Pachinko machine

The gaming machine addresses the lack of interesting effects in conventional machines by incorporating a determination and effect control system that executes engaging preview and notification effects, enhancing player engagement.

JP7692223B2Active Publication Date: 2025-06-13KYORAKU IND CO LTD
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Patent Information

Application Number
JP2023173546
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-10-05
Publication Date
2025-06-13
Estimated Expiration
2038-05-22

AI Technical Summary

Technical Problem

Conventional gaming machines lack highly interesting effects, providing limited engagement for players.

Method used

A gaming machine equipped with a determination means, identification information control means, preliminary determination means, and effect control means, capable of executing a preview effect and notification effects based on the determination results, to enhance player engagement.

Benefits of technology

The gaming machine achieves a highly interesting effect by executing a variety of preview and notification effects, increasing player engagement and interest.

✦ 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 executing a highly amusing performance.SOLUTION: A game machine 1 can execute a plurality of reliability-suggestive performances for suggesting reliability to a jackpot. The reliability-suggestive performance includes for example a performance executable during display of a decorative performance in a first mode and a performance executable during display of a decorative pattern in a second mode. Reliability-suggestive performances executable during display of a decorative pattern in a first mode are, for example, a retention icon change performance, an icon change performance concerned, a pseudo continuation performance, an operation promotion performance, a background performance, a chance pattern performance, a pattern change performance, and the like. Reliability-suggestive performances executable during display of a decorative pattern in a second mode are, for example, an icon change performance concerned, a title indication, an operation promotion performance, a cut-in, and the like.SELECTED DRAWING: Figure 7
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Description

Technical Field

[0001] The present invention relates to a gaming machine capable of performing an effect based on a determination of whether to execute a special game.

Background Art

[0002] For example, in a pachinko gaming machine, when a game ball wins a prize in a predetermined starting port, it is determined whether to execute a jackpot game advantageous to the player. Among this type of gaming machines, there are those that can execute a preview effect (for example, a premium effect) that previews the execution of a jackpot game prior to notifying that the jackpot game has been determined to be executed (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, the effects performed by conventional gaming machines are not necessarily highly interesting, and there is room for improvement in terms of improving the interestingness.

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

Means for Solving the Problems

[0006] The present invention has adopted the following configuration in order to solve the above problems. Note that the reference numerals and supplementary explanations within parentheses in this column indicate the correspondence with the embodiments described later to assist in understanding the present invention, and do not limit the present invention in any way. That is, the gaming machine according to the present invention is a gaming machine capable of executing a special game advantageous to a player, and includes a determination means for making a determination, an identification information control means for variably displaying identifiable identification information and then deriving and displaying the result of the determination, a preliminary determination means for making a preliminary determination, and an effect control means for controlling an effect. The effect control means is capable of executing a preliminary effect based on the determination result of the preliminary determination means, displaying a corresponding display corresponding to the variable display of the identification information, executing a notification effect for notifying the result of the determination according to the display mode of the corresponding display, being capable of displaying a suggestive image suggesting that the special game is to be executed, and being capable of executing a preview effect suggesting the possibility that the special game is to be executed at any one of a plurality of timings. The preview effect includes a first preview effect executed when the corresponding display is in a normal mode and a second preview effect executed when the corresponding display is in a special mode. It is possible to execute a first effect for displaying the corresponding display in the normal mode and a second effect, which is an effect in a mode different from the first effect, for displaying the corresponding display in the special mode. The same special effect can be executed when the first effect is executed and when the second effect is executed. The special effect is an effect different from the notification effect. The notification effect includes a first notification effect executed when the combination of the corresponding display for notifying that the special game is to be executed is temporarily stopped and displayed in a first mode (For example, a mode in which three decorative patterns forming a checkerboard with characters attached to large numbers are temporarily stopped and displayed in the center of the liquid crystal screen 5) and a second notification effect executed when the combination of the corresponding display for notifying that the special game is to be executed is temporarily stopped and displayed in a second mode (For example, the first reflection effect) There are also After the first notification effect, a first notification effect executed when the combination of the corresponding display for notifying that the special game is to be executed is temporarily stopped and displayed in a second mode (For example, a mode in which three decorative patterns forming a checkerboard that became smaller in the first half of the ascending effect are temporarily stopped and displayed while getting larger) and a second notification effect executed when the combination of the corresponding display for notifying that the special game is to be executed is temporarily stopped and displayed in a second mode (For example, the second reflection effect) There are also. In the first notification effect, the corresponding display and a first image (For example, an image representing highlight light added from the lower left corner to the upper right corner with respect to the entire decorative pattern with characters attached to large numbers) can be superimposed and displayed, and in the second notification effect, the corresponding display and , different from the first image a second image (For example, an image representing highlight light added from the lower left corner to the upper right corner with respect to the above-mentioned numbers among the decorative patterns with characters attached to large numbers) It is possible to perform superimposed display, and the first notification effect and the second notification effect are not executed during the stop display of the corresponding display. When the suggestion image is displayed after the end of the first preview effect and when the suggestion image is not displayed after the end of the first preview effect, the ratio at which the special effect is executed is different, and when the pre-effect is executed, the preview effect is more likely to be executed than when the pre-effect is not executed.

Advantages of the Invention

[0007] According to this invention, it is possible to execute an effect with high interest.

Brief Description of the Drawings

[0008]

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Mode for Carrying Out the Invention

[0009] [First Embodiment] Hereinafter, with reference to the drawings as appropriate, the gaming machine 1 according to an embodiment of the gaming machine of the present invention will be described.

[0010] [Schematic Configuration Example of Gaming Machine 1] First, with reference to FIGS. 1 and 2, a schematic configuration example of the gaming machine 1 will be described. Here, FIG. 1 is a schematic front view of the gaming machine 1. FIG. 2 is a plan view showing a part of the gaming machine 1. As illustrated in FIG. 1, the gaming machine 1 includes a game board 2 provided with devices related to winning and determination, and a frame member 3 surrounding the game board 2. The frame member 3 supports a transparent glass plate arranged in parallel with a predetermined interval from the game board 2, and a game area 10 where game balls can flow down is formed by this glass plate and the game board 2.

[0011] When the player holds the handle 20 and rotates the lever 21 clockwise, the game balls stored in the upper tray 28 are guided to a launching device (not shown) and launched into the game area 10 with a hitting force corresponding to the rotation angle of the handle 20. In this game area 10, game pegs, windmills, etc. (not shown) are provided, and the launched game balls are guided to the upper position in the game area 10 and fall along the game board 2 in the game area 10 while changing their moving directions by contacting the game pegs, windmills, etc. The launching of the game balls is temporarily stopped when the player operates the stop button 22.

[0012] The upper tray 28 stores the game balls and bonus balls supplied to the launching device. Below this upper tray 28, a lower tray 29 for storing bonus balls is provided. When the player operates the take-out button 23, a part of the lower surface of the lower tray 29 opens, and the game balls stored in the lower tray 29 fall into a box (not shown) arranged below the lower tray 29. Note that the upper tray 28 and the lower tray 29 may be constituted by one tray.

[0013] When a player performs so-called "left hitting" by maintaining the rotation of the handle 20 at a small rotation angle, the game ball is hit with a relatively weak hitting force. In this case, the game ball flows down the left area in the game area 10 as exemplified by the arrow 31. On the other hand, when the player performs so-called "right hitting" by maintaining the rotation of the handle 20 at a large rotation angle, the game ball is hit with a relatively strong hitting force. In this case, the game ball flows down the right area in the game area 10 as exemplified by the arrow 32.

[0014] In the passing path of the left-hit game ball, as devices related to winning and determination, a first starting port 11, a second starting port 12, two normal winning ports 14, a first gate 15, and an electric tulip 17 are provided. Also, in the passing path of the right-hit game ball, as devices related to winning and determination, the above-mentioned second starting port 12, a big winning port 13, two normal winning ports 14, a second gate 16, and the above-mentioned electric tulip 17 are provided.

[0015] The game ball launched into the game area 10 may enter and win in any of the first starting port 11, the second starting port 12, the big winning port 13, and the normal winning port 14 during the process of flowing down along the game board 2. In this case, a predetermined number of prize balls corresponding to the winning position are paid out to the upper tray 28 or the lower tray 29. Note that the game balls that did not win are discharged from the game area 10 through the discharge port 18.

[0016] The first starting port 11 is a starting area that is always open, and the second starting port 12 is a starting area that is open only when the electric tulip 17 as a normal electric device is operating. In the gaming machine 1, when the game ball passes through the first starting port 11 and wins, or when the game ball passes through the second starting port 12 and wins, it is determined whether to execute a favorable jackpot game (special game) for the player, and the symbol indicating the determination result is displayed on the first special symbol display 41 or the second special symbol display 42 of the display 4 described later. Then, when the symbol indicating the jackpot stops and is displayed, a jackpot game that opens the big winning port 13 is executed.

[0017] In the following description, a determination executed on the condition of a winning of a game ball in the first starting port 11 is referred to as a "first special symbol determination", and a determination executed on the condition of a winning of a game ball in the second starting port 12 is referred to as a "second special symbol determination", and these determinations are collectively referred to as "special symbol determinations".

[0018] The big winning port 13 is a special winning area that is opened according to the result of the special symbol determination. A plate for opening and closing the big winning port 13 is provided at the opening of the big winning port 13. The big winning port 13 is normally blocked by this plate. On the other hand, when a predetermined big win symbol indicating that the determination result of the special symbol determination is a "big win" stops being displayed on the display 4, a big win game for operating the plate to open the big winning port 13 is executed. During the big win game, a long opening round game in which the big winning port 13 is maintained in an open state until a predetermined condition (in this embodiment, winning of 8 game balls in the big winning port 13 or elapse of 29.5 seconds after the big winning port 13 is opened) is satisfied and then blocked is executed a predetermined number of times at predetermined time intervals.

[0019] As described above, since the big winning port 13 is opened for a long time during the big win game, the player can obtain more prize balls by hitting the right side during the big win game than when the big win game is not being played.

[0020] The electric tulip 17 is arranged close to the second starting port 12 and has a pair of blade members. The electric tulip 17 can change its posture between a closed posture (refer to the solid line in FIG. 1) in which the pair of blade members block the second starting port 12 and an open posture (refer to the broken line in FIG. 1) in which the second starting port 12 is opened.

[0021] As illustrated in FIG. 1, the second start port 12 is normally closed by the electric tulip 17. On the other hand, when a game ball passes through the first gate 15 or the second gate 16, although no prize balls are paid out, it is determined whether or not to open the second start port 12. Here, when it is determined to open the second start port 12, the pair of blade members of the electric tulip 17 perform an operation of returning to the closed posture after maintaining the open posture for a specified time for a specified number of times. In this way, the second start port 12 is in a state where it is difficult for game balls to pass through when the electric tulip 17 is not operating, whereas it becomes a state where game balls can easily pass through when the electric tulip 17 operates.

[0022] In the following description, a determination executed on the condition that a game ball passes through the first gate 15 or the second gate 16 is referred to as a "normal symbol determination".

[0023] The normal winning port 14 is always open in the same manner as the first start port 11, and is a winning port from which a predetermined number of prize balls are paid out when a game ball wins. Note that, unlike the first start port 11 and the like, no determination is made even if a game ball wins at the normal winning port 14.

[0024] [Configuration example of the effect means of the gaming machine 1] As illustrated in FIG. 1, on the game board 2 or the frame member 3, a liquid crystal display device 5, a speaker 24, an effect accessory 7, a board lamp 25, etc. are provided as means for performing various effects. Further, the frame member 3 incorporates a frame lamp 37 (see FIG. 4) not shown in FIG. 1.

[0025] The liquid crystal display device 5 is an image display device that displays effect images, and the display screen of the liquid crystal display device 5 (hereinafter referred to as "liquid crystal screen 5") is provided at a position that is easily visible to the player. On this liquid crystal screen 5, for example, there are decorative symbols that notify the determination results of special symbol determinations, characters and items, hold images (hold icons) displayed by the number of times the special symbol determination is on hold, and effect images including various display objects such as icons that suggest that the special symbol is in the process of variable display. Note that the image display device may be configured by other image display devices such as an EL display device.

[0026] The speaker 24 outputs music, voices, sound effects, etc. to perform a sound-based effect in synchronization with or asynchronously with the display effect performed on the liquid crystal display device 5.

[0027] The effect accessory 7 is arranged in front of and to the side of the liquid crystal screen 5. The effect accessory 7 incorporates a light-emitting element (for example, an LED). The effect accessory 7 performs a predetermined effect by both or either the movement of the accessory itself and the light. In this embodiment, the effect accessory 7 is configured in a shape imitating a sword, and is rotatable between an initial posture (see FIG. 1) where the sword appears to be almost upright with the handle part (lower end part) of the sword as the rotation center and a rotation posture (see FIG. 11(A)) where the sword appears to be substantially horizontal.

[0028] The panel lamp 25 and the frame lamp 37 perform various effects by light such as changing the lighting or blinking pattern and changing the emission color.

[0029] [Input means of the gaming machine 1] As illustrated in FIG. 2, the frame member 3 is provided with an effect button 26 and an effect key 27 as input means for a player to make an input. The effect button 26 is a push button for inputting operation information by being pressed by the player. The effect key 27 is a so-called cross key for the player to perform a selection operation, cursor movement, etc., and is configured to include an up key, a down key, a left key, and a right key. In the gaming machine 1, an effect corresponding to the operation of the effect button 26 and the effect key 27 may be performed. Further, the gaming machine 1 can perform volume adjustment, light quantity adjustment, setting change of the appearance rate of a predetermined effect, etc. by operating the effect button 26 and the effect key 27, but these will be described in detail later based on FIG. 33.

[0030] [Configuration Example of Display 4] FIG. 3 is an enlarged view of the display 4 in FIG. 1. The display 4 mainly displays information related to special symbol determination and normal symbol determination. As illustrated in FIG. 3, it is configured to include a first special symbol display 41, a second special symbol display 42, a first special symbol hold display 43, a second special symbol hold display 44, a normal symbol display 45, a normal symbol hold display 46, a game state display 47, a round display 48, etc.

[0031] When the first special symbol determination is made, the first special symbol display 41 notifies the determination result of the first special symbol determination by variably displaying a symbol and then stopping and displaying a symbol indicating the determination result of the first special symbol determination. When the second special symbol determination is made, the second special symbol display 42 notifies the determination result of the second special symbol determination by variably displaying a symbol and then stopping and displaying a symbol indicating the determination result of the second special symbol determination. On the first special symbol display 41 and the second special symbol display 42, as the symbol indicating the determination result, a jackpot symbol indicating that the determination result of the special symbol determination is "jackpot", or a losing symbol indicating that the determination result of the special symbol determination is "loss" is stopped and displayed.

[0032] The first special symbol hold indicator 43 displays the number of holds for the first special symbol determination. The second special symbol hold indicator 44 displays the number of holds for the second special symbol determination. In this embodiment, the upper limit of both these numbers of holds is set to "4".

[0033] When a normal symbol determination is made, the normal symbol display 45 notifies the determination result of the normal symbol determination by variably displaying the symbol and then stopping to display the symbol indicating the determination result of the normal symbol determination. The normal symbol hold indicator 46 displays the number of holds for the normal symbol determination. The game state display 47 displays the game state at the time when the game machine 1 is powered on. The round display 48 displays the opening pattern of the big winning opening 13 (the number of rounds, which is the number of rounds of the round game) during the big win game when the big win symbol stops being displayed on the first special symbol display 41 or the second special symbol display 42.

[0034] In the following description, the symbols displayed on the first special symbol display 41 and the second special symbol display 42 are referred to as "special symbols", and the symbols displayed on the normal symbol display 45 are referred to as "normal symbols". Also, the special symbol displayed on the first special symbol display 41 may be referred to as the "first special symbol", and the special symbol displayed on the second special symbol display 42 may be referred to as the "second special symbol" to distinguish between the two.

[0035] [Configuration of the control device of the game machine 1] FIG. 4 is a block diagram showing a configuration example of the control device provided in the game machine 1. On the back side of the game board 2, a control device for controlling the operation of the game machine 1 is provided. As illustrated in FIG. 4, the control device of the game machine 1 includes a game control board 100 that controls the progress of the game such as various determinations and transmission of commands, an effect control board 130 that comprehensively controls the effects based on the commands received from the game control board 100, an image and sound control board 140 that controls the effects by images and sounds, a lamp control board 150 that controls the effects by various lamps and moving bodies, and the like. Note that the configuration of the control device is not limited to this, and for example, the effect control board 130, the image and sound control board 140, and the lamp control board 150 may be configured on one board.

[0036] [Configuration Example of Game Control Board 100] The game control board 100 includes a main CPU 101, a main ROM 102, and a main RAM 103. The main CPU 101 performs various arithmetic processes related to determination and the number of payout bonus balls based on programs and the like stored in the main ROM 102. The main RAM 103 is used as a storage area for temporarily storing various data used when the main CPU 101 executes the above programs or as a work area for data processing and the like.

[0037] Connected to the game control board 100 are a first start port switch 111, a second start port switch 112, an electric tulip control unit 113, a first gate switch 114, a second gate switch 115, a big winning port switch 116, a big winning port control unit 117, a normal winning port switch 118, and each of the display devices 41 to 48 that constitute the display device 4. Note that although the gaming machine 1 in the present embodiment includes four normal winning port switches 122 corresponding to the four normal winning ports 14 (see FIG. 1), in FIG. 4, only one normal winning port switch 122 is shown.

[0038] The first start port switch 111 detects that a game ball has won in the first start port 11 and outputs the detection signal to the game control board 100. The second start port switch 112 detects that a game ball has won in the second start port 12 and outputs the detection signal to the game control board 100. The electric tulip control unit 113 operates an electric solenoid connected to be drivably transmitted to a pair of blade members of the electric tulip 17 in response to a control signal from the game control board 100, thereby opening and closing the second start port 12. The first gate switch 114 detects the passage of a game ball through the first gate 15 and outputs the detection signal to the game control board 100. The second gate switch 115 detects the passage of a game ball through the second gate 16 and outputs the detection signal to the game control board 100.

[0039] The big winning opening switch 116 detects the winning of a game ball into the big winning opening 13 and outputs the detection signal to the game control board 100. The big winning opening control unit 117 opens and closes the big winning opening 13 by operating an electric solenoid that is drivingly connected to a plate that closes the big winning opening 13 based on a control signal from the game control board 100. The normal winning opening switch 118 detects that a game ball has won in the normal winning opening 14 and outputs the detection signal to the game control board 100.

[0040] When a detection signal is input from the first start opening switch 111, the second start opening switch 112, the big winning opening switch 116, or the normal winning opening switch 118, the main CPU 101 instructs a payout control board (not shown) to pay out a predetermined number of prize balls according to the location where the game ball has won, and manages the number of prize balls to be paid out based on information from the payout control board. Although detailed description is omitted, the payout control board supplies game balls to the upper tray 28 or the lower tray 29 by controlling a drive motor that sends out game balls from a ball tank provided on the back side of the game board 2.

[0041] The main CPU 101 acquires various random numbers as acquired information at the timing when a detection signal from the first start opening switch 111 is input, and executes a first special symbol determination using the acquired random numbers. Also, at the timing when a detection signal from the second start opening switch 112 is input, the main CPU 101 acquires various random numbers as acquired information and executes a second special symbol determination using the acquired random numbers. The various random numbers are specifically jackpot random numbers, symbol random numbers, reach random numbers, and variation pattern random numbers.

[0042] Here, the jackpot random number is a random number for determining a jackpot or a miss. The symbol random number is a random number for determining the type of jackpot (such as the number of rounds of the jackpot game and the game state after the end of the jackpot game) when it is determined that a jackpot has occurred. The reach random number is a random number for determining whether to perform an effect with a reach or an effect without a reach when it is determined that a miss has occurred. The variation pattern random number is a random number for determining the variation pattern when the special symbol is variably displayed.

[0043] When the main CPU 101 acquires these random numbers, first, based on whether the acquired jackpot random number matches a predetermined random number value stored in the main ROM 102, it determines whether to execute a jackpot game. Here, if it is determined to execute a jackpot game, based on which random number value among the predetermined random number values stored in the main ROM 102 the acquired symbol random number matches, the type of jackpot is determined. Here, examples of the type of jackpot include, for example, a "certain-variable jackpot" in which the game is controlled in a certain-variable game state after the jackpot game ends, and a "normal jackpot" in which the game is controlled in a time-saving game state after the jackpot game ends. Note that the game state and the type of jackpot will be described in detail later with reference to FIG. 6.

[0044] On the other hand, when the main CPU 101 determines not to execute a jackpot game based on the determination based on the jackpot random number, it determines whether to perform a reach-with effect or a reach-without effect based on whether the acquired reach random number matches a predetermined random number value stored in the main ROM 102. Also, regardless of whether a jackpot game is to be performed or not, the main CPU 101 determines the variation pattern of the special symbol when the special symbol is variably displayed. As a result, the variation time of the special symbol is determined.

[0045] When the main CPU 101 determines to execute a jackpot game and determines the type of jackpot, it executes a jackpot game corresponding to the type of jackpot by controlling the opening and closing of the big winning opening 13 via the big winning opening control unit 117.

[0046] Also, the main CPU 101 acquires a random number at the timing when a detection signal from the first gate switch 114 or the second gate switch 115 is input, and executes a normal symbol determination using the acquired random number. Then, when it is determined to open the second start opening 12, the electric tulip 17 is operated via the electric tulip control unit 113 to temporarily open the second start opening 12.

[0047] Further, the main CPU 101 causes each of the displays 41 to 48 constituting the display 4 to execute the processes described above based on FIG. 3.

[0048] [Configuration Example of the Effect Control Board 130] The effect control board 130 includes a sub-CPU 131, a sub-ROM 132, a sub-RAM 133, and an RTC (Real Time Clock) 134. The sub-CPU 131 performs arithmetic processing for controlling effects based on a program stored in the sub-ROM 132. The sub-RAM 133 is used as a storage area for temporarily storing various data used when the sub-CPU 131 executes the above program and a work area for data processing and the like. The RTC 134 measures the current date and time (date and time).

[0049] The sub-CPU 131 sets the effect content based on game information related to special symbol determination, normal symbol determination, jackpot games, etc. transmitted from the game control board 100. At that time, it may also receive input of operation information from the effect button 26 and the effect key 27 and set the effect content according to the operation information. The sub-CPU 131 transmits a command instructing the execution of the set effect content to the image and sound control board 140 and the lamp control board 150.

[0050] [Configuration Example of the Image and Sound Control Board 140] The image and sound control board 140 includes a general control CPU 141, a control ROM 142, a control RAM 143, a VDP (Video Display Processor) 144, an audio DSP (Digital Signal Processor) 145, a signal output unit 147 (not shown), and the like. The general control CPU 141 performs arithmetic processing for controlling images and sounds to realize the effects set in the effect control board 130 based on a program stored in the control ROM 142. The control RAM 143 is used as a storage area for temporarily storing various data used when the general control CPU 141 executes the above program and a work area for data processing and the like.

[0051] The VDP144 generates the effect images to be displayed on the liquid crystal screen 5. The audio DSP145 generates the audio data output from the speaker 24. The overall control CPU141 generates control signals based on the commands from the effect control board 130 and the programs stored in the control ROM142, and outputs them to the VDP144 and the audio DSP145 to control their operations.

[0052] Although not shown in the figure, the VDP144 is configured to include an image ROM that stores the material data necessary for generating the effect images, a drawing engine that executes the drawing process of the effect images, an output circuit that outputs the effect images drawn by the drawing engine to the liquid crystal display device 5, and the like. Based on the control signal from the overall control CPU141, the drawing engine uses the material data stored in the image ROM to draw the effect images in the frame buffer. The output circuit outputs the effect images drawn in this frame buffer to the liquid crystal display device 5 at a predetermined timing.

