasis performance and the second emphasis performance, and the sound during the emphasis performance may be different. In addition, the display mode may be different between the first emphasis performance and the second emphasis performance, and the sound during the emphasis performance may be common. Furthermore, whether the first emphasis performance is performed or the second emphasis performance is performed, if the notification condition is met, a specific notification is performed in the same manner, a common specific notification image is displayed, and a common specific notification sound is output.

[0369] In addition, the gaming machine 1 of this embodiment may display a suggestive image (preview image, title display, etc.) suggesting the possibility of a big win at a predetermined timing during the variable performance (for example, before the reach is established or during the reach performance), and can display an emphasis image that emphasizes this suggestive image (FIG. 17(d)). The emphasis images include a first emphasis image and a second emphasis image. When the first emphasis image is displayed and when the second emphasis image is displayed, the sound during the display of the emphasis image is made different, and the output time (length) of the sound is made different. On the other hand, whether the first emphasis image is displayed or the second emphasis image is displayed, if the notification condition is established, a specific notification is performed. When the first emphasis image is displ...

Claims

[Claim 1] A gaming machine capable of shooting out a gaming ball in response to an operation using a first operating means, A determination means for making a determination; A symbol control means for varying the symbol; A performance control means for controlling the performance, The performance control means includes: It is possible to notify the result of the judgment by displaying the performance pattern in a stopped state after a predetermined time has elapsed since the performance pattern is displayed in a changed state. A first emphasis effect can be executed to emphasize an effect pattern that suggests that a special game advantageous to a player will be played; A specific notification regarding the operation of the first operating means can be executed, The specific notification can be executed during the first emphasis performance, It is possible to output a sound during execution of the first emphasis performance for a first time, and output a notification sound related to the specific notification for a second time longer than the first time, A manipulation performance that prompts the user to operate the second manipulation means is executable, A second emphasis effect that emphasizes the operation effect and changes at a predetermined period is executable; Any one of a plurality of presentation modes including a first mode and a second mode can be set; The gaming machine is capable of making a sound related to the second emphasis effect different when the first mode is set and when the second mode is set.

Citation Information

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