[0053] Also, although not shown in the figure, the audio DSP145 is connected to an audio ROM that stores various audio data related to the effect sounds such as music, voices, and sound effects, and an SDRAM that is used as a work area for data processing by the audio DSP145. The audio DSP145 reads the audio data corresponding to the control signal from the overall control CPU141 from the audio ROM to the SDRAM, executes data processing, and outputs the audio data after data processing to the speaker 24.

[0054] The signal output unit 147 outputs a predetermined signal to the overall control CPU141 for a predetermined time (for example, 0.5 seconds) at a predetermined time interval (for example, 1 - second interval). For example, the signal output unit 147 may output a predetermined signal at a constant time interval. The overall control CPU141 executes different processes when a predetermined signal is input from the signal output unit 147 and when no predetermined signal is input from the signal output unit 147.

[0055] [Configuration example of the lamp control board 150] The lamp control board 150 includes a lamp CPU 151, a lamp ROM 152, and a lamp RAM 153. The lamp CPU 151 performs arithmetic processing for controlling the operations of the effect objects 7, the panel lamps 25, the frame lamps 37, etc. based on the programs stored in the lamp ROM 152. The lamp RAM 153 is used as a storage area for temporarily storing various data used when the lamp CPU 151 executes the above programs and a work area for data processing and the like.

[0056] The lamp ROM 152 stores light emission pattern data and operation pattern data. Here, the light emission pattern data is data indicating the respective light emission patterns of the light emitting elements built in the effect objects 7, the panel lamps 25, the frame lamps 37, etc. The operation pattern data is data indicating the operation patterns of the effect objects 7 and the like.

[0057] The lamp CPU 151 reads out the light emission pattern data corresponding to the command received from the effect control board 130 from the light emission pattern data stored in the lamp ROM 152 into the lamp RAM 153, and controls the light emission of the light emitting elements of the effect objects 7, the panel lamps 25, and the frame lamps 37. Further, the lamp CPU 151 reads out the operation pattern data corresponding to the command received from the effect control board 130 from the operation pattern data stored in the lamp ROM 152 into the lamp RAM 153, and controls the driving of the motor that operates the effect objects 7.

[0058] Also, when the effect buttons 26 and the effect keys 27 are operated by the player, the lamp CPU 151 transmits an operation command notifying that fact to the effect control board 130.

[0059] [Regarding variable effects] In the gaming machine 1 of the present embodiment, various effects are performed on the liquid crystal screen 5 during the variable display of the first special symbol and the second special symbol. Here, an outline description of the variable effects performed during the variable display of the first special symbol will be given.

[0060] In the gaming machine 1, when a game ball wins in the first start port 11, the first special symbol determination is executed, and after the first special symbol is variably displayed, the first special symbol indicating the determination result of the first special symbol determination is stopped and displayed. On the other hand, on the liquid crystal screen 5, along with the variable display of the first special symbol, a variable effect including the variable display of the decorative symbol is performed (see, for example, FIG. 10). Then, when the first special symbol is variably displayed for a variable time corresponding to the variable pattern selected when the first special symbol determination is executed, along with the stop display of this first special symbol, the decorative symbol is stopped and displayed in a manner indicating the determination result of the first special symbol determination (see, for example, FIG. 11(H)). In this way, the variable display of the first special symbol and the variable display of the decorative symbol are synchronized. Further, the decorative symbol starts to be variably displayed along with the start of the variable display of the second special symbol and is stopped and displayed along with the stop display of the second special symbol, and the variable display of the second special symbol and the variable display of the decorative symbol are also synchronized. That is, the decorative symbol is a display corresponding to the variable display of the special symbol being executed (hereinafter referred to as "corresponding display").

[0061] During the variable display of such symbols, a so-called reach effect may be performed. Specifically, on the liquid crystal screen 5, for example, a part of the symbol row of the decorative symbol in which the numbers 1 to 9 are continuously written vertically from bottom to top is displayed in three columns horizontally, and when the variable display of the first special symbol is started, these symbol rows are variably displayed so as to scroll from top to bottom (see, for example, FIGS. 10(A) and (B)). On the other hand, when the reach effect is performed, prior to the stop display of all the decorative symbols, first, for example, the decorative symbols in the left column and the right column (left symbol and right symbol) are pseudo-stopped so as not to completely stop. The pseudo-stop is an effect of slightly moving the decorative symbol in place with almost no movement, and in the following description, when distinguishing from the true stop (sometimes simply referred to as "stop display") that completely stops the decorative symbol, it may be called a pseudo-stop.

[0062] When the left and right reels pseudo-stop, if the same decorative symbol pseudo-stops on the effective line as these reels, a reach is achieved. A reach effect is performed to make the player feel an expectation for the decorative symbol to pseudo-stop (and actually stop) in a combination that indicates a big win (for example, a three-of-a-kind combination of the same decorative symbol such as "333" or "777"). This reach effect scrolls at a low speed the decorative symbols that make up the symbol column in the middle row in a state where the same decorative symbol that has pseudo-stopped as the left and right reels (hereinafter referred to as the "reach symbol") is pseudo-stopped so that the player can identify them. Finally, it is an effect that stops either the middle symbol common to the reach symbol or a middle symbol different from the reach symbol on the effective line to notify the win or loss.

[0063] In addition, in this reach effect, other production images such as characters and items may be used in addition to the decorative symbols (see Fig. 10(G)). Also, in the following description, in the symbol variation in which the reach effect is performed, the effect performed until the reach is achieved may be referred to as the "pre-reach effect". The pre-reach effect and the reach effect are effects that can be executed both when the decorative symbol pseudo-stops (and actually stops) in a combination mode indicating a big win and when it actually stops in a combination mode other than the combination mode indicating a big win (that is, a combination mode indicating a loss).

[0064] Although the reach effect will be described in detail later, when the determination result of the first special symbol determination is "loss", as the losing symbol is stopped and displayed as the first special symbol, three decorative symbols stop actually in a combination mode indicating a loss to notify the loss. For example, when the reach effect is performed, three decorative symbols indicating a reach loss (for example, "343") stop actually as the losing symbol is stopped and displayed. On the other hand, when the reach effect is not performed, three decorative symbols indicating a scattered combination (for example, "154") stop actually as the losing symbol is stopped and displayed. In this way, when it is determined not to execute the big win game, a loss notification effect is executed in which three decorative symbols are pseudo-stopped and then actually stopped in a mode indicating a loss to notify the loss (that the big win game is not executed).

[0065] When this losing notification effect is executed, the jackpot game is not executed. If the right to the first special symbol determination is reserved, the first special symbol determination and the variable display of the first special symbol will immediately start.

[0066] On the other hand, when the determination result of the first special symbol determination is "jackpot", a reach effect is generally executed during the variable display of the first special symbol. As the jackpot symbol stops and is displayed as the first special symbol, three decorative symbols stop pseudo-temporarily in a form indicating a jackpot (for example, a triple like "333" or "777") and then stop completely. In this way, when it is determined that a jackpot game is to be executed, a winning notification effect is executed to notify the jackpot (execution of the jackpot game) by pseudo-temporarily stopping three decorative symbols in a form indicating a jackpot and then completely stopping them. When this winning notification effect is executed, the jackpot game is executed.

[0067] [Regarding the icon] During the variable display of the special symbol or during the jackpot game, even if a game ball wins in the first start port 11 or the second start port 12, a special symbol determination or a variable display of the symbol cannot be immediately executed triggered by this winning. For this reason, in the gaming machine 1, when a game ball wins in the first start port 11 (or the second start port 12) but a first special symbol determination (or a second special symbol determination) or a variable display of the symbol cannot be immediately executed, the first special symbol determination (or the second special symbol determination) is reserved within a range not exceeding a predetermined number (in this embodiment, "4"), and the reserved number is displayed on the first special symbol reservation display 43 (or the second special symbol reservation display 44).

[0068] On the contrary, on the liquid crystal screen 5, a first reserved icon display area 51 and a second reserved icon display area 52 are provided as display areas where a reserved icon, which is an effect image suggesting that a special symbol determination or a variable display of the symbol is reserved, is displayed (see Fig. 1).

[0069] The first reserved icon display area 51 is an area where a reserved icon suggesting that the first special symbol determination is reserved is displayed. In this first reserved icon display area 51, the same number of reserved icons as the number of reservations for the first special symbol determination indicated by the first special symbol reservation display 43 (see FIG. 3) are displayed.

[0070] The second reserved icon display area 52 is an area where a reserved icon suggesting that the second special symbol determination is reserved is displayed. In this second reserved icon display area 52, the same number of reserved icons as the number of reservations for the second special symbol determination indicated by the second special symbol reservation display 44 (see FIG. 3) are displayed.

[0071] In FIG. 1, in order to suggest that the number of reservations for the first special symbol determination is "3", three reserved icons are displayed in the first reserved icon display area 51, and in order to suggest that the number of reservations for the second special symbol determination is "2", two reserved icons are displayed in the second reserved icon display area 52. A state where this is the case is illustrated.

[0072] Also, on the liquid crystal screen 5, an area 53 is provided as a display area for displaying a variation suggestion image (hereinafter referred to as "the icon") suggesting that the first special symbol or the second special symbol is being variably displayed (see FIG. 1).

[0073] In the gaming machine 1, when the variable display of the symbols is started to consume the right to the first special symbol determination that is reserved, the first reserved icon displayed first among the reserved icons displayed in the first reserved icon display area 51 (the reserved icon closest to the area 53) moves from the first reserved icon display area 51 to the area 53 and is displayed as the icon. And when other reserved icons are displayed in the first reserved display area 51, the other reserved icons shift toward the area 53 within the first reserved icon display area 51.

[0074] Note that such shift processing is also performed in the same manner for the held icons displayed in the second held icon display area 52. The icon is an image displayed along with the variable display of the special symbol, and is a corresponding display corresponding to the variable display of the special symbol being executed. Also, since the held icon is during the variable display of the special symbol (or before a predetermined confirmation time (for example, 1 second) has elapsed since the start of the stop display of the special symbol), it is an image that notifies that the right to judge the special symbol on hold cannot be immediately consumed. Therefore, it can be said that the held icon is an image displayed corresponding to the fact that the special symbol is being variably displayed, and is a corresponding display corresponding to the variable display of the special symbol being executed.

[0075] Also, in the gaming machine 1 of the present embodiment, when both the first special symbol determination and the second special symbol determination are on hold, the second special symbol determination is preferentially resolved over the first special symbol determination. For this reason, the shift processing for the held icon displayed in the second held icon display area 52 is preferentially performed over the shift processing for the held icon displayed in the first held icon display area 51.

[0076] Before the first special symbol determination (or the second special symbol determination) based on the acquisition information such as the jackpot random number acquired in response to a winning of a game ball in the first start port 11 (or the second start port 12) is performed, the held icon corresponding to the acquisition information is displayed in the first held icon display area 51 (or the second held icon display area 52). Then, when the special symbol determination and the variable display of the special symbol are performed based on the acquisition information corresponding to the held icon displayed in this first held icon display area 51 (or the second held icon display area 52), the held icon moves to the area 53 and is displayed in the area 53 as the icon suggesting that the special symbol is being variably displayed.

[0077] In addition, normal icons and special icons are displayed in the first hold icon display area 51, for example. Here, the normal icon is the default hold icon, for example, a white hold icon. The special icon is a hold icon that suggests the jackpot reliability, and hold icons displayed in colors other than white correspond to this. In this embodiment, when the special icons are arranged in ascending order of the suggested jackpot reliability from low to high, they are the blue hold icon (blue hold), the green hold icon (green hold), the red hold icon (red hold), the gold hold icon (gold hold), and the rainbow hold icon (rainbow hold) in that order, and the respective jackpot reliabilities are 5%, 15%, 50%, 75%, and 100% (see FIG. 32).

[0078] The display mode of the normal icon may not change until the special symbol determination corresponding to the hold icon is completed, that is, until the normal icon moves to the area 53 and is erased from the area 53. In addition, when the hold icon is displayed in the first hold icon display area 51, for example, it may be displayed as a special icon from the beginning. Further, for example, the normal icon displayed in the first hold icon display area 51 may change to a special icon in the first hold icon display area 51 or the area 53, or for example, the special icon displayed in the first hold icon display area 51 may change to a higher-level special icon one or more times in the first hold icon display area 51 or the area 53. In the following description, the effect of displaying a special icon as a hold icon to suggest the jackpot reliability is referred to as a "preliminary effect".

[0079] In the other second hold icon display area 52, normal icons and special icons are displayed in the same manner as in the first hold icon display area 51. Therefore, the description of the hold icons displayed in the second hold icon display area 52 is omitted.

[0080] [Regarding the game state] Hereinafter, the gaming state of the gaming machine 1 will be described with reference to FIG. 5. Here, FIG. 5 is an explanatory diagram for explaining the gaming state. The gaming machine 1 of the present embodiment is controlled to play in any one of three gaming states: a "normal gaming state", a "probability-variable gaming state", and a "time-saving gaming state".

[0081] The "normal gaming state" is a normal gaming state in which special symbol determination is performed in a low-probability state where the probability of determining that a big win game is to be executed is relatively low, and the electric cheating support function is not provided. That is, in the normal gaming state, the probability of determining that a big win game is to be executed by special symbol determination is set to a relatively low probability (for example, 1 / 200) (see FIG. 6(A)). Also, the probability of determining that the second start port 12 is to be opened by normal symbol determination is set to a relatively low probability (for example, 1 / 12), the variation time of the normal symbol is set to a relatively long time (for example, 25 seconds), and the opening time of the second start port 12 when it is determined that the second start port 12 is to be opened is set to a relatively short time (for example, 0.1 second × 1 time).

[0082] The "probability-variable gaming state" is a gaming state in which special symbol determination is performed in a high-probability state where the probability of determining that a big win game is to be executed is relatively high, and the electric cheating support function is provided. That is, in the probability-variable gaming state, the probability of determining that a big win game is to be executed by special symbol determination is set to a relatively high probability (for example, 1 / 50) (see FIG. 6(A)). Also, the probability of determining that the second start port 12 is to be opened by normal symbol determination is set to a relatively high probability (for example, 12 / 12), the variation time of the normal symbol is set to a relatively short time (for example, 2 seconds), and the opening time of the second start port 12 when it is determined that the second start port 12 is to be opened is set to a relatively long time (for example, 1.6 seconds × 3 times).

[0083] The "time-saving game state" is a game state in which special symbol determination is performed in the above-described low-probability state and the electric-chute support function is provided. That is, in the time-saving game state, the probability of being determined to execute a big win game by special symbol determination is set to a relatively low probability (for example, about 1 / 200). Also, the probability of being determined to open the second start port 12 by normal symbol determination is set to a relatively high probability (for example, 12 / 12), the variation time of the normal symbol is set to a relatively short time (for example, 2 seconds), and when it is determined to open the second start port 12, the opening time of the second start port 12 is set to a relatively long time (for example, 1.6 seconds × 3 times).

[0084] When comparing each game state with respect to the variation time of the special symbol, the variation time of the special symbol in the "probability-variable game state" and the "time-saving game state" is likely to be set to a relatively short time compared to the variation time of the special symbol in the "normal game state".

[0085] It should be noted that the probability of being determined to execute a special game (big win probability), the probability of being determined to open the second start port 12 (winning probability of normal symbol determination), the variation time of the normal symbol, and the opening time of the second start port 12 shown in the description of each game state are merely examples, and it goes without saying that other probabilities and times may be used.

[0086] In the following description, a state in which it is easy for a game ball to win in the second start port 12 due to the provision of the electric-chute support function is called a "high base state", and a state in which it is not easy for a game ball to win in the second start port 12 due to the non-provision of the electric-chute support function is called a "low base state".

[0087] The game ball hit by the player on the right does not win in the first start port 11 and can win in the second start port 12. However, in the low base state, it is difficult for the second start port 12 to be opened, and even if it is opened, the opening time is short. For this reason, when the game is controlled in the low base state (in this embodiment, the "normal game state" corresponds to this), the player will play the game by hitting the ball on the left aiming at the first start port 11.

[0088] When a game ball hit to the left during a normal game state wins a prize at the first start port 11, a first special symbol determination is executed. After the first special symbol is variably displayed, a winning symbol or a losing symbol is stopped and displayed as the first special symbol indicating the determination result of the first special symbol determination.

[0089] Here, when a losing symbol is stopped and displayed, a jackpot game is not performed and the game state does not change. On the other hand, when a winning symbol indicating "probability-variable jackpot" as the first special symbol is stopped and displayed, a jackpot game is executed in which a long-opening round game is performed a predetermined number of times according to the winning symbol. After the jackpot game ends, the game is controlled in a probability-variable game state. Note that the gaming machine 1 of the present embodiment is configured as a gaming machine called a probability-variable loop type, and after the jackpot game ends, the probability-variable game state basically continues until the next jackpot.

[0090] When the game state shifts to the probability-variable game state, that is, when it shifts from the low-base state to the high-base state, the second start port 12 is more likely to receive a game ball than the first start port 11. For this reason, when the game is controlled in the high-base state, the player plays the game by hitting the ball to the right aiming at the second start port 12. This is the same when the game is controlled in the time-saving game state. In the probability-variable game state and the normal game state, basically, a second special symbol determination is performed.

[0091] When a winning symbol indicating "probability-variable jackpot" as the second special symbol is stopped and displayed in the probability-variable game state, the game is controlled again in the probability-variable game state after the jackpot game ends. When a winning symbol indicating "normal jackpot" as the second special symbol is stopped and displayed, the game is controlled in the time-saving game state after the jackpot game ends.

[0092] On the one hand, in the normal game state, when a jackpot symbol indicating "normal jackpot" as the first special symbol stops and is displayed, a jackpot game is executed in which a long-opening round game is performed a predetermined number of times according to the jackpot symbol. After the jackpot game ends, the game will be controlled in the time-saving game state. Then, in this time-saving game state, if the special symbol determination (basically the second special symbol determination) is performed 50 times (an example of the specified number of times in FIG. 5) and no jackpot is determined, the game state will shift from the time-saving game state to the normal game state.

[0093] In addition, in the time-saving game state, if a jackpot is determined in the second special symbol determination within 50 times and a jackpot symbol indicating "probability-variable jackpot" as the second special symbol stops and is displayed, after the jackpot game corresponding to the jackpot symbol ends, the game will be controlled in the probability-variable game state. Also, if a jackpot symbol indicating "normal jackpot" as the second special symbol stops and is displayed, after the jackpot game including a long-opening round game a predetermined number of times according to the jackpot symbol ends, the game will be controlled again in the time-saving game state.

[0094] As is clear from the above description, the main CPU 101 can control the game in any one of the three game states: the normal game state, the probability-variable game state, and the time-saving game state. Note that after executing the jackpot game, the game can be controlled in any one of the two game states: the probability-variable game state and the time-saving game state.

[0095] In addition, in other embodiments, for example, a new jackpot in which the game is controlled in the normal game state after the jackpot game ends may be provided, and a configuration may be adopted in which the game can be controlled in any one of the three game states: the probability-variable game state, the time-saving game state, and the normal game state after the jackpot game ends.

[0096] [Regarding the special symbol determination using random numbers] Next, while referring to FIG. 6, a special symbol determination using a jackpot random number and a symbol random number will be described. Here, FIG. 6 is an explanatory diagram for explaining various random numbers used for the special symbol determination.

[0097] The jackpot random number illustrated in FIG. 6(A) is a random number used for the jackpot determination process (step S309 in FIG. 41) of whether to execute a jackpot game. For each of a low probability state where the probability of determining to execute a jackpot game is relatively low and a high probability state where the probability of determining to execute a jackpot game is relatively high, they are individually set.

[0098] In the present embodiment, regarding the low probability state, two winning values of "0" and "1" are stored in the main ROM 102. When the jackpot random number obtained when the game is controlled in the low probability state matches either of these two winning values, the main CPU 101 determines that a jackpot game is to be executed. Also, regarding the high probability state, in the present embodiment, eight winning values from "0" to "7" are stored in the main ROM 102. When the jackpot random number obtained when the game is controlled in the high probability state matches any of these eight winning values, it is determined that a jackpot game is to be executed.

[0099] Note that the range of possible values of the jackpot random number is "0" to "399" in both the low probability state and the high probability state in the present embodiment. Therefore, the jackpot probability in the low probability state is 1 / 200 (=2 / 400), and the jackpot probability in the high probability state is 1 / 50 (=8 / 400). Thus, in the present embodiment, in the high probability state, it is four times more likely to get a jackpot than in the low probability state.

[0100] When the main CPU 101 determines to execute a jackpot game, based on which random number value among the random number values preset for each type of jackpot the symbol random number obtained together with the jackpot random number used for the determination matches, the type of jackpot is determined.

[0101] Incidentally, for example, the jackpot probability may be set to different probabilities by a hall employee performing a predetermined operation. For example, when the power is turned on to the gaming machine 1, in response to an operation (e.g., pressing) of a setting value switch (not shown) provided on the back surface of the game control board 100, the setting value related to the jackpot probability can be set to a predetermined value (e.g., any value among "1" to "3"). The setting value switch is, for example, a switch for setting the jackpot probability to different probabilities.

[0102] For example, the larger the value of the setting value, the easier it is to get a jackpot, and the ratio between the jackpot probability in the high probability state and the jackpot probability in the low probability state may be fixed regardless of the setting value. For example, the jackpot probability in the low probability state is set to 1 / 220 when the setting value is "1", 1 / 200 when the setting value is "2", and 1 / 180 when the setting value is "3". Also, the jackpot probability in the high probability state is set to 1 / 27.5 (= 1 / 220 × 8 times) when the setting value is "1", 1 / 25 (= 1 / 200 × 8 times) when the setting value is "2", and 1 / 22.5 (= 1 / 180 × 8 times) when the setting value is "3".

[0103] (Type of jackpot related to the first special symbol determination) As illustrated in FIG. 6(B), in the present embodiment, as types of jackpots due to the first start port winning, three types, namely, "16R probability-variable jackpot", "6R probability-variable jackpot", and "6R normal jackpot" are prepared. Here, the "16R probability-variable jackpot" (16R probability-variable) is a jackpot in which the game is controlled in a probability-variable game state after a jackpot game in which 16 long-open-round games are performed. The "6R probability-variable jackpot" (6R probability-variable) is a jackpot in which the game is controlled in a probability-variable game state after a jackpot game in which 6 long-open-round games are performed. The "6R normal jackpot" (6R normal) is a jackpot in which the game is controlled in a time-saving game state after a jackpot game in which 6 long-open-round games are performed.

[0104] As illustrated in FIG. 6(B), in the present embodiment, when the determination result of the first special symbol determination is a big win, a random value for determining the type of the big win is stored in the main ROM 102. Specifically, ten random values from "0" to "9" are stored for the 16R sure win, 110 random values from "10" to "119" are stored for the 6R sure win, and 80 random values from "120" to "199" are stored for the 6R normal.

[0105] Note that in the present embodiment, the range of possible values of the symbol random number is set to "0" to "199". Therefore, when it is determined to be a big win according to the first start port winning, the ratio of the type of big win being determined as 16R sure win is 5% (= 10 / 200×100), the ratio of the type of big win being determined as 6R sure win is 55% (= 110 / 200×100), and the ratio of the type of big win being determined as 6R normal is 40% (= 80 / 200×100).

[0106] Therefore, when the determination result of the first special symbol determination is a big win, the ratio of the big win symbol X1 indicating 16R sure win being stopped and displayed as the first special symbol is 5%, the ratio of the big win symbol X2 indicating 6R sure win being stopped and displayed is 55%, and the ratio of the big win symbol X3 indicating 6R normal being stopped and displayed is 40%.

[0107] Note that when comparing these three types of big wins in terms of the number of prize balls that can be obtained by the player, the following can be said. That is, for example, assuming that 15 prize balls are paid out every time a game ball wins in the big winning port 13, and when 8 game balls win, one long opening round game ends, in the case of 16R sure win, the player can obtain 1920 (= 15×8×16) prize balls. Also, under the same assumption, in the case of 6R normal and 6R sure win, the player can obtain 720 (= 15×8×6) prize balls.

[0108] (Type of big win related to the second special symbol determination) As illustrated in FIG. 6(C), in the present embodiment, as types of jackpot due to the second start port winning, four types are prepared: "16R certain variable jackpot", "8R certain variable jackpot", "4R certain variable jackpot", and "8R normal jackpot". Here, when it becomes a "16R certain variable jackpot" (16R certain variable), the jackpot game performed and the subsequent game state are the same as when the jackpot symbol X1 stops and is displayed. On the other hand, for the "8R certain variable jackpot" (8R certain variable), after a jackpot game in which eight long open-round games are performed, it is a jackpot in which the game is controlled in a certain variable game state. The "4R certain variable jackpot" (4R certain variable) is a jackpot in which the game is controlled in a certain variable game state after a jackpot game in which four long open-round games are performed. The "8R normal jackpot" (8R normal) is a jackpot in which the game is controlled in a short-time game state after a jackpot game in which eight long open-round games are performed.

[0109] As illustrated in FIG. 6(C), in the present embodiment, when the determination result of the second special symbol determination becomes a jackpot, a random number value for determining the type of that jackpot is stored in the main ROM 102. Specifically, 80 random number values from "0" to "79" are stored for 16R certain variable, 20 random number values from "80" to "99" are stored for 8R certain variable, 20 random number values from "110" to "119" are stored for 4R certain variable, and 80 random number values from "120" to "199" are stored for 8R normal.

[0110] Here, in the present embodiment, the range of possible values of the symbol random number related to the second special symbol determination is common to the range of possible values of the symbol random number related to the second special symbol determination. For this reason, when it is determined to be a jackpot according to the second start port winning, the ratio at which the type of jackpot is determined to be 16R certain variable is 40% (=80 / 200×100), the ratio at which the type of jackpot is determined to be 8R certain variable is 10% (=20 / 200×100), the ratio at which the type of jackpot is determined to be 4R certain variable is also 10% (=20 / 200×100), and the ratio at which the type of jackpot is determined to be 8R normal is 40% (=80 / 200×100).

[0111] Therefore, when the determination result of the second special symbol determination is a big win, the rate at which the big win symbol Y1 indicating 16R sure change is stopped and displayed as the second special symbol is 40%, the rate at which the big win symbol Y2 indicating 8R sure change is stopped and displayed is 10%, the rate at which the big win symbol Y3 indicating 4R sure change is stopped and displayed is 10%, and the rate at which the big win symbol Y4 indicating 8R normal is stopped and displayed is 40%.

[0112] In addition, when comparing these four types of big wins in terms of the number of prize balls that can be obtained by the player, the following can be said. That is, for example, assuming that every time a game ball wins a prize at the big winning opening 13, 15 prize balls are paid out, and when 8 game balls win a prize, one long opening round game ends, in the case of 16R sure change, similar to the case where the big win symbol X1 is stopped and displayed, the player can obtain 1920 (=15×8×16) prize balls. Also, under the same assumption, in the case of 8R sure change and 8R normal, the player can obtain 960 (=15×8×8) prize balls. In the case of 4R sure change, the player can obtain 480 (=15×8×4) prize balls.

[0113] As described above, the gaming machine 1 of this embodiment can execute, as a big win game, a 4R big win game in which the player can obtain 480 prize balls, a 6R big win game in which the player can obtain 720 prize balls, an 8R big win game in which the player can obtain 960 prize balls, and a 16R big win game in which the player can obtain 1920 prize balls.

[0114] In this embodiment, odd symbols (1 symbol, 3 symbol, 5 symbol, 7 symbol, 9 symbol) in which the numbers constituting the decorative symbol are green odd numbers function as probability-variable symbols. Also, even symbols (2 symbol, 4 symbol, 6 symbol, 8 symbol) in which the numbers constituting the decorative symbol are blue even numbers function as normal symbols. And the 7 symbol is only used for a winning notification effect when a 16R probability-variable occurs. For this reason, in the normal game state or the probability-variable game state, when the big winning symbols X1, Y1 corresponding to a 16R probability-variable come to a complete stop, three decorative symbols showing the triple of "777" come to a complete stop. When the big winning symbols X2, Y2, Y3 corresponding to other probability-variable big wins come to a complete stop, three decorative symbols showing the triple of odd symbols different from the 7 symbol, such as "111", "333", "555", "999", come to a complete stop. Also, when the big winning symbols X3, Y4 corresponding to a 6R normal or an 8R normal come to a complete stop, three decorative symbols showing the triple of even symbols come to a complete stop.

[0115] Note that the types of big wins are not limited to those described above, and any type may be used as long as it can put the player in an advantageous state according to the determination result of the special symbol determination. For example, the big win corresponding to the big winning symbols X1, Y1 may be a big win in which a 10-round long-release round game (for example, the player can obtain 1500 prize balls (= 15 × 8 × 10)) is performed and the game is controlled in the probability-variable game state immediately after the end of the big win game.

[0116] [Flow of effects in the normal game state] Hereinafter, with reference to FIG. 7, the flow of effects that occur from the start of the variable display of the first special symbol to the stop display of the first special symbol when the game is controlled in the normal game state will be described. Here, FIG. 7 is a flowchart exemplifying the flow of effects in the normal game state.

[0117] As described above, when the game is being controlled in the normal game state, the player will make a left shot aiming for a winning of the game ball at the first start port 11. On the other hand, when a game ball wins at the first start port 11, the main CPU 101 executes the first special symbol determination. In this first special symbol determination, in addition to the process of determining whether it is a big win as described above based on FIG. 6 and the process of determining the type of big win when it is a big win, it includes the process of selecting the variation pattern of the first special symbol. By selecting the variation pattern of the first special symbol, the variation time of the first special symbol is determined.

[0118] On the other hand, the sub CPU 131 receives a variation start command including information indicating the result of the first special symbol determination from the game control board 100, and based on this information, sets the production pattern of the production performed using various production means such as the liquid crystal screen 5, the speaker 24, the panel lamp 25, the frame lamp 37, and the production device 7. Then, the image and sound control board 140 and the lamp control board 150 perform processes for realizing the production based on this setting.

[0119] When the first special symbol determination is made, on the liquid crystal screen 5, along with the start of the variable display of the first special symbol, the variable display of the decorative symbol is started (see Fig. 7(A)). Here, if it is determined at the start of symbol variation that a reachless effect is to be performed, for example, a reachless effect is performed in which the left symbol and the right symbol pseudo-stop in a manner that does not form a reach (see Fig. 7(B)). Examples of this reachless effect include an effect in which 5 symbols pseudo-stop as the right symbol after 2 symbols pseudo-stop as the left symbol, and an effect in which 6 symbols as the left symbol and 4 symbols as the right symbol pseudo-stop simultaneously. When this reachless effect is performed, generally, a losing notification effect is performed in which 3 decorative symbols showing a scattered state pseudo-stop and then come to a complete stop (see Fig. 7(C)). In the present embodiment, except for the point that a reach is not established, the same (or similar) effect as the pre-reach effect is executed as the reachless effect. Therefore, until it is shown that there is no possibility of a reach being established in this variable display when the decorative symbol comes to a complete stop, the player cannot tell whether the reachless effect is being executed or the pre-reach effect is being executed.

[0120] On the other hand, if it is determined at the start of symbol variation that a reach effect is to be performed, for example, a decorative symbol common to the left symbol and the right symbol pseudo-stops and a reach is established (see Fig. 7(D)), and a normal reach effect (hereinafter abbreviated as "normal reach") is performed (see Fig. 7(E)). This normal reach effect is a reach effect that enhances the player's sense of expectation for the middle symbol identical to the reach symbol to stop on the effective line connecting the two reach symbols (see Fig. 10(D)). When this normal reach is performed, the scroll speed of the symbol column in the middle row that has been scrolling at high speed gradually decreases. For example, when a reach is established with 3 symbols (see Fig. 10(C)), if 3 symbols as the middle symbol pseudo-stop on the effective line and then come to a complete stop together with the two reach symbols, a jackpot is notified with the symbol alignment of "333" (see Fig. 7(H)). On the other hand, if a middle symbol different from the reach symbols pseudo-stops on the effective line and then comes to a complete stop together with the two reach symbols, for example, a reach miss such as "343" is stopped and displayed to notify a miss (see Fig. 7(C)).

[0121] On the other hand, if the scrolling display in the middle column continues even after the same decorative symbol as the reach symbol passes through the effective line, the reach effect will develop from the normal reach to the character SP reach effect (hereinafter abbreviated as "character SP reach") (see FIG. 7(F)). This character SP reach is a reach effect with a higher jackpot reliability than the normal reach. In the character SP reach in the present embodiment, the following effects are performed. That is, when it develops into the character SP reach, although not shown in the figure, a title display related to the character SP reach that displays a message such as "Retake the treasure chest from the enemy!" is performed. Then, a scrambling effect representing a state where one's own character (hereinafter referred to as "self-character") and the enemy character (hereinafter referred to as "enemy character") compete to take the treasure chest is performed (see FIGS. 7(F-1) and 13(A)).

[0122] And as a result performance of this competition performance, a competition failure performance (see Fig. 7 (F-2)) or a competition success performance (see Fig. 7 (F-5)) is carried out. Here, the competition failure performance is configured as, for example, a performance display representing the state of losing the competition with the enemy character (see Fig. 13 (B)). When this seizure failure performance is executed, a development suggestion performance (see Fig. 7 (F-4)) suggesting development from the character SP reach as the previous stage performance to the SPSP reach performance (hereinafter abbreviated as "SPSP reach") as the subsequent stage performance, or a non-development suggestion performance (see Fig. 7 (F-3)) suggesting non-development from the character SP reach to the SPSP reach is carried out. This non-development suggestion performance is configured as, for example, a performance display representing the state of the enemy character that has taken the treasure chest escaping (see Fig. 13 (C)). When this non-development suggestion performance is carried out, there is no possibility of notifying a big win, and a miss is notified by the reach miss number (for example, "343") pseudo-stopping and then actually stopping (see Fig. 7 (G)). On the other hand, the development suggestion performance is configured as, for example, a performance display representing the state where a friendly character (ally character) comes to help the self-character, the self-character stands up, and then chases the escaped enemy character (see Figs. 13 (E) and (F)). And when this development suggestion performance is carried out, it will develop into an SPSP reach representing the state where the self-character discovers the escaped enemy character and a battle between the self-character and the enemy character unfolds (see Fig. 7 (I)).

[0123] This SPSP reach is a reach performance with a higher big win reliability compared to normal reach and SP reach. When the self-character wins the battle with the enemy character, a big win is notified with the symbols aligned (see Fig. 7 (H)). When the self-character loses to the enemy character, a miss is notified by the reach miss number pseudo-stopping and then actually stopping (see Fig. 7 (G)).

[0124] As is clear from the explanation so far, the failed capture effect (see FIG. 7(F-2)) can be executed in both cases where the result of the first special pattern determination is a jackpot or a miss, but if the effect progresses to a non-development suggestion effect, no jackpot notification will be made afterwards. On the other hand, if the effect progresses from a failed capture effect to a development suggestion effect, then in the subsequent SPSP reach, a jackpot notification or a miss notification may be made. In other words, if the effect progresses to a non-development suggestion effect, there is no possibility of a jackpot remaining, whereas if the effect progresses to a development suggestion effect, there is still a possibility of a jackpot remaining.

[0125] Therefore, when a failed competition effect is performed, the player can enjoy playing the game while hoping that a development suggestion effect will be performed instead of a non-development suggestion effect.

[0126] On the other hand, the successful seizure effect (see Figure 7 (F-5)) is configured as a display showing, for example, the player's character beating an enemy character and successfully seizing the treasure chest (see Figures 13 (A) and (H)). When this successful seizure effect is performed, no display showing the scrolling speed of the middle row of patterns slowing down is performed, and the three decorative patterns that form the same number come to a pseudo-stop immediately after the successful seizure effect and then quickly stop for good (see Figures 13 (H) and (I)).

[0127] In this way, when the successful capture effect is performed, a winning notification effect is performed to notify the player that a big win game has been determined. Therefore, when the game progresses to a contested capture effect, the player can enjoy the game while hoping that a successful capture effect will be performed instead of a failed capture effect.

[0128] In the gaming machine 1 of this embodiment, an effect called "next-time preview" may be performed during normal reach (see Fig. 7(K)). This next-time preview is an effect that suggests development into an SPSP reach later. When the next-time preview is performed, it directly develops from a normal reach into an SPSP reach without going through a character SP reach (see Fig. 7(E), (K), (I)).

[0129] On the other hand, in some cases where a player has won a certain-variation big win as a result of the first special symbol determination (16R certain variation in Fig. 6(B)), after a no-reach effect (see Fig. 7(B)) is performed, a collision effect (see Fig. 7(J)) is performed, and immediately after that, a big win notification (see Fig. 7(H)) may be performed. This collision effect is one of the preview effects that announces the execution of a big win game just before the big win symbol stops being displayed as the first special symbol. Although it will be described in detail later based on Fig. 14, it is configured as an effect where the symbols (certain variation symbols in this embodiment) suddenly align. Since the collision effect is configured as an effect where three certain variation symbols that form a pair suddenly pop out, it has a function as a suggestive effect that suggests that the game will be controlled in a certain-variation game state after the big win game ends.

[0130] By performing the collision effect immediately after the no-reach effect in this way, it is possible to make a player who had no expectation of a big win based on the fact that a reach did not occur feel surprise and astonishment. As a result, it is possible to obtain a high effect of the effect.

[0131] In this embodiment, a hitting effect can be executed when the jackpot related to the first special symbol determination is a 16R probability variation or a 6R probability variation, while a configuration is adopted in which the hitting effect is not executed when it is a 6R normal. In other words, the hitting effect can be executed when the alignment of odd symbols completely stops with the stop display of the first special symbol, while it is not executed when the alignment of even symbols completely stops. By adopting such a configuration, it is possible to give the player a surprise at the sudden alignment of symbols, and also, after the jackpot game ends, the game is controlled in a more advantageous game state (probability variation game state) compared to 6R normal, so that the player's joy at hitting the jackpot can be effectively improved.

[0132] On the other hand, in other embodiments, a configuration may be adopted in which the hitting effect can be executed only when it is a 16R probability variation, and the hitting effect is not executed when it is a 6R probability variation or a 6R normal. Also, regardless of the type of jackpot, a configuration may be adopted in which the hitting effect can be executed if the determination result of the first special symbol determination is a jackpot. However, when such a configuration is adopted, when a hitting effect in which even symbols that function as normal symbols suddenly align is performed, it is not possible to make the player who was expecting a probability variation jackpot feel sufficient joy, and as a result, there is a possibility that a high production effect cannot be obtained. For this reason, it is preferable to adopt a configuration in which the hitting effect can be executed at least when it is a probability variation jackpot, while the hitting effect is not executed when it is a normal jackpot.

[0133] Regarding the series of effects illustrated in FIG. 7, the flow of the effects from the start of the variation in FIG. 7(A) to the jackpot notification in FIG. 7(H), and the flow of the effects from the start of the variation in FIG. 7(A) to the losing notification in FIGS. 7(C) and (G) are set by the sub-CPU 131 based on the determination result of whether to execute the jackpot game, the determination result of whether to perform the reach-with-effect, and the variation pattern of the first special symbol.

[0134] Also, the specific effects described based on FIG. 7 are merely examples, and each effect may be other effects. For example, the scramble effect may be an effect that displays an effect that shows the player's character trying to take back his mobile phone even though the enemy character is about to take it away. In this case, it is possible to execute an effect that displays an effect that shows the player's character succeeding in taking back the mobile phone from the enemy character as a successful capture effect, and conversely, execute an effect that displays an effect that shows the player's character having the mobile phone taken away by the enemy character as a failed capture effect. Also, the character SP reach may not be an effect that starts with the scramble effect, but may be an effect that displays an effect that shows the player's character simply trying to destroy a middle pattern that is different from the reach pattern, and if the destruction is successful, the patterns are aligned, and if the destruction is unsuccessful, a reach failure is displayed.

[0135] In addition, in other embodiments, a presentation pattern may be provided in which a reach is reached and then progresses directly to a character SP reach or an SPSP reach without passing through a normal reach.

[0136] [Flow of the performance during the special mode] Next, referring to Fig. 8, the flow of the performance performed from the start of the variable display of the second special symbol until the second special symbol is stopped and displayed when the game is controlled in the variable probability game state will be described. Here, Fig. 8 is a flow chart illustrating the flow of the performance in the variable probability game state.

[0137] As described above, when the game is controlled in the probability game state, the player hits the right side aiming at the entrance of the game ball into the second start hole 12. In response to this, the main CPU 101 executes the second special symbol determination when the game ball enters the second start hole 12. In addition to the process of determining whether or not a jackpot has been reached based on FIG. 6 and the process of determining the type of jackpot if a jackpot has been reached, the second special symbol determination includes a process of selecting the variation pattern of the second special symbol, and the variation time of the second special symbol is determined by selecting the variation pattern of the second special symbol.

[0138] On the other hand, the sub-CPU 131 receives a variation start command including information indicating the result of the second special symbol determination from the game control board 100, and based on this information, sets the production pattern of the production performed using various production means such as the liquid crystal screen 5, the speaker 24, the panel lamp 25, the frame lamp 37, and the production device 7. Then, the image and sound control board 140 and the lamp control board 150 perform processing for realizing the production based on this setting.

[0139] When the second special symbol determination is performed, on the liquid crystal screen 5, along with the start of the variable display of the second special symbol, the variable display of the decorative symbol is started (see Fig. 8(A)). Here, if it is determined at the start of the symbol variation that a non-reach production is to be performed, for example, a non-reach production in which the left symbol and the right symbol pseudo-stop in a mode where they do not form a reach is performed (see Fig. 8(B)). Since this non-reach production can be considered similar to the non-reach production described based on Fig. 7(B), a detailed description here is omitted. Thus, when a non-reach production is performed in the sure-win game state, generally, a losing notification production in which the three decorative symbols forming a scattered pattern pseudo-stop and then stop as they are is performed (see Fig. 8(C)).

[0140] On the other hand, if it is determined at the start of the symbol variation that a reach production is to be performed, for example, a decorative symbol common to the left symbol and the right symbol pseudo-stops and a reach is established (see Fig. 8(D)), and a battle reach production (hereinafter abbreviated as "battle reach") is performed (see Fig. 8(E)). This battle reach is a reach production in which the player's character and the enemy character battle, and when a victory suggestion production (see Fig. 8(F)) showing the player's character winning against the enemy character is performed, a sure-win big hit is notified (see Fig. 8(G)). In the gaming machine 1 of the present embodiment, in the sure-win game state, odd-numbered symbols (1st symbol, 3rd symbol, 5th symbol, 7th symbol, 9th symbol) function as sure-win symbols, and even-numbered symbols (2nd symbol, 4th symbol, 6th symbol, 8th symbol) function as normal symbols. Therefore, in the sure-win big hit notification in Fig. 8(G), a production display in which the three decorative symbols with the symbols aligned with odd-numbered symbols pseudo-stop and then stop is performed.

[0141] In addition, the victory suggestion performance is carried out when the determination result of the second special symbol determination is a certain-variable big win. When the victory suggestion performance is carried out and a certain-variable big win is notified, the certain-variable gaming state will continue.

[0142] On the other hand, following the battle reach, there may be a defeat suggestion performance (see Fig. 8(H)) showing the state where the player's own character loses to the enemy character. Here, when the determination result of the second special symbol determination is a normal big win, a normal win notification is carried out where the three decorative symbols that have aligned with even symbols pseudo-stop and then stop completely (see Fig. 8(I)). Note that the display mode of the decorative symbols used for the normal big win notification is not limited to this. For example, it may be any combination other than the combination of decorative symbols used for the certain-variable big win notification, and a scattered pattern such as "246" may be used for the normal big win notification.

[0143] Also, when the determination result of the second special symbol determination is a certain-variable big win, a resurrection performance (see Fig. 8(J)) may be carried out following the defeat suggestion performance. This resurrection performance is configured as a performance that performs an effect display showing the state where the player's own character, who has lost to the enemy character and fallen, resurrects and stands up due to the appearance of an ally character. When this resurrection performance is carried out, the above-mentioned victory suggestion performance (see Fig. 8(F)) is carried out, and a certain-variable big win notification (see Fig. 8(G)) is carried out.

[0144] In this embodiment, the resurrection performance is only carried out when it is a 16R certain-variable in which the big win symbol Y1 (see Fig. 6(C)) stops and is displayed. When the resurrection performance is carried out, the winning of 16R certain-variable becomes highly likely. Therefore, the resurrection performance can be regarded as a pre-warning performance (hereinafter referred to as "big win pre-warning") that pre-warns the execution of a big win game. Note that the big win pre-warning is a performance that can be executed when the determination result of the special symbol determination is "big win", and is not executed when the determination result of the special symbol determination is "loss". It is a performance with a 100% big win reliability. In this embodiment, many big win pre-warnings are prepared in addition to the resurrection performance, and these big win pre-warnings will be appropriately explained in this specification.

[0145] In addition, the gaming machine 1 of the present embodiment is configured as a gaming machine called the battle type. In the probability-variable gaming state, a reach is not established unless a jackpot such as a probability-variable jackpot or a normal jackpot is won. If the player's character wins against the enemy character, the probability-variable gaming state continues. If the player's character loses against the enemy character, the probability-variable gaming state ends and the player falls into the time-saving gaming state. This provides an easy-to-understand gameplay.

[0146] On the other hand, in some cases where a probability-variable jackpot (16R probability-variable in FIG. 6(C)) is won as a result of the second special symbol determination, after a reachless effect (see FIG. 8(B)) is performed, a collision effect (see FIG. 8(K)) is performed, and immediately thereafter, a probability-variable jackpot notification (see FIG. 8(G)) may be performed. In other words, the collision effect can be executed when the seven-symbol alignment finally stops with the stop display of the second special symbol, but is not executed when the alignment other than the seven-symbol alignment finally stops. This collision effect is one of the preview effects that previews the execution of the jackpot game before the jackpot symbol stops and is displayed as the second special symbol. Although it will be described in detail later with reference to FIG. 16, it is configured as an effect in which the symbols (probability-variable symbols) are immediately aligned.

[0147] By performing the collision effect immediately after the reachless effect in this way, it is possible to make a player who has no expectation of a jackpot based on the fact that a reach has not been established feel surprise and astonishment. As a result, it is possible to obtain a high effect of the effect.

[0148] In this embodiment, in the probability-variable gaming state, a hitting effect can be executed when the jackpot related to the second special symbol determination is a 16R probability-variable, an 8R probability-variable, or a 4R probability-variable, and a configuration is adopted in which the hitting effect is not executed when it is an 8R normal. On the other hand, in other embodiments, in the probability-variable gaming state, a hitting effect can be executed only when it is a 16R probability-variable, and a configuration may be adopted in which the hitting effect is not executed in the case of other jackpots such as an 8R probability-variable, a 4R probability-variable, and an 8R normal. Further, a configuration in which a hitting effect can be executed may be adopted regardless of the type of jackpot related to the second special symbol determination.

[0149] Regarding the series of effects illustrated in FIG. 8, the flow of the effects from the start of the variation in FIG. 8(A) to the losing notification in FIG. 8(C), the flow of the effects from the start of the variation in FIG. 8(A) to the probability-variable win notification in FIG. 8(G), and the flow of the effects from the start of the variation in FIG. 8(A) to the normal win notification in FIG. 8(I) are set by the sub-CPU 131 based on the determination result of whether to execute the jackpot game, the determination result of whether to perform the reach-with-effect, and the variation pattern of the second special symbol.

[0150] [Regarding the decorativeness of the decorative symbol] Next, with reference to FIG. 9, the decorativeness of the decorative symbol in the normal gaming state and the probability-variable gaming state will be described. Here, FIG. 9 is an explanatory diagram for explaining the decorativeness of the decorative symbol.

[0151] (Decorativeness of the decorative symbol in the normal gaming state) When the game is being controlled in the normal gaming state, in each effect section during the variable display of the first special symbol, a decorative symbol with the following display mode is displayed. That is, before reach, which is the effect period from the start of the variable display of the decorative symbol until reach is established, although not shown in the figure, a decorative symbol with a large number and a character attached is displayed. This is the same for the normal reach during the variable display of the first special symbol (see FIG. 10(D)).

[0152] On the other hand, during the Character SP Reach or SPSP Reach along with the variable display of the first special symbol, a decorative symbol composed of small numbers without characters is displayed. That is, when evolving from a Normal Reach to a Character SP Reach or SPSP Reach, the character detaches from the decorative symbol composed of large numbers with characters, and the decorative symbol (numbers) moves from the center of the screen to the peripheral part of the screen while becoming smaller (see, for example, FIGS. 10(E) to (G)). This character is a display (hereinafter referred to as "additional display") superimposed on the back side of the numbers (green or blue in this embodiment) constituting the decorative symbol, and is different for each number constituting the decorative symbol, for example.

[0153] In the following description, the decorative symbol composed of large numbers with characters is referred to as the "decorative symbol of the first aspect", and the decorative symbol composed of small numbers without characters is referred to as the "decorative symbol of the second aspect".

[0154] For example, when the decorative symbol of the first aspect is pseudo-stopped and when it changes to the decorative symbol of the second aspect (and vice versa), the hands and feet of the character, which is an additional display, move and assume a pose. However, when scrolling, regardless of the speed, the hands and feet of the character, which is an additional display, do not move and no pose is taken. Also, when the special symbol is stopped and displayed, the numbers constituting the decorative symbol become a still image, and the character, which is an additional display, also does not move at all and becomes a still image. In other embodiments, during the stop display of the special symbol, while the numbers constituting the decorative symbol become a still image, the character, which is an additional display, may assume a pose.

[0155] In addition, when a winning or losing notification is given by causing a decorative symbol, which is a mode of notifying a big win or a loss in association with the stop display of the first special symbol, to stop displaying, a decorative symbol having the same display mode as before reaching is displayed (see, for example, FIGS. 11(E) and (H)). For this reason, when a winning notification effect or a losing notification effect is performed following a character SP reach or an SP SP reach, for example, with respect to the display mode of the decorative symbol, a change opposite to that illustrated in FIG. 10(F) occurs. That is, a decorative symbol composed of small numbers without characters (the decorative symbol of the second mode) moves from the peripheral part of the screen to the center of the screen while becoming larger, and accordingly, a character is attached to the decorative symbol (number). The decorative symbol changes from the state of being the decorative symbol of the second mode to the state of being the decorative symbol of the first mode after being enlarged from the state of being the decorative symbol of the second mode enlarged three times. Note that the decorative symbol enlarged three times and the decorative symbol of the first mode may have substantially the same vertical and horizontal sizes.

[0156] As is clear from the description so far, in the normal gaming state, before reaching, during a normal reach, and at the time of winning or losing notification, a decorative symbol in which the numbers constituting the decorative symbol are large and characters are attached (that is, the decorative symbol of the first mode) is displayed, and it can be said that the decorativeness of the decorative symbol is high. On the other hand, in a character SP reach or an SP SP reach, since an effect using an object different from the decorative symbol such as a character or an item is developed, in order not to interfere with this effect, a decorative symbol composed of small numbers without characters (that is, the decorative symbol of the second mode) is displayed at the peripheral part of the screen, thereby suppressing a decrease in the visibility of the effect image in which the decorative symbol is used for the above effect.

[0157] (Decorativeness of Decorative Symbol in Probability-Variable Gaming State) When the game is being controlled in the probability-variable game state, for example, the decorative symbol of the second mode is variably displayed in synchronization with the variable display of the second special symbol. Specifically, in each effect section during the variable display of the second special symbol, as shown in FIG. 9, a decorative symbol with the following display mode is displayed. That is, before reach, which is the effect period from the start of the variable display of the decorative symbol until reach is established, although not shown in the figure, a decorative symbol (specifically, a decorative symbol obtained by enlarging the decorative symbol of the second mode by three times) without a character attached to a large number is displayed (see, for example, FIG. 15(C)). The same applies to the win / loss notification when the decorative symbol indicating the determination result of the second special symbol determination is stopped at the main stop along with the main stop of the second special symbol. Note that the "decorative symbol obtained by enlarging the decorative symbol of the second mode by three times" may be displayed by enlarging the decorative symbol of the second mode, or image data in a state where the decorative symbol of the second mode is enlarged by three times is prepared in advance in the control ROM 144 of the image and sound control board 140 separately from the image data related to the decorative symbol of the second mode, and this data may be used for display.

[0158] Note that in the probability-variable game state, whether a reach is established with a probability-variable symbol or with a normal symbol is the primary concern of the player. Also, in the probability-variable game state, the jackpot probability is higher than in the normal game state (see FIG. 6(A)), the variable time of the second special symbol in the probability-variable game state is relatively shorter than the variable time of the first special symbol in the normal game state, and in the probability-variable game state, the effects are developed smoothly. After the jackpot game ends, the win / loss will be notified in a relatively short time. For these reasons, in the probability-variable game state, there is little need to enhance the decorativeness of the decorative symbol more than necessary, and in this embodiment, a configuration is adopted in which no character is attached to the numbers constituting the decorative symbol.

[0159] On the other hand, when a reach is established and develops into a battle reach in a probability-variable gaming state, a battle between the player's character and the enemy character is developed in the central part of the liquid crystal screen 5. Therefore, if a large-numbered decorative symbol is displayed in the central part of the screen even though it is not attached to a character, it will interfere with the battle effect. For this reason, during the battle reach, in order to display the decorative symbol in the second mode in the same way as during the character SP reach or the SPSP reach in the normal gaming state, changes occur in the size and display position of the decorative symbol. That is, when the battle reach develops, the state of the decorative symbol in the second mode that has been enlarged three times is changed to the same size as the decorative symbol in the second mode during the character SP reach or the SPSP reach, and the decorative symbol in the second mode that has not been enlarged is displayed at the peripheral part of the screen.

[0160] As is clear from the notation in FIG. 9, before the reach and at the time of winning / losing notification in the probability-variable gaming state, although it is common with before the reach and at the time of winning / losing notification in the normal gaming state in that the numbers constituting the decorative symbol are displayed large, it is different in that no character is attached. Also, compared with during the character SP reach or the SPSP reach in the normal gaming state, although it is common in that no character is attached, it is different in that the numbers constituting the decorative symbol are large. From these facts, it can be said that the decorative symbol displayed before the reach and at the time of winning / losing notification in the probability-variable gaming state has a medium level of decorativeness. On the other hand, during the battle reach, since the numbers constituting the decorative symbol are small and no character is attached, which is the same as during the character SP reach or the SPSP reach, it can be said that the decorativeness of the decorative symbol displayed during the battle reach is low.

[0161] As described above, the gaming machine 1 of the present embodiment performs control to change the display mode of the decorative symbol in order to change the decorativeness of the decorative symbol according to the display effect performed on the liquid crystal screen 5. Specifically, the state of the decorative symbol in the first mode changes to the state of the decorative symbol in the second mode, or the state of the decorative symbol in the second mode changes to the state of the decorative symbol in the first mode. Note that both the decorative symbol in the first mode and the decorative symbol in the second mode may be displayed simultaneously. For example, in normal reach, the left and right symbols that are pseudo-stopped are set to the state of the decorative symbol in the first mode, and the middle symbol that slowly scrolls downward is set to the state of the decorative symbol in the second mode (for example, it may be enlarged or reduced as it scrolls).

[0162] [Specific example: Pattern developing from normal reach to SPSP reach] Figs. 10 and 11 are screen diagrams showing specific examples of the effect that develops into SPSP reach via normal reach. Fig. 12 is a time chart showing a specific example of the display mode of the decorative symbol when the promotion effect is executed.

[0163] In Fig. 10(A), a losing notification effect in which the decorative symbol in a state indicating that the determination result of the first special symbol determination corresponding to the icon displayed in the area 53 is a miss while two hold icons are displayed in the first hold icon display area 51 is stopped and displayed is illustrated. Note that the earliest hold icon is displayed as a green hold.

[0164] When a predetermined confirmation time (for example, 1 second) elapses after the stop display of the first special symbol and the decorative symbol is started, the first special symbol determination corresponding to the earliest hold icon displayed in the first hold icon display area 51 is executed. In response to this, a shift process is performed in which the earliest hold icon displayed in the first hold icon display area 51 is shifted to the area 53, and the second hold icon is shifted to the position where the earliest hold icon was displayed. Along with this, the variable display of the decorative symbol is started (see Figs. 10(A) and (B)).

[0165] Here, when the variable display of the decorative pattern starts and a variable effect pattern that develops into an SPSP reach via a normal reach is set, for example, the following effects are performed.

[0166] That is, when a predetermined time has elapsed since the start of the variable display of the decorative pattern, first, three patterns stop pseudo - temporarily as the left pattern, and then the same three patterns stop pseudo - temporarily as the right pattern, resulting in a reach being established (see Fig. 10(C)). When the reach is established in this way, the above - described normal reach is performed (see Fig. 10(D)).

[0167] During this normal reach, if as a result of the scroll display of the pattern column in the middle row, the middle pattern (here, three patterns) that is the same as the reach pattern passes through the effective line, then the scroll speed of the pattern column in the middle row may increase later and develop into an SPSP reach (see Figs. 10(E) to (G)). At that time, the three pattern columns that were largely displayed in the center of the liquid crystal screen 5 are reduced while maintaining the reach state and move to the upper - left - hand region of the liquid crystal screen 5 (see Fig. 10(F)). The decorative pattern changes from the state of being the decorative pattern of the first mode to the state of being the decorative pattern of the second mode that is enlarged three times first, and then is reduced to the state of being the decorative pattern of the second mode that is not enlarged. When the sizes and display areas of the three pattern columns are changed in this way (that is, when it is changed from the state of being the decorative pattern of the first mode to the state of being the decorative pattern of the second mode), an SPSP reach is executed using the region in the center of the liquid crystal screen 5 (see Fig. 10(G)).

[0168] In this embodiment, in the area of the upper left corner of the liquid crystal screen 5, the reach symbol (the decorative symbol of the second aspect) is pseudo-stopped, while the middle symbol continues to scroll at high speed. When the decorative symbol of the first aspect is being displayed, the scrolling speed is slowed down or speeded up in order to draw attention to the movement trend of the middle symbol. On the other hand, since the decorative symbol of the second aspect is small, even if the scrolling speed of the middle symbol is changed, it may be difficult to understand and there is a risk that the production effect cannot be effectively improved. For this reason, when the decorative symbol of the second aspect is being displayed, a configuration is adopted in which the display mode of the middle symbol is made different from when the decorative symbol of the first aspect is being displayed. Specifically, when the decorative symbol of the second aspect is being displayed, the scrolling speed of the middle symbol is kept constant (high-speed fluctuation). In other embodiments, when the decorative symbol of the second aspect is being displayed, the scrolling speed of the middle symbol may be slowed down (or speeded up), or the middle symbol during high-speed fluctuation may be made non-displayed. Also, the speed at which the decorative symbol of the second aspect scrolls at high speed may be faster (or slower) than the speed at which the decorative symbol of the first aspect scrolls at high speed, or both may be at the same speed.

[0169] Also, the reach symbol (the decorative symbol of the second aspect) displayed in the area of the upper left corner of the liquid crystal screen 5 is displayed in front of other production images. For this reason, for example, when other production images are displayed on the entire screen, the above reach symbol will be superimposed and displayed in front. Note that by only displaying the above reach symbol in the area of the upper left corner of the liquid crystal screen 5, the above reach symbol may be made visible even when other production images are displayed.

[0170] FIG. 10(G) shows a state where two self-characters and an enemy character are confronting each other. When it develops into an SPSP reach, first, a title display is performed to display a reach title related to an SPSP reach production such as "Showdown: 〇〇〇 VS ×××". Then, a battle production showing the state of the self-character and the enemy character fighting is started.

[0171] When SPSP reach is performed in this way, when it comes to the final stage of SPSP reach, an operation promotion effect is performed (see Fig. 10(H)). This operation promotion effect is an effect that prompts the player to operate the effect button 26. Specifically, for example, it is configured as an effect that displays a button image imitating the effect button 26, a message such as "Push!" that prompts the operation, and a gauge image indicating the remaining time of the valid period during which the button operation by the player is valid.

[0172] Here, when the player performs an operation within the valid period, an effect called a cut-in, which is an effect corresponding to the operation, is performed (see Fig. 10(I)). Here, the cut-in is configured as an effect of superimposing a specific effect image on the effect image related to SPSP reach, and the jackpot reliability is suggested by the display mode of the specific effect image. As will be described in detail later, in this embodiment, a blue cut-in suggesting that the jackpot reliability is about 10%, a red cut-in suggesting that the jackpot reliability is about 60%, and a rainbow cut-in suggesting that the jackpot reliability is 100% are prepared, and based on the determination result of the first special symbol determination, any one of these three cut-ins is executed in response to the operation.

[0173] In this embodiment, a configuration is adopted in which no cut-in occurs unless the player performs an operation. However, in other embodiments, a configuration may be adopted in which a cut-in is automatically generated at the timing when the valid period ends if no operation is performed. Also, in this embodiment, the operation promotion effect and the cut-in corresponding to the operation are configured to occur during SPSP reach but not during character SP reach. However, in other embodiments, a configuration may be adopted in which a cut-in can also occur in reach effects other than SPSP reach (for example, during character SP reach).

[0174] When the determination result of the first special symbol determination is a big win, at the end of the variable display of the first special symbol, that is, at the end of SPSP reach, a victory notification effect is performed to notify that the player's character has defeated the enemy character and won the battle (see Fig. 11(A)). This victory notification effect includes, for example, displaying the characters "VICTORY!!" on the liquid crystal screen 5, outputting the voice "VICTORY!!" from the speaker 24, and rotating the effect prop 7 while emitting light in rainbow colors as an example. When this victory notification effect is performed, the same decorative symbol (the decorative symbol of the second aspect) as the reach symbol stops pseudo-statically as the middle symbol between the reach symbols (see the timing T1 in Figs. 11(A) and 12(A)). Along with this, although not shown in the figure, the panel lamp 25 and the frame lamp 37 emit light in rainbow colors.

[0175] When the variable display of the first special symbol approaches the end, three decorative symbols (decorative symbols of the first aspect) with characters attached in large numbers pseudo-stop at the center of the liquid crystal screen 5 (see the timing T2 in Figs. 11(B) and 12(A)). In Fig. 11(B), for the sake of convenience of explanation, the notation of the characters attached to the numbers constituting the decorative symbol is omitted.

[0176] Three first aspects forming a triplet (An example of the "first aspect" in this application) After a predetermined time (for example, 3 seconds) has elapsed since the three decorative symbols forming a triplet pseudo-stop, the "first reflection effect" (An example of the "first notification effect" in this application) is executed for a predetermined execution time (for example, 1 second) (see Fig. 12(A)). The "first reflection effect" is an effect that adds highlight light like metallic luster (An example of the "first image" in this application) to each decorative symbol and outputs an effect sound such as "Pishaan!" from the speaker 24. In the first reflection effect, for example, while adding highlight light from the lower left corner to the upper right corner of the left symbol, highlight light is similarly added to the middle symbol and the right symbol. As a result, the light irradiated on the decorative symbol can be made to appear as if it is specularly reflected on the front surface of the decorative symbol, and the three identical decorative symbols can be emphasized as if they are objects having metallic luster, so that the alignment of the symbols can be emphasized more.

[0177] In addition, in this embodiment, the first reflection effect is an effect executed using the decorative pattern of the first aspect and not an effect executed using the decorative pattern of the second aspect.

[0178] Note that in some cases, a winning notification effect may be performed when the three decorative patterns (in the example shown in FIG. 11(B), "333") stop as they are. On the other hand, after the three decorative patterns forming a pair of identical symbols pseudo-stop, a promotion effect (see FIG. 11(C)) may be performed (at timing T3 in FIG. 12(A)). This promotion effect is an effect that notifies whether or not to promote to 16R sure win depending on whether or not the three decorative patterns forming a pair of identical symbols change to the three decorative patterns forming a "777" pair of identical symbols. This promotion effect is composed of a first half and a second half, and the effect of the first half is common in both cases where a promotion failure effect is performed in the second half and where a promotion success effect is performed. Specifically, in the first half of this promotion effect, for example, as illustrated in FIG. 11(C), the three decorative patterns (decorative patterns of the first aspect) become smaller so as to fade out toward the back of the liquid crystal screen 5, and the state where the three decorative patterns have become smaller is maintained for about several seconds (for example, 3 seconds).

[0179] In the example shown in FIG. 11(B), the three decorative patterns indicating a "333" pair of identical symbols are pseudo-stopped. Therefore, as the big winning symbol X2 as the first special symbol stops for real, it is notified that the player has won the 6R sure win by these decorative patterns stopping for real as they are.

[0180] Here, when the big win related to the first special symbol determination is a 6R sure win, following the first half of the promotion effect, a promotion failure effect as the second half of the promotion effect is performed (see FIGS. 11(C) and (D), timing T4 in FIG. 12(A)). This promotion failure effect is an effect in which the three decorative patterns that became smaller in the first half of the promotion effect return as they are while growing larger without changing to other decorative patterns and pseudo-stop. (An example of the "second aspect" in this application) This is accompanied by the output of a sound effect that notifies of a promotion failure. In the example shown in FIG. 11, following the promotion failure effect, a winning notification effect is performed where three decorative symbols forming a triple "333" come to a complete stop as they are (refer to timing T5 in FIGS. 11(E) and 12(A)). Then, when this winning notification effect is performed for a predetermined time, the opening period of the big win game starts, and during this opening period, an effect that notifies of the type of big win and a right-hit suggestion that prompts the player to hit the right side are performed (refer to FIG. 11(F)). Specifically, the characters "BIG BONUS" are displayed and its voice is output to notify that the type of big win is 6R probability variation, the voice "Please hit the right side" is output, and an effect is performed where the characters "right hit" and a right arrow are displayed at the upper right end of the liquid crystal screen 5. During the subsequent round game, one decorative symbol (the decorative symbol of the second aspect) indicating the same number as the decorative symbol that has come to a complete stop is displayed, and this decorative symbol is erased when the ending starts.

[0181] On the other hand, when the big win related to the first special symbol determination is 16R probability variation, following the first half of the promotion effect, a promotion success effect as the second half of the promotion effect is performed (refer to timing T4 in FIGS. 11(C) and (G), and FIG. 12(A)). This promotion success effect is an effect where the three decorative symbols (here "333") that have faded out and become small in the background of the liquid crystal screen 5 change to three decorative symbols of "777" indicating 16R probability variation and come to a large pseudo-stop in the center of the liquid crystal screen 5. (An example of the "second aspect" in this application) This is accompanied by the output of a production sound that notifies the successful promotion. When this successful promotion production is performed, a winning notification production is performed where the three decorative symbols showing the triple 7s stop as they are (refer to timing T5 in FIGS. 11(H) and 12(A)). And during the opening period of the big win game, a production that notifies the type of big win and a right hit suggestion that prompts the player to hit the right are performed (refer to FIG. 11(I)). Note that the production during this opening period is common to the above-described opening production based on FIG. 11(F), except that the display of the characters "HYPER BONUS" instead of "BIG BONUS" and the output of sound are performed. During the round game, one 7-symbol (the decorative symbol of the second aspect) is displayed, and this 7-symbol is erased when the ending is started.

[0182] Note that when a predetermined time (for example, 3 seconds) has elapsed since the start of the promotion failure production or the promotion success production, the "second reflection production" is executed for a predetermined execution time (for example, 1 second) (refer to FIG. 12(A)). The "second reflection production" (An example of the "second notification effect" in this application) is, for example, a production that adds highlight light to each decorative symbol in the same way as the first reflection production, and outputs the lines of the characters (for example, lines such as "The time is full") attached to the numbers constituting the decorative symbol from the speaker 24. In the second reflection production, for example, while adding highlight light from the lower left corner to the upper right corner of the number constituting the left symbol, highlight light is also added to the numbers constituting the middle symbol and the right symbol in the same way. In this way, the second reflection production is different from the first reflection production where highlight light is applied to the entire decorative symbol in that highlight light is applied to the numbers while not being applied to the above characters. Thereby, the decorative symbol in the form of the symbol alignment that will stop next can be emphasized without reducing the visibility of the characters that utter the above lines. (An example of the "second image" in this application) Note that in the present embodiment, the second reflection production is a production executed using the decorative symbol of the first aspect and is not a production executed using the decorative symbol of the second aspect.

[0183] Note that in the present embodiment, the second reflection production is a production executed using the decorative symbol of the first aspect and is not a production executed using the decorative symbol of the second aspect.

[0184] As illustrated in FIG. 12(A), in the present embodiment, the stop display timing of the first special symbol is configured to arrive when a predetermined time (for example, 4 seconds) has elapsed since the end of the second reflection effect. That is, a configuration is adopted in which the decorative symbol starts this stop when a predetermined time (4 seconds in the example of FIG. 12(A)) has elapsed since the end of the second reflection effect. By providing a predetermined time between the second reflection effect and this stop, for example, even if frame drops due to double buffering occur in the second reflection effect, it is possible to prevent it from affecting during this stop.

[0185] Specifically, in the gaming machine 1, when executing the drawing process of the image data, the overall CPU 141 of the image and sound control board 140 performs double buffering by providing two expansion areas for the image data and alternately expanding the image data in each expansion area. For example, when the data amount of the image data during the execution of the second reflection effect is large, it takes time to generate the image, so there is a possibility that the previously displayed screen will be redisplayed and frame drops will occur.

[0186] In the present embodiment, when a predetermined signal from the signal output unit 147 (not shown) is input, the image and sound control board 140 generates and outputs an image determined at the start of the variable effect (determined by the effect control board 130). On the other hand, when no predetermined signal is input from the signal output unit 147, the image and sound control board 140 does not generate the image determined at the start of the variable effect (determined by the effect control board 130). For example, the signal output unit 147 does not output a predetermined signal when the previously displayed screen is being redisplayed (when frame drops have occurred). In this case, the image and sound control board 140 may generate and output a different image from the image determined at the start of the variable effect (determined by the effect control board 130).

[0187] For example, when it is determined that the decoration pattern in the jackpot mode (the decoration pattern of the first mode) is to be stopped for real at the timing when 70 seconds have elapsed since the start of the variation of the first special symbol due to the selection of the variation pattern D or I, the image and sound control board 140 can stop the decoration pattern for real at the above timing when a predetermined signal from the signal output unit 147 is input. On the other hand, even when it is determined that an image of the decoration pattern stopped for real at the above timing is to be output, when a predetermined signal from the signal output unit 147 is not input, the image and sound control board 140 does not stop the decoration pattern for real at the above timing. In this case, the image and sound control board 140 may output an image other than the decoration pattern stopped for real. For this reason, in the present embodiment, the decoration pattern may not be displayed in a situation where frame drops occur.

[0188] In the present embodiment, by adopting a configuration in which a predetermined time is provided between the second reflection effect and the stop for real, after the end of the second reflection effect, the decoration pattern can be stopped for real through a period (the above predetermined time) with a small data amount of image data. As a result, the decoration pattern can be surely stopped for real without being affected by frame drops.

[0189] As illustrated in FIG. 12(B), in the present embodiment, even in the probability-variable game state and the time-saving game state (that is, during the variable display of the second special symbol), an ascending effect similar to that in the normal game state (that is, during the variable display of the first special symbol) may be executed. Specifically, for example, when the variable display of the second special symbol approaches the end, three decoration patterns (for example, a decoration pattern obtained by enlarging the decoration pattern of the second mode by three times) pseudo-stop at the center of the liquid crystal screen 5 (see, for example, the timing T6 in FIGS. 28(H) and 12(B)). When a predetermined time (for example, 2 seconds) has elapsed since the pseudo-stop, an effect similar to the first half of the ascending effect in the normal game state is performed in a shorter execution time (for example, 2 seconds) than in the normal game state (the timing T7 in FIG. 12(B)).

[0190] When a predetermined time (e.g., 3 seconds) elapses after the start of the promotion failure effect or the promotion success effect following the first half of the promotion effect, the "third reflection effect" is executed for a predetermined execution time (e.g., 1 second) (timing T8 in FIG. 12(B)). The "third reflection effect" is the same as the first reflection effect, except that the highlighted light is applied to a decorative pattern that is three times the size of the decorative pattern in the second mode and is not the decorative pattern in the first mode, which is different from the first reflection effect. When a predetermined time (e.g., 2 seconds) elapses from the end of the third reflection effect, the stop display timing of the second special pattern arrives, and accordingly, the decorative pattern stops completely (timing T9 in FIG. 12(B)). The predetermined time between the third reflection effect and the complete stop is a period for preventing the occurrence of frame drops in the third reflection effect from affecting the complete stop. By suppressing this period to the minimum time that can prevent the influence of frame drops, it can be configured to be shorter than the period between the reflection effect and the complete stop in the normal game state, and the progress speed of the game in the probability-variable game state and the time-limited game state can be increased.

[0191] Note that, with reference to FIG. 11, the case where a promotion effect is performed to make it appear as if the six-row probability-variable hit has been promoted to the 16-row probability-variable hit by changing the even-numbered identical patterns (probability-variable patterns) other than the seven patterns to the seven patterns has been described. However, a promotion effect may be performed to make it appear as if a normal jackpot has been promoted to a probability-variable jackpot by changing the even-numbered identical patterns to the odd-numbered identical patterns. Also, in this embodiment, these promotion effects are performed slightly before the first special pattern stops completely. However, in other embodiments, these promotion effects may be performed during the jackpot game.

[0192] As a promotion effect that makes it appear as if a normal jackpot has been promoted to a probability-variable jackpot during the jackpot game, for example, during the round game of a predetermined round, an operation promotion effect that prompts the player to operate the effect button 26 is performed. In response to the button operation by the player, an effect such as displaying the characters "Probability-variable get!" or outputting a predetermined notification sound is given as an example.

[0193] Also, as a promotion effect that makes it appear as if 6R sure change or 6R normal has been upgraded to 16R sure change during a big win game, for example, in the 6th long open round game, an effect of operating the production accessory 7 while displaying characters such as "EXTRA ROUND GET!" and outputting the sound thereof can be cited as an example. Note that such a round upgrade effect may be performed not during the 6th long open round game but when the 7th long open round game is started.

[0194] In addition, it is conceivable to adopt a configuration such that when the determination result of the first special symbol determination is a sure change big win, it is easier (or it may be always executed) to execute a big win preview compared to the case of a normal big win. By adopting such a configuration, when the big win preview effect is executed, it becomes easier to execute the upgrade success effect compared to the case where the big win preview effect is not executed, and the player's expectation for the execution of the big win preview can be effectively enhanced. Note that when the big win preview is executed, the upgrade success effect may always be executed.

[0195] Note that when the variable pattern A is selected, a hitting effect will be performed where the symbols are immediately aligned and stop as they are, so no upgrade effect will be performed when the first decorative symbol is variably displayed in the variable pattern A.

[0196] In other embodiments, the first reflection effect may be executed using the second decorative design. For example, immediately after the victory notification effect ends (at timing T2 in FIG. 12(A)), a decorative design obtained by magnifying the decorative design of the second aspect by three times is pseudo-stopped at the center of the liquid crystal screen 5. By executing the first reflection effect using such a decorative design, the continuity with the victory notification effect can be enhanced and the sense of unity can be improved. After this first reflection effect, a second reflection effect may be executed using the above-described decorative design. In this case, since no character is attached to the decorative design, the entire decorative design will be highlighted in the second reflection effect in the same manner as in the first reflection effect. Alternatively, after the above-described first reflection effect, when a predetermined time (for example, 2 seconds) has elapsed after the first half of the promotion effect ends, instead of the above-described decorative design, the decorative design of the first aspect is pseudo-stopped at the center of the liquid crystal screen 5, and a second reflection effect may be executed using this decorative design.

[0197] Further, in other embodiments, for example, an effect of attaching highlight light to the character constituting the decorative design while not attaching highlight light to the number constituting the decorative design may be used as the second reflection effect. Thereby, the decorative design in the form of aligned patterns can be emphasized without reducing the visibility of the numbers.

[0198] Further, in other embodiments, for example, an effect of highlighting the entire decorative design (specifically, the entire number and character constituting the decorative design) or an effect of highlighting the entire screen centering on the decorative design may be used as the second reflection effect. Thereby, for example, a more dynamic effect can be realized compared to highlighting only the numbers, and the decorative design in the form of aligned patterns can be more emphasized.

[0199] Further, in other embodiments, only the second reflection effect may be executed without executing the first reflection effect. Also, the period from the end of the second reflection effect to the final stop of the decorative design (normal gaming state) and the period from the end of the third reflection effect to the final stop of the decorative design (probability variable gaming state or time-limited gaming state) may be set to the same time (for example, 4 seconds).

[0200] Also, the period from the end of the second reflection effect to the final stop of the decorative symbol (normal game state), the period from the end of the third reflection effect to the final stop of the decorative symbol in the probability-variable game state, and the period from the end of the third reflection effect to the final stop of the decorative symbol in the time-reduced game state may be different or the same.

[0201] Each effect executed until the decorative symbol pseudo-stops in the form of a symbol alignment and then makes the final stop can be regarded as a jackpot notice that definitely announces the execution of a jackpot game. Further, each effect from the start of the promotion failure effect or the start of the promotion success effect until the decorative symbol makes the final stop can be regarded as a jackpot notice having a function of announcing which type of jackpot game will be executed and a function of announcing the game state after the end of the jackpot game.

[0202] In addition, not only when a jackpot is notified in an SPSP reach, but also when a jackpot is notified in a normal reach or a character SP reach, the same effects as those described with reference to FIG. 11(B) and subsequent figures and FIG. 12(A) are executed.

[0203] Also, the effects described with reference to FIG. 11(B) and subsequent figures and FIG. 12 may or may not be executed when the reach symbol is 7 symbols (that is, in the case of 16R probability-variable). In the former case, it is not necessary to change the scale of the effects after the symbol alignment according to the type of reach symbol, and in the latter case, it is possible to suppress the execution of the promotion effect in which the mode of the symbol alignment never changes.

[0204] Also, depending on the type of jackpot, the period from the end of the second reflection effect (or the third reflection effect) to the final stop of the decorative symbol may be different or the same. For example, when it is 16R probability-variable, the period from the end of the second reflection effect (or the third reflection effect) to the final stop of the decorative symbol may be longer or shorter than when it is other jackpots.

[0205] [Specific Example of Character SP Reach] Next, with reference to FIG. 13, a specific example of a character SP reach in the normal game state will be described. Here, FIG. 13 is a screen diagram showing a specific example of a character SP reach.

[0206] During the variable display of the first special symbol, when developing from a normal reach (see FIG. 7(E)) to a competition performance for a character SP reach (see FIG. 7(F-1)), a competition performance is carried out in a state where the three symbol columns forming the reach are displayed small in the upper left corner of the screen of the liquid crystal screen 5, showing a state where the player's character and the enemy character compete for a treasure box (an example of an item) (see FIG. 13(A)). Although not shown in FIG. 13(A), when the competition performance starts, a title display is performed to display a reach title related to the character SP reach, such as the character "Retake the treasure box from the enemy!" and output its voice.

[0207] Following this competition performance, there may be a seizure failure performance showing a state where the player's character is knocked down after being robbed of the treasure box by the enemy character (see FIG. 13(B)). Here, when the determination result of the first special symbol determination performed at the start of symbol variation is a miss, a non-development suggestion performance is carried out in which the enemy character that has taken the treasure box leaves and displays characters such as "Escape..." (see FIG. 13(C)). This non-development suggestion performance is an effect suggesting that it does not develop from a character SP reach to an SP SP reach. When the non-development suggestion performance is carried out, a miss notification performance is carried out in which the miss eyes (for example, "343") are pseudo-stopped and then stopped (see FIG. 13(D)).

[0208] On the other hand, following the competition performance, a development suggestion performance is carried out in which a friend comes to help and the fallen player's character stands up, and characters such as "Chase the enemy!" are displayed (see FIGS. 13(E) and (F)). This development suggestion performance is an effect suggesting that it develops from a character SP reach to an SP SP reach. When the development suggestion performance is carried out, a title display is performed to display a reach title related to the SP SP reach, such as "Showdown: 〇〇〇 VS ×××", and a battle performance in which the player's character and the enemy character fight is started (see FIG. 13(G)).

[0209] Note that when it develops into SPSP reach in this way, if the result of the first special symbol determination is a big win, a winning notification effect will be executed following the SPSP reach, and if it is a loss, a losing notification effect will be executed following the SPSP reach.

[0210] On the other hand, when the result of the first special symbol determination is a big win, there may be a seizure success effect (see Fig. 13(H)) that shows the self-character successfully seizing the treasure box from the enemy character following the competition effect. In this seizure success effect, an effect display is performed where three decorative symbols (probability-variable symbols or normal symbols) forming a double-eye pattern jump out from the retrieved treasure box, and a big win is notified when these three decorative symbols come to a complete stop (see Fig. 13(I)).

[0211] In this way, the gaming machine 1 of the present embodiment can execute a seizure success effect (see Fig. 13(H)) or a seizure failure effect (see Fig. 13(B)) as a result effect of the competition effect (see Fig. 13(A)). The seizure success effect is executed when the variation pattern C is selected as the variation pattern of the first special symbol, and then a winning notification effect is always executed (see, for example, Figs. 17(A) and (B)).

[0212] On the other hand, when the seizure failure effect (see Fig. 13(B)) is executed, there are cases when a development suggestion effect (see Figs. 13(E) and (F)) that suggests the development of the effect from the character SP reach (front-stage effect) to the SPSP reach (rear-stage effect) is performed, and cases when a non-development suggestion effect (see Fig. 13(C)) that suggests no development from the character SP reach to the SPSP reach is performed.

[0213] If this non-winning suggestion performance is carried out, there is no possibility that a winning notification performance will be carried out later. However, if a winning suggestion performance is carried out, there may be a winning notification performance in the subsequent SPSP reach (refer to the flows of (F-4), (I), and (H) in FIG. 7 and the column of variation pattern E in FIG. 17). Thus, even if a losing capture performance is carried out following the competition performance, since there remains a possibility that a winning notification performance will be carried out later, even if a losing capture performance is carried out, the player can enjoy the game while expecting that a winning suggestion performance will be carried out without losing hope for a big win.

[0214] [Specific examples of hitting performance in the normal game state] Next, with reference to FIG. 14, specific examples of hitting performance in the normal game state will be described. Here, FIG. 14 is a screen diagram showing specific examples of hitting performance in the normal game state.

[0215] In FIG. 14(A), a losing notification performance is illustrated in which a decorative symbol indicating that the determination result of the first special symbol determination corresponding to the symbol displayed in the area 53 is a miss stops displaying while two hold icons are displayed in the first hold icon display area 51. Note that the earliest hold icon is displayed as a white hold.

[0216] When a predetermined confirmation time (for example, 1 second) has elapsed since the start of the stop display of the first special symbol and the decorative symbol, the first special symbol determination corresponding to the earliest hold icon displayed in the first hold icon display area 51 is executed. In response to this, a shift process is carried out in which the earliest hold icon displayed in the first hold icon display area 51 is shifted to the area 53, and the second hold icon is shifted to the position where the earliest hold icon was displayed, and along with this, a high-speed scroll display of the decorative symbol is started (refer to FIGS. 14(A) and (B)).

[0217] Here, when the determination result of the first special symbol determination is a certain big win and a variation pattern with a variation time of 5 seconds is selected as the variation pattern of the first special symbol, a hitting effect is executed.

[0218] Specifically, for example, immediately after the start of the high-speed scroll display of the decorative symbol, a fade-out effect of displaying a black effect image on the entire liquid crystal screen 5 is performed (see FIG. 14(C)). In this embodiment, this fade-out effect is performed until 2 seconds have elapsed since the start of the variable display of the decorative symbol. By performing this fade-out effect, it is possible to make the player feel as if the screen has gone completely dark and the gaming machine 1 has malfunctioned.

[0219] The fade-out effect is, for example, an effect of displaying a black effect image on the entire screen in front of the decorative symbol. Therefore, during the fade-out effect, although the decorative symbol in the first mode continues to be variably displayed, the decorative symbol cannot be visually recognized (the state where the decorative symbol in the first mode is not displayed). Note that with the start of the fade-out effect, from the state of variably displaying the decorative symbol in the first mode, a small decorative symbol (for example, the decorative symbol in the second mode) may be variably displayed at a position different from the position where the decorative symbol in the second mode is displayed during the character SP reach and the SP SP reach (for example, the lower left corner of the liquid crystal screen 5).

[0220] Incidentally, this fade-out effect may involve turning off the light-emitting elements built into the panel lamp 25, the frame lamp 37, and the effect props 7. Further, when a fade-out effect is performed to make the decorative pattern on the liquid crystal screen 5 non-displayed as in the present embodiment, there is a possibility that the player may not be able to recognize whether the first special pattern is in the variable display state. For this reason, in the gaming machine 1 of the present embodiment, a pattern called a fourth pattern, which is different from the decorative pattern, for notifying that the special pattern is in the variable display state is displayed small at the peripheral portion of the liquid crystal screen 5, and the pattern is continuously variably displayed at a constant speed during the variable display of the special pattern, and a configuration is adopted in which it stops and displays in a manner indicating a win or loss along with the stop display of the special pattern. Note that two fourth patterns are separately prepared, one corresponding to the first special pattern and the other corresponding to the second special pattern. The fourth pattern is a small image of the same shape in red, yellow, green, and blue (for example, a square with a side length of 5 mm), and the variable display is performed by displaying these in the order of red → yellow → green → blue → red → ··· at the same position. For example, when the red fourth pattern stops and is displayed along with the stop display of the first special pattern, it is a 16R certain win, when the yellow fourth pattern stops and is displayed, it is a 6R certain win, when the green fourth pattern stops and is displayed, it is a 6R normal win, and when the blue fourth pattern stops and is displayed, it is a loss. The fourth pattern is an image displayed along with the variable display of the special pattern and is a corresponding display corresponding to the variable display of the special pattern being executed. Note that the fourth pattern is displayed in front of other effect images and is displayed at a position where it can be visually recognized even when the effect props 7 are operated, so that part or all of it cannot be made invisible. However, when such a configuration is adopted, there is a possibility of reducing the interestingness of the fade-out effect. For this reason, in other embodiments, instead of displaying the fourth pattern on the liquid crystal screen 5, a fourth pattern lamp (for example, an LED) for displaying the fourth pattern may be provided separately, and a configuration may be adopted in which no effect image other than the above-described black effect image is displayed during the fade-out effect.

[0221] The fourth symbol and the decorative symbol start fluctuating in display along with the fluctuating display of the special symbol, and stop displaying along with the stop display of the special symbol. Here, the fourth symbol that stops displaying notifies the same content (big win or loss) as the content notified to the player when the special symbol stops displaying, which is the same as the decorative symbol in this regard. However, the fourth symbol is smaller than the decorative symbol and is displayed in an unobtrusive position and manner, so it is a symbol that is difficult for the player to notice. Also, the number of symbols that the fourth symbol fluctuates in display is less than that of the decorative symbol. The fourth symbol fluctuates in display at a constant speed regardless of the type of ongoing effect, while the scrolling speed of the decorative symbol becomes slower or faster. Therefore, it can be said that their display modes are different. Note that the speed at which the fourth symbol fluctuates in display may be faster (or slower) than the speed at which the decorative symbols in the first mode and the second mode scroll at high speed.

[0222] Next, following the fade-out effect, an effect display is performed in which three decorative symbols forming a triple "777" suddenly pop out and pseudo-stop at the center of the liquid crystal screen 5 over, for example, about 3 seconds (see Fig. 14(D)). Then, these three decorative symbols of "777" stop as they are and a hit notification effect notifying 16R certain variable win is performed (see Fig. 14(E)).

[0223] Such a hitting effect can be executed when the determination result of the first special symbol determination is a certain variable big win, but is not executed when the determination result is a loss. Therefore, the hitting effect can be regarded as a big win preview that definitely announces that a big win game will be executed.

[0224] Also, the hitting effect is an effect that previews a big win without going through a reach establishment. Therefore, when the hitting effect is performed, the decorative symbol is not displayed small. As a result, it is possible to give the player an impression of suddenly winning even though it has not developed into a character SP reach or an SP SP reach where there can be an expectation of a big win, and a high effect can be obtained.

[0225] Note that since the hitting effect is an effect that makes the player feel that a big win is notified immediately after the variable display of the decorative pattern starts, the time from when the variable display of the decorative pattern starts until the hitting effect starts and the time required for the hitting effect are preferably short times. However, as long as such conditions are not greatly deviated from, the time from when the variable display of the decorative pattern starts until the hitting effect starts and the time from when the hitting effect starts until the winning notification effect is performed may be different times from the times exemplified in this embodiment.

[0226] Also, here, the case where the hitting effect is composed of a fade-out effect (see FIG. 14(C)) and an effect where a pair suddenly appears (see FIG. 14(D)) has been described as an example. However, in other embodiments, a hitting effect that does not include a fade-out effect may be performed. That is, as long as the player can be made to feel that they have suddenly won a big win, the effect display related to the hitting effect can be any effect display.

[0227] [Specific example of battle reach in the sure-change game state] Next, with reference to FIG. 15, a specific example of battle reach in the sure-change game state will be described. Here, FIG. 15 is a screen diagram showing a specific example of battle reach in the sure-change game state.

[0228] In FIG. 15(A), a losing notification effect in which the decorative pattern in a mode indicating that the determination result of the second special symbol determination corresponding to the icon displayed in the area 53 is a loss stops displaying is being performed in a state where three hold icons are displayed in the second hold icon display area 52. Note that the earliest hold icon is displayed as a green hold.

[0229] When a predetermined confirmation time (for example, 1 second) elapses after the stop display of the second special symbol and the decoration symbol is started, a second special symbol determination corresponding to the earliest hold icon displayed in the second hold icon display area 52 is executed. In response to this, a shift process is performed in which the earliest hold icon displayed in the second hold icon display area 52 is shifted to the area 53, and the remaining hold icons are shifted toward the area 53 within the second hold icon display area 52. Along with this, a high-speed scroll display of the decoration symbol is started (see FIGS. 15(A) and (B)).

[0230] When the determination result of the second special symbol determination corresponding to the icon shifted to the area 53 is a 16R sure change, that is, when the second special symbol indicating the big hit symbol Y1 (see FIG. 6(C)) is to be stopped and displayed, the following effects may be performed.

[0231] That is, when a predetermined time elapses after the start of the variable display of the second special symbol, a reach establishment exciting effect is performed to excite the player's expectation that seven symbols (decoration symbols of the first aspect) will pseudo-stop in the left column and seven symbols will also pseudo-stop in the right column (see FIG. 15(C)). This reach establishment exciting effect is an effect of slowly moving a decoration symbol (decoration symbol of the first aspect) indicating a number common to the left symbol (here, seven symbols) from top to bottom in the right column. When the decoration symbol indicating the number common to the left symbol pseudo-stops in the right column, reach is established (see FIG. 15(D)). Conversely, when a decoration symbol indicating a number different from the left symbol pseudo-stops in the right column, reach generally fails and a loss is notified.

[0232] Note that the gaming machine 1 of the present embodiment employs a configuration that enables reach to be established with seven symbols only when the determination result of the second special symbol determination is a 16R sure change. In other words, a configuration is adopted in which if reach is established with seven symbols in the sure change gaming state, a winning notification effect in which seven symbols line up is always performed thereafter. Therefore, the establishment of reach with seven symbols can be regarded as one of the big hit previews.

[0233] Also, although the case where a reach establishment inciting effect that incites the establishment of a 7-symbol reach is described here as an example, the same effect is performed when inciting the establishment of a reach with other decorative symbols.

[0234] When a reach is established as described above, although not shown in FIG. 15, a title display that displays a reach title related to a battle reach such as "Showdown: 〇〇〇 VS ×××" is performed. During this reach title display, the decorative symbol of the second aspect is displayed. Then, a battle effect that shows the state of the player's character and the enemy character battling while the decorative symbol of the second aspect is displayed is started (see FIG. 15(E)). At that time, the three symbol columns that form the reach move to the upper left corner of the liquid crystal screen 5 while being reduced in size.

[0235] Then, at the end of the battle reach, an operation promotion effect that prompts the player to operate the effect button 26 is performed (see FIG. 15(F)). Since this operation promotion effect is the same as the operation promotion effect performed during the SPSP reach described above based on FIG. 10(H), detailed description here is omitted.

[0236] Here, when the player operates the effect button 26 during the effective period related to the operation promotion effect, a victory suggestion effect that suggests that the player's character has defeated the enemy character is performed (see FIG. 15(G)). In this victory suggestion effect, the character "Breakthrough!!" indicating that the player's character has defeated the enemy character is displayed and its voice is output, and the effect accessory 7 operates while emitting light in rainbow colors. At that time, the three symbol columns that are displayed small in the upper left corner of the liquid crystal screen 5 pseudo-stop in a state showing a triple-bar (see FIG. 15(G)).

[0237] Note that when the determination result of the second special symbol determination is a certain big win, it is preferable to perform the victory suggestion effect regardless of whether the player operates the effect button 26 during the effective period. For this reason, in the gaming machine 1 of the present embodiment, when the player does not perform a button operation during the effective period related to the operation promotion effect during the battle reach, a configuration is adopted in which the victory suggestion effect is performed at the timing when the effective period ends.

[0238] In this way, when the victory suggestion effect is performed, the three decorative symbols that were pseudo-stopped in the upper left corner of the liquid crystal screen 5 are largely displayed in a pseudo-stopped state in the center of the liquid crystal screen 5 (see Fig. 15(H)). Along with the actual stop of the second special symbol, these three decorative symbols actually stop (see Fig. 15(I)).

[0239] Here, the case where a reach is achieved with 7 symbols and an operation promotion effect is performed during the battle reach has been described as an example. However, the same effect is also performed when a reach is achieved with other decorative symbols. However, when the jackpot related to the second special symbol determination is a probability-variable jackpot, the victory suggestion effect is performed. When it is a normal jackpot, a defeat suggestion effect showing the player's character losing to the enemy character is performed. That is, even if the player operates the effect button 26 during the effective period related to the operation promotion effect, the victory suggestion effect is not performed. Instead, the defeat suggestion effect is performed. When this defeat suggestion effect is performed, three decorative symbols (for example, the same even symbols) indicating a normal jackpot (in this embodiment, 8R normal corresponding to the jackpot symbol Y4) are largely pseudo-stopped in the center of the liquid crystal screen 5 and then actually stop as they are. In this case, after the jackpot game that performs 8 long-open rounds of the game ends, the game is controlled in the time-saving game state. That is, it falls from the probability-variable game state.

[0240] [Specific example of the hitting effect in the probability-variable game state] Next, with reference to Fig. 16, a specific example of the hitting effect in the probability-variable game state will be described. Here, Fig. 16 is a screen diagram showing a specific example of the hitting effect in the probability-variable game state.

[0241] In Fig. 16(A), with three hold icons displayed in the second hold icon display area 52, a losing notification effect is being performed in which a decorative symbol in a mode (here, "246") indicating that the determination result of the second special symbol determination corresponding to the icon displayed in the area 53 is a miss stops and is displayed. The earliest hold icon is displayed as a red hold.

[0242] When a predetermined confirmation time (for example, 1 second) elapses after the stop display of the second special symbol and the decoration symbol is started, a first special symbol determination corresponding to the earliest held icon displayed in the second held icon display area 51 is executed. In response to this, a shift process is performed on each held icon displayed in the second held icon display area 51, and a variable display (high-speed scroll display) of the decoration symbol is started (see FIGS. 16(A) and (B)).

[0243] Here, when the determination result of the second special symbol determination is a big hit in the probability variation and a variation pattern with a variation time of 5 seconds is selected as the variation pattern of the second special symbol, a hitting effect is executed.

[0244] Since this hitting effect is partly common to the hitting effect performed in the normal game state, the common points will be omitted from the description. However, an eclipse effect is performed immediately after the variable display of the second special symbol is started (see FIG. 16(C)), and almost simultaneously with the sudden display of three decoration symbols showing the triple "777" in the center of the liquid crystal screen 5, the effect device 7 operates (see FIG. 16(D)). Then, a winning notification effect is performed in which the three decoration symbols that are pseudo-stopped stop as they are (see FIG. 16(E)).

[0245] Note that this hitting effect is a dedicated effect when winning a big hit in the probability variation, similar to the hitting effect performed in the normal game state. Therefore, when the determination result of the second special symbol determination is a normal big hit or a miss, the hitting effect is not performed. As is clear from this, the hitting effect in the probability variation game state can be regarded as one of the big hit preannouncements that definitely announce the execution of the big hit game.

[0246] In addition, in the present embodiment, as types of jackpot related to the second special symbol determination, three types of certain-variation jackpots, namely 16R certain variation, 8R certain variation, and 4R certain variation, are prepared, and a configuration capable of executing a hitting effect is adopted in any case of winning any of these certain-variation jackpots. On the other hand, in other embodiments, a configuration may be adopted in which the hitting effect can be executed when winning 16 certain variations, while the hitting effect is not executed when winning 8R certain variations or 4R certain variations. Also, regardless of the types of jackpot related to the second special symbol determination, a configuration capable of executing the hitting effect may be adopted.

[0247] Also, in the present embodiment, the case where the variation time of the first special symbol and the variation time of the second special symbol are the same when the hitting effect is performed will be described, but these variation times may be different from each other. Also, the presentation mode of the hitting effect performed in the normal game state and the presentation mode of the hitting effect performed in the certain-variation game state may be the same as each other or may be different from each other.

[0248] Note that the presentation mode of the hitting effect is not limited to the above-described one, and any presentation mode may be used as long as it can make the player feel that they have suddenly won the jackpot. For example, in a part of the case where winning 16R certain variation as a result of the first special symbol determination (or the second special symbol determination), the hitting effect may be executed immediately after the reach is established or during the reach presentation.

[0249] For example, in the impact display immediately after a reach is established, immediately after the reach is established (e.g., 0.5 seconds later), a middle symbol showing the same number as the reach symbol that was pseudo-stopped suddenly appears on the active line and pseudo-stops, and then all the decorative symbols may come to a full stop immediately after that (all are decorative symbols in the first aspect). In such a case, it can be said that the impact display is a display that results in a jackpot without the reach display being executed even via the establishment of a reach. Note that the impact display may be executed almost simultaneously with the establishment of the reach. In this case, for example, when the left symbol is pseudo-stopped, almost simultaneously with the right symbol showing the same number as the left symbol pseudo-stopping on the active line, a middle symbol showing the same number as the left symbol suddenly appears on the active line and pseudo-stops, and then all the decorative symbols may come to a full stop immediately after that (all are decorative symbols in the first aspect).

[0250] For example, the impact display during a normal reach may be executed when the scroll speed of the middle symbol that was being scrolled at high speed gradually decreases. For example, when the impact display is executed during a normal reach, at the timing when the middle symbol starts to scroll slowly downward, a middle symbol showing the same number as the reach symbol that was pseudo-stopped suddenly appears on the active line and pseudo-stops, and then all the decorative symbols may come to a full stop immediately after that (all are decorative symbols in the first aspect). In such a case, it can be said that the impact display is a display that results in a jackpot immediately in a normal reach without developing into a character SP reach or an SP SP reach.

[0251] Also, for example, the collision effect during the character SP reach may be executed during a competition effect that shows a situation where the player's character and the enemy character are competing for a treasure chest while the reach symbol (the decorative symbol of the second aspect) is displayed small in the upper left corner of the liquid crystal screen 5. For example, when the collision effect is executed during the competition effect, a middle symbol (for example, the decorative symbol of the second aspect enlarged three times) that shows the same number as the reach symbol that is pseudo-stopped suddenly appears in the center of the liquid crystal screen 5 and pseudo-stops. Then, the reach symbol is erased, and three decorative symbols (for example, decorative symbols obtained by enlarging the decorative symbol of the second aspect three times) pseudo-stop in the center of the liquid crystal screen 5 in a pattern-aligned manner, and all the decorative symbols may pseudo-stop immediately after that. In such a case, it can be said that the collision effect is an effect that results in an immediate big win in the character SP reach without executing the effect executed at the end of the character SP reach and without evolving into an SP SP reach.

[0252] Also, for example, the collision effect during the battle reach may be executed during a battle effect that shows a situation where the player's character and the enemy character are battling while the reach symbol (the decorative symbol of the second aspect) is displayed small in the upper left corner of the liquid crystal screen 5. For example, when the collision effect is executed in the middle of the battle effect, a middle symbol (for example, the decorative symbol of the second aspect enlarged three times) that shows the same number as the reach symbol that is pseudo-stopped suddenly appears in the center of the liquid crystal screen 5 and pseudo-stops. Then, the reach symbol is erased, and three decorative symbols (for example, decorative symbols obtained by enlarging the decorative symbol of the second aspect three times) pseudo-stop in the center of the liquid crystal screen 5 in a pattern-aligned manner, and all the decorative symbols may pseudo-stop immediately after that. In such a case, it can be said that the collision effect is an effect that results in an immediate big win in the battle reach without executing the effect executed at the end of the battle reach.

[0253] [Variable Pattern Selection Table Used in Normal Game State] FIG. 17 is an explanatory diagram for explaining a variable pattern selection table used for processing to select a variable pattern of a special symbol in a normal game state.

[0254] In the main ROM 102, as variable pattern selection tables referred to when selecting a variable pattern of a special symbol in the normal game state, there are stored a variable pattern selection table for a certain jackpot (refer to Fig. 17(A)), a variable pattern selection table for a normal jackpot (refer to Fig. 17(B)), and a variable pattern selection table for a reach loss (refer to Fig. 17(C)). Here, the variable pattern selection table for a certain jackpot is used for the process of selecting a variable pattern of the first special symbol when the determination result of the first special symbol determination is "certain jackpot" in the normal game state. Also, the variable pattern selection table for a normal jackpot is used for the process of selecting a variable pattern of the first special symbol when the determination result of the first special symbol determination is "normal jackpot" in the normal game state. Further, the variable pattern selection table for a reach loss is used for the process of selecting a variable pattern of the first special symbol when the determination result of the first special symbol determination is a loss and it is determined to perform a reach-with-loss effect in the normal game state.

[0255] Note that in the explanatory diagrams regarding various tables shown after Fig. 17, for ease of explanation, the range in which each random number can be taken is set to be smaller than the actual range.

[0256] (Variable Pattern Selection Table for Certain Jackpot) As illustrated in Fig. 17(A), in the variable pattern selection table for a certain jackpot, the variable pattern of the first special symbol and the variable pattern random number are associated with each other. Note that in Fig. 17, for convenience of explanation, in addition to the variable pattern and the variable pattern random number, the variable time of the first special symbol, the type of variable effect pattern selected by the sub-CPU 131 for each variable pattern, the specific effect content of the variable effect pattern, the range in which the variable pattern random number can be taken, and the ratio at which each variable pattern is selected are also shown together.

[0257] As shown in FIGS. 17(A) to 17(C), the range of possible values of the variation pattern random number for selecting the variation pattern of the first special symbol is set from "0" to "99". When the main CPU 101 determines to execute a big win game in the normal game state and selects 16R certain win or 6R certain win as the type of big win, if the variation pattern random number obtained together with the big win random number and the symbol random number is any one of "0" to "9", the variation pattern A is read from the variation pattern selection table for certain win big wins, and the variation pattern A is selected as the variation pattern of the first special symbol. Also, if the obtained variation pattern random number is any one of "10" to "11", the variation pattern B is read from the variation pattern selection table for certain win big wins, and the variation pattern B is selected as the variation pattern of the first special symbol. Also, if the obtained variation pattern random number is any one of "12" to "19", the variation pattern C is read from the variation pattern selection table for certain win big wins, and the variation pattern C is selected as the variation pattern of the first special symbol. Also, if the obtained variation pattern random number is any one of "20" to "49", the variation pattern D is read from the variation pattern selection table for certain win big wins, and the variation pattern D is selected as the variation pattern of the first special symbol. Also, if the obtained variation pattern random number is any one of "50" to "99", the variation pattern E is read from the variation pattern selection table for certain win big wins, and the variation pattern E is selected as the variation pattern of the first special symbol.

[0258] In the variable pattern selection table for the special big win (refer to Fig. 17(A)), for variable pattern A, ten random number values from "0" to "9" are assigned. Therefore, when it is a special big win, the ratio of variable pattern A being selected is 10% (= 10 / 100). Also, for variable pattern B, two random number values from "10" to "11" are assigned, so when it is a special big win, the ratio of variable pattern B being selected is 2% (= 2 / 100). For variable pattern C, eight random number values from "12" to "19" are assigned, so when it is a special big win, the ratio of variable pattern C being selected is 8% (= 8 / 100). For variable pattern D, thirty random number values from "20" to "49" are assigned, so when it is a special big win, the ratio of variable pattern D being selected is 30% (= 30 / 100). For variable pattern E, fifty random number values from "50" to "99" are assigned, so when it is a special big win, the ratio of variable pattern E being selected is 50% (= 50 / 100).

[0259] (Variable Pattern Selection Table for Normal Big Win) When the main CPU 101 determines to execute a big win game in the normal game state and selects 6R normal as the type of big win, if the variation pattern random number obtained together with the big win random number and the symbol random number is any of "0" to "3", the variation pattern B is read from the normal big win variation pattern selection table (see Fig. 17(B)), and the variation pattern B is selected as the variation pattern of the first special symbol. Also, if the obtained variation pattern random number is any of "4" to "14", the variation pattern C is read from the normal big win variation pattern selection table, and the variation pattern C is selected as the variation pattern of the first special symbol. Also, if the obtained variation pattern random number is any of "15" to "46", the variation pattern D is read from the normal big win variation pattern selection table, and the variation pattern D is selected as the variation pattern of the first special symbol. Also, if the obtained variation pattern random number is any of "47" to "99", the variation pattern E is read from the normal big win variation pattern selection table, and the variation pattern E is selected as the variation pattern of the first special symbol.

[0260] In the normal big win variation pattern selection table (see Fig. 17(B)), 4 random number values from "0" to "3" are assigned to the variation pattern B. Therefore, the ratio at which the variation pattern B is selected in the case of a normal big win is 4% (= 4 / 100). Also, since 11 random number values from "4" to "14" are assigned to the variation pattern C, the ratio at which the variation pattern C is selected in the case of a normal big win is 11% (= 11 / 100). Also, since 32 random number values from "15" to "46" are assigned to the variation pattern D, the ratio at which the variation pattern D is selected in the case of a normal big win is 32% (= 32 / 100). Also, since 53 random number values from "47" to "99" are assigned to the variation pattern E, the ratio at which the variation pattern E is selected in the case of a normal big win is 53% (= 53 / 100).

[0261] (Variation Pattern Selection Table for Reach Loss) When the main CPU 101 determines not to execute a jackpot game in the first special symbol determination, it selects whether to perform a reach effect based on the reach random number obtained together with the jackpot random number, the symbol random number, and the variation pattern random number. Specifically, it determines whether to select any variation pattern from the group of variation patterns in which the reach effect is performed, or to select any variation pattern from the group of variation patterns in which the non-reach effect is performed. Here, when it is selected to perform the reach effect, the variation pattern of the first special symbol is selected by referring to the variation pattern selection table for reach loss (see Fig. 17(C)).

[0262] When the main CPU 101 determines not to execute a jackpot game in the normal game state and selects to perform the reach effect, if the variation pattern random number obtained together with the jackpot random number, the symbol random number, and the reach random number is any one of "0" to "39", the variation pattern G is selected as the variation pattern of the first special symbol by reading the variation pattern G from the variation pattern selection table for reach loss. Also, if the obtained variation pattern random number is any one of "40" to "69", the variation pattern H is selected as the variation pattern of the first special symbol by reading the variation pattern H from the variation pattern selection table for reach loss. Also, if the obtained variation pattern random number is any one of "70" to "89", the variation pattern I is selected as the variation pattern of the first special symbol by reading the variation pattern I from the variation pattern selection table for reach loss. Also, if the obtained variation pattern random number is any one of "90" to "99", the variation pattern J is selected as the variation pattern of the first special symbol by reading the variation pattern J from the variation pattern selection table for reach loss.

[0263] In the variable pattern selection table for reach misses (see Fig. 17(C)), 40 random values from "0" to "39" are assigned to the variable pattern G. Therefore, when a reach effect is performed to notify a miss, the ratio of the variable pattern G being selected is 40% (= 40 / 100). Also, for the variable pattern H, since 30 random values from "40" to "69" are assigned, when a reach effect is performed to notify a miss, the ratio of the variable pattern H being selected is 30% (= 30 / 100). Also, for the variable pattern I, since 20 random values from "70" to "89" are assigned, when a reach effect is performed to notify a miss, the ratio of the variable pattern I being selected is 20% (= 20 / 100). Also, for the variable pattern J, since 10 random values from "90" to "99" are assigned, when a reach effect is performed to notify a miss, the ratio of the variable pattern J being selected is 10% (= 10 / 100).

[0264] Based on the determination result of whether to execute a jackpot game related to the first special symbol determination, etc., the main CPU 101 refers to one of the variable pattern selection tables illustrated in Fig. 17 and selects one of the variable patterns from among a plurality of variable patterns.

[0265] Although not shown in the figure, a variable pattern selection table for non-reach misses used when notifying a miss without performing a reach effect is also prepared. When the main CPU 101 determines not to execute a jackpot game and selects to perform a non-reach effect, depending on the hold number, etc. when the variable display of the first special symbol starts, it selects one of the variable patterns with a variable time of 3 seconds, a variable pattern with a variable time of 8 seconds, and a variable pattern with a variable time of 13.5 seconds.

[0266] Also, as is clear from the comparison of the variation pattern selection tables in FIGS. 17(A) to (C), except for variation pattern A, the variation time and the production content correspond when each variation pattern is selected. For example, when variation pattern B is selected from the variation pattern selection table for a certain jackpot hit, when variation pattern B is selected from the variation pattern selection table for a normal jackpot hit, and when variation pattern G is selected from the variation pattern selection table for a reach miss, the variation time of the special symbol is 20 seconds, and they are common in that only normal reach is performed as the reach effect. Such a configuration is adopted because the production until immediately before the win notification production or the loss notification production is made common, and the production after that is made according to the determination result.

[0267] On the other hand, in other embodiments, regarding the three selection tables illustrated in FIGS. 17(A) to (C), even if the production content until immediately before the win / loss notification is common, the variation times of each other may be made different.

[0268] From the description of the three variable pattern selection tables illustrated in FIG. 17, the following can be said. That is, when the determination result of the first special symbol determination is a certain big win or a normal big win, generally, a variable pattern with a long variable time is likely to be selected, and a variable pattern with a short variable time is unlikely to be selected (see FIGS. 17(A) and (B)). Further, when the determination result of the first special symbol determination is a loss and a reach effect is performed, a variable pattern with a long variable time is unlikely to be selected, and a variable pattern with a short variable time is likely to be selected (see FIG. 17(C)). From these facts, it can be said that the longer the variable time of the first special symbol, the easier it is to execute a winning notification effect, and conversely, the shorter the variable time of the first special symbol, the easier it is to execute a losing notification effect. In other words, when a reach effect is performed over a relatively long time, such as developing from a normal reach to a character SP reach and then to an SP SP reach, a winning notification effect is likely to be executed, and when the time required for a reach effect where only a normal reach effect is performed is relatively short, a losing notification effect is likely to be executed. That is, it can be said that the reliability of a big win is higher when the win or loss is not notified by a normal reach effect, but rather when it develops from a normal reach to a character SP reach or an SP SP reach, or when it develops from a normal reach to an SP SP reach via a character SP reach.

[0269] <Regarding the hitting effect in the normal game state> Regarding the hitting effect performed in the normal game state, the following can be said. That is, when the determination result of the first special symbol determination is a certain big win, the ratio of the hitting effect being executed is the same 10% (= 10 / 100) as the ratio of variable pattern A being selected with reference to the variable pattern selection table for a certain big win. In contrast, in the variable pattern selection table for a normal big win and the variable pattern selection table for a reach loss, no variable pattern for executing the hitting effect is prepared (see FIGS. 17(B) and (C)). From these facts, it can be said that the hitting effect in the normal game state is a jackpot preview that definitely announces the execution of the jackpot game, and is a certain-variation jackpot preview that announces that the game will definitely shift to the certain-variation game state after the jackpot game ends. That is, in this embodiment, when the hitting effect is executed, the probability (here 100%) that the game is controlled in the certain-variation game state after the jackpot game ends is higher than the probability (0%) that the game is controlled in the time-saving game state.

[0270] Also, in the variable pattern selection table for certain-variation jackpots (see Fig. 17(A)), when focusing on variation pattern A with the shortest variation time of 5 seconds, the hitting effect is associated as the production content while no other production is associated. From this, it is clear that when the determination result of the first special symbol determination is a certain-variation jackpot and variation pattern A is selected, the hitting effect that functions as a certain-variation jackpot preview is executed with a 100% probability.

[0271] Note that the proportion of certain-variation jackpots among the jackpots related to the first special symbol determination is 60% (= 5% + 55%) (see Fig. 6(B)). Also, the proportion of cases where the hitting effect is executed when it is a certain-variation jackpot is 10% (= 10 / 100). Therefore, when looking at the overall case where the determination result of the first special symbol determination is a jackpot, the probability that the hitting effect is executed is 6% (= 0.6 × 0.1 × 100).

[0272] In this embodiment, when a collision effect is executed during the normal game state, the case where a probability variation game state is shifted with a 100% probability after the jackpot game ends will be described. However, in other embodiments, when the collision effect is executed, the probability of shifting to the probability variation game state after the jackpot game ends may be set to a value less than 100%, and the game may be controlled in the time shortening game state with a certain probability (for example, 20%) after the jackpot game ends. In this case, when the collision effect is executed, the probability of shifting to the probability variation game state may be set higher than the probability of shifting to the time shortening game state, or these probabilities may be the same, or the probability of shifting to the probability variation game state may be set lower than the probability of shifting to the time shortening game state.

[0273] Also, in this embodiment, the case where a collision effect is always executed when the variation pattern A is selected will be described. However, in other embodiments, a configuration may be adopted in which the collision effect may not be executed even when the variation pattern A is selected. That is, the probability of executing the collision effect when the variation pattern A is selected is not limited to 100%, and may be a value less than 100%. Also, in this embodiment, the probability of executing the collision effect when the variation pattern A is selected is set to a value higher than the probability of executing other jackpot previews when other variation patterns are selected. However, in other embodiments, the magnitude relationship between these probabilities may be reversed.

[0274] Also, the collision effect is an effect that functions as a probability variation jackpot preview. In this embodiment, after the collision effect is executed, there are cases where a 16R jackpot game is executed and cases where a 6R jackpot game is executed. On the other hand, in other embodiments, when the collision effect is executed, a configuration may be adopted in which a 16R jackpot game is executed while a 6R jackpot game is not executed. In other words, the collision effect may be executed in the case of 16R probability variation, and the collision effect may not be executed in the case of 6R probability variation.

[0275] <Regarding the seizure success effect> In this embodiment, while a character SP reach may be executed in the normal game state, a character SP reach is not executed in the probability-variable game state. Therefore, the seizure success effect (see, for example, FIG. 13(H)) that may be executed during the character SP reach can be said to be a dedicated effect for the normal game state and is not performed during the probability-variable game state. Regarding the seizure success effect, which is a dedicated effect for the normal game state, the following can be said.

[0276] When the determination result of the first special symbol determination is a probability-variable jackpot, the ratio at which the variation pattern C in which the seizure success effect is performed is selected from the probability-variable jackpot use variation pattern selection table (see FIG. 17(A)) is 8% (= 8 / 100). Also, when the determination result of the first special symbol determination is a normal jackpot, the ratio at which the variation pattern C in which the seizure success effect is performed is selected from the normal jackpot use variation pattern selection table (see FIG. 17(B)) is 11% (= 11 / 100). And although a variation pattern H in which a seizure failure effect is performed is prepared in the reach loss use variation pattern selection table (see FIG. 17(C)), no variation pattern in which a seizure success effect is performed is prepared. The same applies to the variation pattern selection table that is referred to when the determination result of the first special symbol determination is a loss and a reachless effect is performed. From these facts, it can be said that the seizure success effect is a jackpot preview that definitely announces the execution of a jackpot game.

[0277] Also, as is clear from the notations in the variable pattern selection table for the probability-variable jackpot (see Fig. 17(A)) and the variable pattern selection table for the normal jackpot (see Fig. 17(B)), the seizure success effect can be executed in both cases where the jackpot related to the first special symbol determination is a probability-variable jackpot and a normal jackpot. That is, when a winning notice effect is performed following the seizure success effect, after the jackpot game ends, the game may be controlled in a probability-variable game state or a normal game state. From this, it can be said that the seizure success effect is an effect that notifies the execution of the jackpot game while not suggesting the game state after the jackpot game ends. Since the player cannot determine whether the game will be controlled in a probability-variable game state or a normal game state after the jackpot game ends when the seizure success effect is performed, the player can enjoy the game while expecting that the game will be controlled in a probability-variable game state.

[0278] Note that the proportion of the probability-variable jackpot in the jackpot related to the first special symbol determination is 60%, and referring to the variable pattern selection table for the probability-variable jackpot (see Fig. 17(A)), the proportion of the variable pattern C in which the seizure success effect is performed is 8%. Therefore, the probability that the game will be controlled in a probability-variable game state after the seizure success effect is performed and the jackpot game ends is 4.8% (= 0.6 × 0.08 × 100). On the other hand, the proportion of the normal jackpot in the jackpot related to the first special symbol determination is 40%, and referring to the variable pattern selection table for the normal jackpot (see Fig. 17(B)), the proportion of the variable pattern C in which the seizure success effect is performed is 11%. Therefore, the probability that the game will be controlled in a normal game state after the seizure success effect is performed and the jackpot game ends is 4.4% (= 0.4 × 0.11 × 100). From these facts, when the seizure success effect is executed, after the jackpot game ends, the game may be controlled in a probability-variable game state or a normal game state, but the probability of the former is slightly higher than the probability of the latter.

[0279] Also, when focusing on variation pattern C with a variation time of 40 seconds in the variable pattern selection table for the sure-win big hit (see Fig. 17(A)), while a seizure success effect is associated as the production content, there is no production that is not associated with the seizure success effect prepared. From this, it is clear that when the determination result of the first special symbol determination is a sure-win big hit and variation pattern C is selected, the seizure success effect that functions as a big hit preview is executed with a 100% probability.

[0280] Also, when focusing on variation pattern C with a variation time of 40 seconds in the variable pattern selection table for the normal big hit (see Fig. 17(B)), while a seizure success effect is associated as the production content, there is no production that is not associated with the seizure success effect prepared. From this, it is also clear that when the determination result of the first special symbol determination is a normal big hit and variation pattern C is selected, the seizure success effect that functions as a big hit preview is executed with a 100% probability.

[0281] In this embodiment, the case where the seizure success effect is always executed when variation pattern C is selected will be described. However, in other embodiments, a configuration may be adopted in which the seizure success effect may not be executed even when variation pattern C is selected. That is, the probability that the seizure success effect is executed when variation pattern C is selected is not limited to 100%, and may be a value less than 100%. Also, in other embodiments, a configuration may be adopted in which the seizure success effect is executed in the case of a sure-win big hit, while the seizure success effect is not executed in the case of a normal big hit. That is, the seizure success effect may be a special effect dedicated to the sure-win big hit, similar to the collision effect of this embodiment. Conversely, a configuration may be adopted in which the seizure success effect is executed in the case of a normal big hit, while the seizure success effect is not executed in the case of a sure-win big hit.

[0282] [Variable Pattern Selection Table Used in Sure-Win Gaming State] FIG. 18 is an explanatory diagram for explaining a variation pattern selection table used in a process of selecting a variation pattern of a special symbol in a probability-variable game state.

[0283] In the main ROM 102, as a variation pattern selection table referred to when selecting a variation pattern of a special symbol in a probability-variable game state, a variation pattern selection table for probability-variable jackpot (see FIG. 18(A)) and a variation pattern selection table for normal jackpot (see FIG. 18(B)) are stored. Here, the variation pattern selection table for probability-variable jackpot is used in a process of selecting a variation pattern of the second special symbol when the determination result of the second special symbol determination is "probability-variable jackpot" in the probability-variable game state. Also, the variation pattern selection table for normal jackpot is used in a process of selecting a variation pattern of the second special symbol when the determination result of the second special symbol determination is "normal jackpot" in the probability-variable game state. Note that a variation pattern selection table referred to when the determination result of the second special symbol determination is a loss is also prepared, but illustration thereof is omitted.

[0284] (Variation Pattern Selection Table for Probability-Variable Jackpot) As illustrated in FIG. 18(A), in the variation pattern selection table for probability-variable jackpot, a variation pattern of the second special symbol and a variation pattern random number are associated with each other. In FIG. 18, for convenience of explanation, in addition to the variation pattern and the variation pattern random number, the variation time of the second special symbol, the type of variation effect pattern selected by the sub-CPU 131 for each variation pattern, the specific effect content of the variation effect pattern, the range of possible values of the variation pattern random number, and the ratio at which each variation pattern is selected are also shown together.

[0285] As shown in FIGS. 18(A) and (B), the range of the variable pattern random numbers for selecting the variable pattern of the second special symbol is set from "0" to "99". When the main CPU 101 determines to execute a jackpot game in the probability-variable game state and selects 16R probability-variable, 8R probability-variable, or 4R probability-variable as the type of jackpot, if the variable pattern random number obtained together with the jackpot random number and the symbol random number is any of "0" to "29", the variable pattern L is read from the variable pattern selection table for probability-variable jackpots, and the variable pattern L is selected as the variable pattern of the second special symbol. Also, if the obtained variable pattern random number is any of "30" to "79", the variable pattern M is read from the variable pattern selection table for probability-variable jackpots, and the variable pattern M is selected as the variable pattern of the second special symbol. Further, if the obtained variable pattern random number is any of "80" to "99", the variable pattern N is read from the variable pattern selection table for probability-variable jackpots, and the variable pattern N is selected as the variable pattern of the second special symbol.

[0286] In the variable pattern selection table for probability-variable jackpots (see FIG. 18(A)), 30 random number values from "0" to "29" are assigned to the variable pattern L. Therefore, the ratio of the variable pattern L being selected in the case of a probability-variable jackpot is 30% (= 30 / 100). Also, since 50 random number values from "30" to "79" are assigned to the variable pattern M, the ratio of the variable pattern M being selected in the case of a probability-variable jackpot is 50% (= 50 / 100). Further, since 20 random number values from "80" to "99" are assigned to the variable pattern N, the ratio of the variable pattern N being selected in the case of a probability-variable jackpot is 20% (= 20 / 100).

[0287] (Variable Pattern Selection Table for Normal Jackpots) When the main CPU 101 determines to execute a big win game in a probability-variable game state and selects 8R normal as the type of big win, if the variation pattern random number obtained together with the big win random number and the symbol random number is any one of "0" to "99", the variation pattern O is read from the normal big win variation pattern selection table (see Fig. 18(B)), and the variation pattern O is selected as the variation pattern of the second special symbol. In the normal big win variation pattern selection table (see Fig. 18(B)), 100 random number values from "0" to "99" are assigned to the variation pattern O. Therefore, the ratio at which the variation pattern O is selected in the case of a normal big win is 100% (= 100 / 100).

[0288] When the main CPU 101 determines to execute a big win game in the second special symbol determination, according to the type of big win, it refers to any one of the variation pattern selection tables illustrated in Fig. 18 and selects any one of the plurality of variation patterns from among them.

[0289] <Regarding the hitting effect in the probability-variable game state> Regarding the hitting effect performed in the probability-variable game state, the following can be said. That is, the ratio at which the hitting effect is executed when the determination result of the second special symbol determination is a probability-variable big win is the same 30% (= 30 / 100) as the ratio at which the variation pattern L is selected with reference to the probability-variable big win variation pattern selection table (see Fig. 18(A)). On the other hand, in the normal big win variation pattern selection table (see Fig. 18(B)), no variation pattern for performing the hitting effect is prepared (see Fig. 18(B)). This also applies to the variation pattern selection table referred to when the determination result of the second special symbol determination is a loss. From these facts, it can be said that the hitting effect in the probability-variable game state is a big win preview that definitely announces the execution of the big win game, and is also a probability-variable big win preview that announces that it will definitely shift to the probability-variable game state after the end of the big win game.

[0290] Also, in the variable pattern selection table for the sure-win big hit (see Fig. 18(A)), when focusing on the variable pattern L with the shortest variable time of 5 seconds, while a collision effect is associated as the production content, no other production is associated. From this, it is clear that when the determination result of the second special symbol determination is a sure-win big hit and the variable pattern L is selected, the collision effect that functions as a sure-win big hit preview is executed with a 100% probability.

[0291] Note that the proportion of sure-win big hits in the big hits related to the second special symbol determination is 60%, and the proportion of the collision effect being executed when it is a sure-win big hit is 30% as described above. Therefore, when looking at the overall situation when the determination result of the second special symbol determination is a big hit, the probability of the collision effect being executed is 18% (=0.6×0.3×100).

[0292] In this embodiment, the case where when a collision effect is executed in the sure-win game state, it transitions to the sure-win game state with a 100% probability after the big hit game ends will be described. However, in other embodiments, the probability of transitioning to the sure-win game state after the big hit game ends when a collision effect is executed may be set to a value less than 100%, so that the game can be controlled in the normal game state after the big hit game ends. In this case, when a collision effect is executed, the probability of transitioning to the sure-win game state may be set higher than the probability of transitioning to the time-saving game state, or these probabilities may be set the same, or the probability of transitioning to the sure-win game state may be set lower than the probability of transitioning to the time-saving game state.

[0293] Next, in this embodiment, a case where a collision effect is always executed when the variation pattern L is selected will be described. However, in other embodiments, a configuration may be adopted in which the collision effect may not be executed even when the variation pattern L is selected. That is, the probability that the collision effect is executed when the variation pattern L is selected is not limited to 100%, and may be a value less than 100%. Also, in this embodiment, the probability that the collision effect is executed when the variation pattern L is selected is set to a value higher than the probability that other jackpot pre-announcements are executed when other variation patterns are selected. However, in other embodiments, the magnitude relationship between these probabilities may be reversed.

[0294] <Regarding the resurrection effect> As is clear from the notation in FIG. 18(A), when the determination result of the second special symbol determination is a sure-variation jackpot, as the variation pattern of the second special symbol, a variation pattern N in which a resurrection effect (see FIG. 8(J)) is executed may be selected. On the other hand, when the determination result of the second special symbol determination is a normal jackpot, as is clear from the notation in FIG. 18(B), as the variation pattern of the second special symbol, a variation pattern in which the resurrection effect is performed is not selected. This also applies to the case where the determination result of the second special symbol determination is a loss. From these facts, it can be said that the resurrection effect performed in the sure-variation gaming state is a sure-variation jackpot announcement, similar to the collision effect.

[0295] Also, when the variation pattern L is selected, although the collision effect is executed, the resurrection effect is not executed. Also, when the variation pattern N is selected, although the resurrection effect is executed, the collision effect is not executed. From these facts, it can be said that a rule is imposed so that both the collision effect and the resurrection effect in the sure-variation gaming state are not performed within the same variation.

[0296] Although not shown in FIG. 7, for example, at the end of the SPSP reach, a resurrection effect that makes it appear as a miss and then pseudo-stops three decorative symbols of the symbol alignment can be executed even in the normal game state. This resurrection effect is subject to the same prohibition rules as the probability-variable game state so that it is not executed together with the hitting effect within the same variation when the variation pattern A is selected.

[0297] Regarding the jackpot related to the second special symbol determination, the proportion of probability-variable jackpots is 60%. Referring to the probability-variable jackpot variation pattern selection table (see FIG. 18(A)), the proportion of the variation pattern N in which the resurrection effect is performed is 20%. Therefore, the probability that the game is controlled in the probability-variable game state after the jackpot game ends with the resurrection effect being performed is 12% (= 0.6 × 0.2 × 100). On the other hand, referring to the probability-variable jackpot variation pattern selection table (see FIG. 18(A)), the proportion of the variation pattern L in which the hitting effect is performed is 30%. Therefore, the probability that the game is controlled in the probability-variable game state after the jackpot game ends with the hitting effect being performed is 18% (= 0.6 × 0.3 × 100). From these facts, it can be said that when the determination result of the second special symbol determination is a jackpot, the probability of executing the hitting effect is higher than the probability of executing the resurrection effect.

[0298] In this embodiment, the case where the resurrection effect is always executed when the variation pattern N is selected will be described. However, in other embodiments, a configuration may be adopted in which the resurrection effect is not executed even when the variation pattern N is selected. That is, the probability of executing the resurrection effect when the variation pattern N is selected is not limited to 100%, and may be a value less than 100%. Also, in this embodiment, the probability of executing the resurrection effect when the variation pattern N is selected is set to a higher value than the probability of executing other jackpot previews when other variation patterns are selected. However, in other embodiments, the magnitude relationship between these probabilities may be reversed.

[0299] In addition, in this embodiment, in the probability-variable gaming state, regardless of the type of probability-variable jackpot, a revival effect will always be executed when the variation pattern N is selected. However, in other embodiments, in the case of 16R probability-variable, while the revival effect can be executed, in the case of 8R probability-variable or 4R probability-variable, the revival effect may not be executed. That is, the revival effect may function as a dedicated jackpot announcement for 16R probability-variable.

[0300] [Regarding the reliability of 7-symbol reaches (normal gaming state)] FIG. 19 is an explanatory diagram for explaining the reliability of the reached symbols in the normal gaming state. FIG. 19(A) is a diagram showing a normal-loss reach symbol selection table referred to for determining the final reach symbol when the determination result of the first special symbol determination is "loss".

[0301] In the gaming machine 1 of this embodiment, when the same decorative symbols pseudo-stop in the left column and the right column and a reach is established, a predetermined reach effect is performed. The above-mentioned "final reach symbol" refers to the reach symbol displayed in the reach effect performed immediately before the winning notification effect or the loss notification effect is performed. For example, when a normal reach is performed and a winning notification effect or a loss notification effect is performed, the reach symbol displayed during the normal reach corresponds to the final reach symbol. Also, when it develops from a normal reach via a character SP reach to an SP SP reach, and a winning notification effect or a loss notification effect is performed following this SP SP reach, the reach symbol displayed during this SP SP reach effect corresponds to the final reach symbol.

[0302] The sub-CPU 131 acquires a reach symbol selection random number when selecting the final reach symbol. When the determination result of the first special symbol determination is a loss, the final reach symbol corresponding to the reach symbol selection random number is read from the normal-loss reach symbol selection table (see FIG. 19(A)) to select the final reach symbol.

[0303] In this embodiment, the range of values that the reach symbol selection random number can take is set from "0" to "99". In the normal losing reach symbol selection table (see Fig. 19(A)), for each of the 1st, 2nd, 4th, 5th, 6th, 8th, and 9th symbols, 12 random number values are assigned respectively. For the 3rd symbol, 10 random number values are assigned, and for the 7th symbol, 6 random number values are assigned. Therefore, when the determination result of the first special symbol determination is a loss, as the final reach symbol, the proportion of the 1st, 2nd, 4th, 5th, 6th, 8th, or 9th symbol being selected is 12% (=12 / 100), the proportion of the 3rd symbol being selected is 10% (=10 / 100), and the proportion of the 7th symbol being selected is 6% (=6 / 100).

[0304] Fig. 19(B) is a diagram showing the normal 16R sure change big win reach symbol selection table referred to for determining the final reach symbol when the determination result of the first special symbol determination is "16R sure change".

[0305] When selecting the final reach symbol, the sub-CPU 131 acquires the reach symbol selection random number, and when the determination result of the first special symbol determination is 16R sure change, it reads out the final reach symbol corresponding to the reach symbol selection random number from the normal 16R sure change big win reach symbol selection table (see Fig. 19(B)) to select the final reach symbol.

[0306] In the normal 16R sure change big win reach symbol selection table (see Fig. 19(B)), 44 random number values are assigned to the 7th symbol, and 7 random number values are assigned to each of the other decorative symbols. Therefore, when the determination result of the first special symbol determination is 16R sure change, as the final reach symbol, the proportion of the 7th symbol being selected is 44% (=44 / 100), and the proportion of each of the other decorative symbols being selected is 7% (=7 / 100).

[0307] FIG. 19(C) is a diagram showing a reach symbol selection table for a normal 6R normal jackpot used to determine the final reach symbol when the determination result of the first special symbol determination is "6R normal".

[0308] When selecting the final reach symbol, the sub-CPU 131 acquires a reach symbol selection random number. When the determination result of the first special symbol determination is 6R normal, the sub-CPU 131 reads the final reach symbol corresponding to the reach symbol selection random number from the reach symbol selection table for a normal 6R normal jackpot (see FIG. 19(C)) to select the final reach symbol.

[0309] In the reach symbol selection table for a normal 6R normal jackpot (see FIG. 19(C)), no random number values are assigned to odd symbols. This is because odd symbols function as probability-variable symbols. On the other hand, 25 random number values are assigned to each even symbol. Therefore, when the determination result of the first special symbol determination is 6R normal, the selection ratio of each even symbol is 25% (= 25 / 100), and the selection ratio of odd symbols is 0%.

[0310] From the reach symbol selection tables illustrated in FIGS. 19(A) to (C), the following can be said. That is, in the reach symbol selection table for a normal loss (see FIG. 19(A)), 6 random number values are assigned to 7 symbols. When the determination result of the first special symbol determination is "loss", the 7 symbols are selected as the reach symbol at a ratio of 6%. This means that even if a reach is established with the 7 symbols, a loss notification effect may be performed later. On the other hand, when the determination result of the first special symbol determination is "6R normal", the 7 symbols are not selected as the reach symbol (see FIG. 19(C)). However, when the determination result of the first special symbol determination is "16R probability-variable", the 7 symbols are selected as the reach symbol at a high ratio of 44%. Thus, when the determination result of the first special symbol determination is "16R certain win", it is easy for 7 symbols to be selected as the reach symbols. When the determination result of the first special symbol determination is "loss", it is difficult for 7 symbols to be selected as the reach symbols. Therefore, in the normal gaming state, it can be said that the 7-symbol reach where a reach is established with 7 symbols is an effect with a relatively high jackpot reliability. Note that when it is "16R certain win", 7 symbols may always be selected as the reach symbols.

[0311] Note that, as is clear from the notation in FIG. 19(B), even when the determination result of the first special symbol determination is 16R certain win, there are cases where even-numbered symbols or odd-numbered symbols other than 7 symbols are selected as the reach symbols. When these reach symbols are selected, the promotion effect (first half) and the promotion success effect described above are performed based on FIG. 11, and finally, a winning notification effect where the "777" triple is aligned is performed. For this reason, as illustrated in FIG. 11(B), even if the three decorative symbols other than the 7 symbols pseudo-stop, the player can enjoy the game without losing the expectation for a 16R certain win jackpot.

[0312] [Regarding the reliability of the 7-symbol reach (probability-variable gaming state)] FIG. 20 is an explanatory diagram for explaining the reliability of the reach symbols in the probability-variable gaming state. FIG. 20(A) is a diagram showing a reach symbol selection table for a loss during probability-variable used for determining the final reach symbol when the determination result of the second special symbol determination is "loss".

[0313] In the gaming machine 1 of the present embodiment, since reach effects other than the battle reach are not performed in the probability-variable gaming state, the reach symbols displayed during the battle reach correspond to the final reach symbols in the probability-variable gaming state.

[0314] The sub-CPU 131 acquires a reach symbol selection random number when selecting the final reach symbol, and when the determination result of the second special symbol determination is a loss, reads out the final reach symbol corresponding to the reach symbol selection random number from the reach symbol selection table for a loss during probability-variable (see FIG. 20(A)) to select the final reach symbol.

[0315] In the reach symbol selection table for the losing case during sure change (see Fig. 20(A)), 15 random values are assigned to each of the 1-symbol, 2-symbol, 4-symbol, 6-symbol, 8-symbol, and 9-symbol. Also, 5 random values are assigned to each of the 3-symbol and 5-symbol. And no random value is assigned to the 7-symbol. Therefore, when the determination result of the second special symbol determination is a loss, the ratio of selecting the 1-symbol, 2-symbol, 4-symbol, 6-symbol, 8-symbol, or 9-symbol as the final reach symbol is 15% (= 15 / 100), the ratio of selecting the 3-symbol or 5-symbol is 5% (= 5 / 100), and the ratio of selecting the 7-symbol is 0% (= 0 / 100).

[0316] Fig. 19(B) is a diagram showing the reach symbol selection table for the big win during sure change for 16R sure change when the determination result of the first special symbol determination is "16R sure change" and is used to determine the final reach symbol.

[0317] The sub-CPU 131 obtains a reach symbol selection random number when selecting the final reach symbol, and when the determination result of the second special symbol determination is 16R sure change, it selects the final reach symbol by reading out the final reach symbol corresponding to the reach symbol selection random number from the reach symbol selection table for the big win during sure change for 16R sure change (see Fig. 20(B)).

[0318] In the reach symbol selection table for the big win during sure change for 16R sure change (see Fig. 20(B)), 50 random values are assigned to the 7-symbol, 16 random values are assigned to the 3-symbol, and 10 random values are assigned to the 5-symbol. And 4 random values are assigned to each of the other reach symbols. Therefore, when the determination result of the second special symbol determination is 16R sure change, the ratio of selecting the 7-symbol as the final reach symbol is 50% (= 50 / 100), the ratio of selecting the 3-symbol is 16% (= 16 / 100), the ratio of selecting the 5-symbol is 10% (= 10 / 100), and the ratio of selecting each of the other decorative symbols is 4% (= 4 / 100).

[0319] Figure 20(C) is a diagram showing a reach symbol selection table for a jackpot during probability variation with 8 regular symbols, which is referred to for determining the final reach symbol when the determination result of the second special symbol determination is "8 regular symbols".

[0320] When selecting the final reach symbol, the sub - CPU 131 obtains a reach symbol selection random number. When the determination result of the second special symbol determination is 8 regular symbols, it selects the final reach symbol by reading from the reach symbol selection table for a jackpot during probability variation with 8 regular symbols (refer to Figure 20(C)) the final reach symbol corresponding to the reach symbol selection random number.

[0321] In the reach symbol selection table for a jackpot during probability variation with 8 regular symbols (refer to Figure 20(C)), no random number values are assigned to odd - numbered symbols. On the other hand, 40 random number values are assigned to 4 symbols, and 20 random number values are assigned to each of the other even - numbered symbols. Therefore, when the determination result of the second special symbol determination is 8 regular symbols, the proportion of 4 symbols being selected is 40% (= 40 / 100), the proportion of each of the other even - numbered symbols being selected is 20% (= 20 / 100), and the proportion of odd - numbered symbols being selected is 0%.

[0322] From the reach symbol selection tables illustrated in Figures 20(A) to (C), the following can be said. That is, in the reach symbol selection table for a jackpot during probability variation with 8 regular symbols (refer to Figure 20(C)), no random number values are assigned to 7 symbols. However, in the reach symbol selection table for a jackpot during probability variation with 16R jackpot during probability variation (refer to Figure 20(B)), 50 random number values are assigned to 7 symbols. And in the reach symbol selection table for a losing result during probability variation (refer to Figure 20(A)), no random number values are assigned to 7 symbols. From these facts, when a reach is established with 7 symbols in the probability-variable game state, a loss will not be notified thereafter, and a winning notification performance will be conducted when the three decorative symbols showing the triple "777" come to a complete stop. Considering it in this sense, the 7-symbol reach that is established with 7 symbols in the probability-variable game state can be regarded as a jackpot preview that definitely announces the execution of a jackpot game. Also, since the alignment of 7 symbols is a dedicated performance for 16R probability-variable, it can also be said that the 7-symbol reach in the probability-variable game state is a probability-variable jackpot preview.

[0323] In addition, as is clear from the notation in Fig. 20(B), even if the determination result of the second special symbol determination is 16R probability-variable, there are cases where an even symbol or an odd symbol other than 7 symbols is selected as the reach symbol. When these reach symbols are selected, a promotion performance similar to the promotion performance conducted in the normal game state is carried out, and finally a winning notification performance where the triple "777" is aligned is carried out.

[0324] [Regarding the change in the reliability of the 7-symbol reach] As is clear from the explanation regarding the 7-symbol reach based on Fig. 19, the 7-symbol reach in the normal game state can be executed regardless of whether the determination result of the first special symbol determination is "jackpot". Therefore, although the jackpot reliability is relatively high, its jackpot reliability is a value less than 100%. On the other hand, as is clear from the explanation regarding the 7-symbol reach based on Fig. 20, the 7-symbol reach in the probability-variable game state can be executed when the determination result of the second special symbol determination is "jackpot", but it will not be executed when it is a "loss", and it is a performance with a jackpot reliability of 100%. As is clear from these facts, even for the same 7-symbol reach, there is a difference in the jackpot reliability depending on the game state. When the game state changes from the normal game state to the probability-variable game state, the jackpot reliability of the 7-symbol reach changes from a value less than 100% to 100%.

[0325] Note that the 7-symbol reach as a jackpot prediction with a jackpot reliability of 100% is a dedicated effect for the probability-variable gaming state. In the normal gaming state, a jackpot prediction different from this 7-symbol reach (for example, a hitting effect) is performed.

[0326] [Regarding various jackpot predictions] Hereinafter, with reference to FIGS. 21 to 23 and FIGS. 25 to 28, various jackpot predictions executable on the gaming machine 1 will be described. Here, FIG. 21 is an explanatory diagram for explaining various jackpot predictions. FIG. 22 is a screen diagram showing a specific example of a premium character effect. FIG. 23 is a screen diagram showing a specific example of a rainbow title display. FIG. 25 is a screen diagram showing a specific example of a rainbow character display. FIG. 26 is a screen diagram showing a specific example of a cut-in performed according to an operation. FIG. 27 is a schematic front view of the gaming machine 1 showing a specific example of a one-shot notification. FIG. 28 is a screen diagram exemplifying a state in which a premium character effect is performed a plurality of times within the same variation.

[0327] In addition to the hitting effect and the winning seizure effect in the above-described normal gaming state, and the hitting effect and the 7-symbol reach in the probability-variable gaming state, the gaming machine 1 of the present embodiment can execute, as a jackpot prediction, a premium character effect, a rainbow title display, a rainbow cut-in, a rainbow character display, and a one-shot notification.

[0328] <Outline of premium character effect> The premium character effect (see FIG. 22) is an effect in which an effect image showing a specific character (hereinafter referred to as a "premium character") is displayed on the liquid crystal screen 5 and the voice of the premium character is output from the speaker 24. In FIG. 22, a character of a raccoon dog is displayed as a premium character, and an example of the character of the raccoon dog uttering the voice "Do your best!!" is illustrated. This premium character effect has a plurality of execution timings within the same variation, and can be executed, for example, during a seizure effect in a character SP reach (see FIG. 22(A)) or during an SP SP reach (see FIG. 22(B)). Note that this premium character does not appear when the determination result of the special symbol determination is "loss".

[0329] Note that the types of premium characters are not limited to one type. A plurality of types of premium characters may be prepared, and any one of the premium characters may be displayed, or a plurality of premium characters may be displayed simultaneously. Also, the premium character may be any character as long as it does not appear when the determination result of the special symbol determination is "loss".

[0330] <Overview of Rainbow Title Display> The rainbow title display (see Fig. 23) is an effect of displaying the reach title displayed on the liquid crystal screen 5 in rainbow-colored characters when a specific reach effect such as a character SP reach or an SP SP reach is started. This rainbow title display also has a plurality of execution timings within the same variation. Fig. 23(A) exemplifies a state in which a reach title "Retake the treasure box!" is displayed in rainbow-colored characters prior to the start of the battle effect (see Fig. 7(F-1)) in the character SP reach. Fig. 23(B) exemplifies a state in which a reach title "Defeat the enemy boss!" is displayed in rainbow-colored characters at the start of the SP SP reach.

[0331] Note that when this rainbow title display is not performed when a specific reach effect such as a character SP reach or an SP SP reach is started, a blue title display in which the reach title is displayed in blue characters or a red title display in which the reach title is displayed in red characters is performed (see Fig. 24). Fig. 24 is a screen diagram showing specific examples of the blue title display and the red title display. In the blue title display exemplified in Figs. 24(A) and (C), the reach title is displayed in blue characters, and in the red title display exemplified in Figs. 24(B) and (D), the reach title is displayed in red characters. Note that all of the above three types of title displays are images displayed on the entire screen, and are images with a large display area for the entire screen.

[0332] Here, the blue title display indicates a title display with a relatively low jackpot reliability (for example, jackpot reliability: about 10%), and the red title display indicates a title display with a relatively high jackpot reliability (for example, jackpot reliability 30%). These two types of title displays (blue title display and red title display) can be executed both when the determination result of the first special symbol determination is "jackpot" and when it is "loss". In contrast, the rainbow title display is different from the above two types of title displays in that it can be executed with a certain probability when the determination result of the first special symbol determination is "jackpot", but is not executed when the determination result of the first special symbol determination is "loss".

[0333] In addition, in this embodiment, although the title display itself is performed in the normal game state but not in the probability-variable game state, in the probability-variable game state as well, for example, for battle reach, similar title displays or rainbow title displays may be performed. Also, the color of the title display that functions as a jackpot preview is not limited to rainbow, and may be, for example, gold or the like. Further, a specific symbol may be displayed around the title to function as a jackpot preview.

[0334] Before displaying the title display, after displaying the blue title display, red title display, and rainbow title display in an order where the display area for the entire screen is small, an effect may be executed in which these images are scrolled to make the user anticipate which title display will actually be displayed.

[0335] <Overview of Rainbow Character Display> The rainbow character display (see Fig. 25) is an effect that displays characters (for example, lyrics displayed when a specific piece of music is being played) that appear during a specific reach effect such as a character SP reach or an SP SP reach in rainbow color. Fig. 25(A) shows a state where the characters displayed during the battle effect in a character SP reach are displayed in rainbow color. Also, Fig. 25(B) shows a state where the characters displayed during an SP SP reach are displayed in rainbow color.

[0336] In addition, when the rainbow character display is not performed, blue character display, which displays characters in blue during the reach effect, or red character display, which displays characters in red during the reach effect, may be performed. Here, blue character display is an effect that indicates a relatively low jackpot reliability (e.g., jackpot reliability 15%), and red character display is an effect that indicates a relatively high jackpot reliability (e.g., jackpot reliability 40%). These two types of color character display can be performed both when the result of the first special pattern determination is a "jackpot" and when it is a "miss". In contrast, rainbow character display differs from the above two types of character display in that it can be performed with a certain probability when the result of the first special pattern determination is a "jackpot", but is not performed when the result of the first special pattern determination is a "miss".

[0337] In this embodiment, the case where the character display itself is performed in the normal game state but not in the probability variable game state will be described, but even in the probability variable game state, for example, the same blue character display, red character display, rainbow character display may be performed for the battle reach. Also, the color of the character display functioning as the big win notice is not limited to rainbow colors, and may be, for example, gold, etc.

[0338] <Overview of the rainbow cut-in> The rainbow cut-in (see Fig. 26) is an effect that performs the above-described operation-corresponding effect using a rainbow-colored effect image based on Fig. 10. In the gaming machine 1 of the present embodiment, for example, at the end of the SPSP reach, the operation promotion effect described above is performed based on Fig. 10(H) (see Fig. 26(A)). On the other hand, when the player operates the effect button 26 within the valid period, a blue cut-in (see Fig. 26(B)) is performed in which a cut-in image with a blue effect is superimposed on the effect image displayed on the liquid crystal screen 5, and a red cut-in (see Fig. 26(C)) is performed in which a cut-in image with a red effect is superimposed on the effect image displayed on the liquid crystal screen 5. Here, the blue cut-in is an effect with a jackpot reliability of 10%, while the red cut-in is an effect with a jackpot reliability of 60%. When comparing these two cut-ins, based on the difference in the color of the effect related to the cut-in image and the number of characters included in the cut-in image, the player can easily recognize that the red cut-in has a higher jackpot reliability than the blue cut-in.

[0339] Note that these blue cut-ins and red cut-ins can be executed both when the determination result of the first special symbol determination is "jackpot" and when it is "loss". The blue cut-in has the characteristic that it is likely to be executed when the determination result of the first special symbol determination is "loss", and is difficult to be executed when it is "jackpot". Conversely, the red cut-in has the characteristic that it is likely to be executed when the determination result of the first special symbol determination is "jackpot", and is difficult to be executed when it is "loss". In the gaming machine 1 of the present embodiment, as jackpots related to the first special symbol determination, three types of jackpots, namely 16R certain change, 6R certain change, and 6R normal, are prepared. However, the blue cut-in and the red cut-in can be executed regardless of the type of these jackpots when the determination result of the first special symbol determination is "jackpot". Note that in the case of a loss, the blue cut-in is always executed, and in the case of a jackpot, the red cut-in or the blue cut-in may be executed.

[0340] On the other hand, when the determination result of the first special symbol determination is "16R certain win", if the player operates the up key or the down key of the effect key 27, a rainbow cut-in (see Fig. 26(D)) may be performed. This rainbow cut-in is an effect in which a cut-in image with a rainbow effect is superimposed on the effect image displayed on the liquid crystal screen 5, and as illustrated in Fig. 26(A), it is an effect that does not occur unless the player operates the up key or the down key within the valid period in a situation where an operation promotion effect for prompting the operation of the effect button 26 is being performed.

[0341] In addition, when the sub-CPU 131 obtains information indicating that the determination result of the first special symbol determination is "16R certain win" from the game control board 100 and sets an effect pattern for performing an operation promotion effect during SPSP reach, it also sets which of the up key and the down key should be operated to cause a rainbow cut-in. For example, it may be set that when the up key is operated, a rainbow cut-in is generated, while when the down key is operated, a blue cut-in or a red cut-in is generated. Also, for example, it may be set that when the up key is operated, a blue cut-in or a red cut-in is generated, while when the down key is operated, a rainbow cut-in is generated.

[0342] Although the rainbow cut-in may be executed when the determination result of the first special symbol determination is "16R certain win", it is not executed when the determination result is "loss". Therefore, the jackpot reliability of the rainbow cut-in is 100%.

[0343] Also, the rainbow cut-in in this embodiment is a dedicated effect related to 16R certain win. Therefore, even if the determination result of the first special symbol determination is "jackpot", if the type is "6R certain win" or "6R normal" which is not "16R certain win", the rainbow cut-in will not occur even if the up key or the down key is operated within the valid period. For this reason, even if the rainbow cut-in does not occur in response to the operation of the up key or the down key, the player can enjoy the game while expecting "6R certain win" or "6R normal".

[0344] As described above, the gaming machine 1 of the present embodiment can execute a cut-in in any of a plurality of effect modes, and can execute a cut-in in any one of the plurality of effect modes (in this embodiment, a "rainbow cut-in") as a jackpot announcement.

[0345] When it is determined that the gaming machine 1 executes a jackpot game, there are cases where a blue cut-in is executed, a red cut-in is executed, and a rainbow cut-in is executed. That is, in the case of a jackpot, any of the three cut-ins can be executed. On the other hand, when it is determined that a jackpot game is not executed, there are cases where a blue cut-in is executed and a red cut-in is executed, but there is no case where a rainbow cut-in is executed. This is why the rainbow cut-in functions as a jackpot announcement that definitely announces the execution of a jackpot game.

[0346] In this embodiment, a case will be described where the determination result of the first special symbol determination is "16R sure change", and if the key assigned by the sub-CPU 131 out of the upper key and the lower key is operated within the valid period, a rainbow cut-in will occur with a 100% probability. On the other hand, in other embodiments, in the above situation, when the assigned key is operated, an effect lottery using a random number for determining whether or not to generate a rainbow cut-in is executed, and the rainbow cut-in is generated only when the effect lottery is won. Note that the winning probability can be, for example, 50%. In this way, even if the necessary conditions for generating a rainbow cut-in are satisfied, by not generating a rainbow cut-in at a certain rate, the player can continue to hope for "16R sure change" even when the rainbow cut-in does not occur.

[0347] Further, in the gaming machine 1 of the present embodiment, when the left key or the right key of the effect key 27 is operated during the valid period of the operation promotion effect shown in Fig. 26(A), a one-shot notification (see Fig. 27) described later may occur on the condition that the determination result of the first special symbol determination is "16R sure change".

[0348] In this embodiment, a case where a rainbow cut-in is performed using a cut-in image with a rainbow effect applied to a production image including three characters will be described. However, the display mode of the cut-in image used for the cut-in that functions as a jackpot preview is not limited to this. In other embodiments, for example, a cut-in that displays a cut-in image showing golden characters may be executed as a jackpot preview.

[0349] Regarding the configuration of executing a predetermined production in any one of a plurality of production modes for the first production mode and the second production mode, in other embodiments, it is conceivable to perform a step-up production as the predetermined production. This step-up production is a production that can develop step by step up to a predetermined number of steps (for example, "5") or less, and finally develops up to any one of steps 1 to 4. The step-up production may be executed as a reliability suggestion production that suggests the reliability for a jackpot, and the step-up production that finally develops up to step 5 may be executed as a jackpot preview.

[0350] Also, in this embodiment, since a configuration is adopted in which a cut-in occurs at the end of the SPSP reach, when a variation pattern with a relatively short variation time of the first special symbol is selected such that the SPSP reach is not performed, the cut-in does not occur. On the other hand, in other embodiments, a configuration may be adopted in which a cut-in can occur at a timing other than the end of the SPSP reach. For example, a rainbow cut-in may occur when the first special symbol is variably displayed in a variation pattern with a relatively short variation time, such as variation pattern A or variation pattern B.

[0351] (Overview of Single Announcement) The single announcement (see FIG. 27) is an effect that outputs a special production sound that is not output when the determination result of the special symbol determination is "loss" from the speaker 24 and causes the panel lamp 25 and the frame lamp 37 to emit light in rainbow colors.

[0352] This single announcement is an effect that is performed during a probability-variable gaming state in this embodiment. However, in other embodiments, the single announcement may also be performed during a normal gaming state.

[0353] [Specific Examples of Premium Character Effects in a Probability-Variable Gaming State] FIG. 28 is a screen diagram illustrating a state in which a premium character effect is performed multiple times within the same variation. In FIG. 28(A), a losing notification effect is being performed in which a decorative symbol indicating that the determination result of the second special symbol determination corresponding to the symbol displayed in the area 53 is a loss stops displaying while two hold icons are displayed in the second hold icon display area 52. Note that the earliest hold icon is displayed as a red hold.

[0354] When a predetermined confirmation time (for example, 1 second) has elapsed since the stop display of the second special symbol and the decorative symbol started, the second special symbol determination corresponding to the earliest hold icon displayed in the second hold icon display area 52 is executed. In response to this, a shift process is performed on each hold icon displayed in the second hold icon display area 52, and a high-speed scroll display of the decorative symbol is started (see FIGS. 28(A) and (B)).

[0355] When the determination result of the second special symbol determination corresponding to the icon that has shifted to the area 53 is an 8R probability-variable, that is, when the second special symbol indicating the big win symbol Y2 (see FIG. 6(C)) stops displaying, the following effects may be performed.

[0356] That is, when a predetermined time has elapsed since the start of the variable display of the second special symbol, a reach establishment exciting effect is performed to arouse the player's anticipation that three symbols will pseudo-stop in the left column and seven symbols will pseudo-stop in the right column (see Fig. 28(C)). When this reach establishment exciting effect is being performed, a premium character effect may be performed. Fig. 28(C) exemplifies a state where a premium character effect is being performed, in which an effect image showing a girl character is displayed on the liquid crystal screen 5 and the voice "Do your best! Do your best!" of the girl character is output from the speaker 24. Here, although a character different from the premium character (raccoon character) appearing in the premium character effect performed in the normal gaming state is displayed, a character common to the characters displayed in the premium character effect in the normal gaming state may be displayed. This also applies to the case where the premium character effect is executed at a timing other than the reach establishment exciting effect.

[0357] As described above, after the premium character effect is performed along with the reach establishment exciting effect, when the decorative symbol common to the left symbol pseudo-stops in the right column, the reach is established (see Fig. 28(D)). When the reach is established, a title display for displaying a reach title related to a battle reach such as "Final Battle 〇〇〇 VS ×××" is performed, and at this time as well, a premium character effect may be performed (see Fig. 28(E)). Note that in Fig. 28(E), the specific notation of the reach title is omitted, and the display position of the premium character is different from that at the time of the reach establishment exciting effect, but the display position of the premium character may be the same as that at the time of the reach establishment exciting effect.

[0358] At the end of the battle reach, an operation promotion effect is performed to prompt the player to operate the effect button 26 (see Fig. 28(F)). When the player operates the effect button 26 during the valid period of the operation promotion effect, a victory suggestion effect is performed to suggest that the player's character has defeated the enemy character and won (see Fig. 28(G)). In this victory suggestion effect, the characters "BREAK!!" indicating that the player's character has defeated the enemy character are displayed and the voice thereof is output, and the effect device 7 operates while emitting light in rainbow colors. At that time, the three symbol columns that are displayed small in the upper left corner of the liquid crystal screen 5 pseudo-stop in a manner indicating a triple-bar (see Fig. 28(G)). If the player does not perform an operation within the valid period, the victory suggestion effect is automatically executed at the timing when the valid period ends. However, if the determination result of the second special symbol determination is "8R normal", a defeat suggestion effect is performed according to the operation or automatically.

[0359] When the victory suggestion effect is performed as described above, the three decorative symbols that were pseudo-stopped in the upper left corner of the liquid crystal screen 5 are largely displayed in a pseudo-stopped state in the center of the liquid crystal screen 5 (see Fig. 28(H)), and with the actual stop of the second special symbol, these three decorative symbols actually stop (see Fig. 28(I)).

[0360] As described above, not only in the normal game state but also in the probability-variable game state, during the variable display of the second special symbol, it is possible to execute a plurality of premium character effects. Here, the case where three premium character effects are performed within the same variation of the second special symbol has been described as an example. However, there may be a case where two premium character effects are performed within the same variation, or there may be a case where only one premium character effect is performed within the same variation.

[0361] [Features of each jackpot notice] Hereinafter, with reference to Fig. 21, the features of each jackpot notice will be described. During the variable display of the first special symbol in the normal game state, as a jackpot notice that definitely announces that a jackpot game will be executed, a collision effect, a seizure success effect, a premium character effect, a rainbow title display, a rainbow cut-in, and a rainbow character display can be executed.

[0362] <Features of the hitting effect in the normal gaming state> The hitting effect in the normal gaming state is an effect in which the symbols are aligned all at once without going through a reach (see Fig. 14). This hitting effect is a jackpot preview that is executed when the determination result of the first special symbol determination is "probability-variable jackpot" and the variation pattern A with a variation time of 5 seconds is selected as the variation pattern of the first special symbol (see Fig. 17(A)). Note that for variation pattern A, since there is no prepared effect pattern in which the hitting effect is not performed, the probability of executing the hitting effect when variation pattern A is selected is 100% in this embodiment (see Fig. 21). Note that this hitting effect, unlike the premium character effect, etc., has the feature that there is only one execution timing prepared, and it appears only immediately after the start of the variation of the first special symbol in the normal gaming state.

[0363] Also, in variation pattern A selected when the determination result of the first special symbol determination is "probability-variable jackpot", although the hitting effect is associated in the table stored in the sub-ROM 132, among the variation patterns defined in the normal jackpot variation pattern selection table, there is none in which the hitting effect is associated (see Fig. 17(B)). For this reason, when the winning notification effect is performed following the hitting effect, the game will definitely be controlled in the probability-variable gaming state after the jackpot game ends. That is, when the hitting effect is performed, the game is not controlled in the normal gaming state after the jackpot game ends.

[0364] Also, in the gaming machine 1 of this embodiment, there may be an effect called "next-time notice" during normal reach (see Fig. 7(K)), and this "next-time notice" is an effect suggesting the execution of SPSP reach. On the other hand, the hitting effect is an effect where the symbols suddenly align without going through a reach. Therefore, when the "next-time notice" is given during the variable display of the first special symbol, the hitting effect is not executed. This also applies to the case where an effect suggesting the establishment of a reach is given. Also, since the "next-time notice" is not given when it does not develop into an SPSP reach, it is not necessarily executed during normal reach. However, since there is a prepared effect route from normal reach to SPSP reach, and once a reach is established, the hitting effect is not executed thereafter, when the "next-time notice" is executed, the hitting effect is not executed. Compared with the hitting effect, it can be said that other reliability-suggesting effects (for example, title display) are surely executed, and other jackpot notices (for example, rainbow title display) are likely to be executed.

[0365] Also, when the variable pattern A is selected, no effective period is set, and when the first special symbol is variably displayed in the variable pattern A, the hitting effect is executed regardless of the operation of the effect button 26 or the effect key 27. Therefore, since the hitting effect is executed at a timing unexpected by the player, it can be said that it is a jackpot notice that can obtain a very high effect.

[0366] <Features of the winning seizure effect in the normal gaming state> The winning takeover performance is a jackpot preview that is executed when the determination result of the first special symbol determination is "probability-variable jackpot" or "normal jackpot" and the variation pattern C is selected (see FIGS. 17(A) and (B)). Note that for variation pattern C, since there is no variation performance pattern in which the winning takeover performance is not performed, the probability of executing the winning takeover performance when variation pattern C is selected is 100% in this embodiment (see FIG. 21). Note that since this winning takeover performance is a dedicated performance for the character SP reach, it has the feature of being executed only during the character SP reach. In addition, the winning takeover performance has the feature that a jackpot notification is given immediately after the winning takeover performance is executed (see FIGS. 13(A), (H), and (I)). In other words, when the winning takeover performance is performed, the jackpot notification is given at the character SP-SP reach without the reach performance developing from the character SP reach to the SP-SP reach (see FIG. 7).

[0367] Note that the winning takeover performance is a dedicated performance for variation pattern C. For this reason, when variation pattern A is selected as the variation pattern of the first special symbol and the first special symbol is variably displayed in this variation pattern A, the winning takeover performance is not performed together with the hitting performance. This also applies to other jackpot previews not associated with variation pattern A.

[0368] Also, variation pattern C can be selected both when the determination result of the first special symbol determination is "probability-variable jackpot" and when it is "normal jackpot" (see FIGS. 17(A) and (B)). For this reason, when the hit notification performance is executed immediately after the winning takeover performance and the jackpot game is played, after the jackpot game ends, there are cases where the game is controlled in the probability-variable game state and cases where the game is controlled in the normal game state.

[0369] Also, since the character SP reach is a reach performance that is not executed in the probability-variable game state, the winning takeover performance is likewise not executed when in the probability-variable game state.

[0370] <Features of the premium character performance in the normal game state> In the present embodiment, the premium character presentation may appear in all reach presentations such as normal reach, character SP reach, and SPSP reach. On the other hand, when variation pattern A is selected, since no jackpot preview other than the hitting presentation is executed, it can be said that the premium character presentation is a jackpot preview that can be executed when a variation pattern other than variation pattern A is selected among the variation patterns of the first special symbol for the jackpot.

[0371] Note that the execution probability of the premium character presentation varies depending on which variation pattern is selected as the variation pattern of the first special symbol for the jackpot. In the present embodiment, the execution probability of the premium character presentation is set to a value within the range of 5 to 40% (see Fig. 29). Therefore, it can be said that it is a jackpot preview with a lower execution probability compared to the hitting presentation executed when variation pattern A is selected or the seizure success presentation executed when variation pattern C is selected.

[0372] Note that as described above based on Fig. 22, the premium character presentation may appear multiple times within the same variation. In the present embodiment, within the same variation of the first special symbol, the premium character presentation may be performed once, twice, or three times.

[0373] Also, variation patterns B to E in which the premium character presentation can be executed can be selected both when the determination result of the first special symbol determination is "probability-variable jackpot" and when it is "normal jackpot" (see Figs. 17(A) and (B)). Therefore, when a jackpot winning game is played after the premium character presentation is performed and a winning notification presentation is executed, after the jackpot winning game ends, the game may be controlled in a probability-variable game state or in a normal game state.

[0374] <Features of the rainbow-colored title display in the normal game state> The rainbow title display is a jackpot preview that displays the reach title related to the character SP reach or the SPSP reach in rainbow color, and is executable when any one of the variable patterns C to E associated with the variable patterns in which the character SP reach or the SPSP reach is performed is selected.

[0375] As is clear from the above, the execution timing of the rainbow title display is predetermined, and it may appear at the start of the character SP reach or at the start of the SPSP reach. However, when the reach effect develops from the character SP reach to the SPSP reach, the rainbow title display may be performed at both the start of the character SP reach and the start of the SPSP reach.

[0376] Note that the execution probability of the rainbow title display varies depending on which variable pattern among the variable patterns C to E is selected. In this embodiment, the execution probability of the rainbow title display is set to a value within the range of 5 to 15%. The specific execution probabilities of the premium character effect, the rainbow title display, the rainbow cut-in, and the rainbow character display described above will be described in detail later with reference to FIG. 29.

[0377] Also, the variable patterns C to E in which the rainbow title display can be executed can be selected both when the determination result of the first special symbol determination is "probability variable jackpot" and when it is "normal jackpot" (see FIGS. 17(A) and (B)). Therefore, when the jackpot notification effect is executed after the rainbow title display and the jackpot game is played, after the jackpot game ends, the game may be controlled in the probability variable game state or in the normal game state.

[0378] <Features of the rainbow cut-in in the normal game state> The rainbow cut-in is a jackpot preview that may appear at the end of the SPSP reach effect. Therefore, the rainbow title display is executable when the variable patterns D and E, which are variable patterns associated with the SPSP reach effect as variable effect patterns, are selected, and the execution probability is set to 5% regardless of which variable pattern is selected.

[0379] Also, as described above, the rainbow cut-in does not appear unless a predetermined operation (in this embodiment, an operation of the up key or down key of the effect key 27) is performed. Further, the rainbow cut-in has the characteristic that it appears only when the jackpot related to the first special symbol determination is "16R sure change". These are as described above based on FIG. 26.

[0380] <Characteristics of rainbow character display in normal game state> The rainbow character display is a dedicated effect for these two types of reach effects, namely during character SP reach and SPSP reach, and is executable when any of the variable patterns C to E (see FIGS. 17(A) and (B)), which are variable patterns associated with the variable effect patterns in which these reach effects are performed, are selected. Although the execution probability of the rainbow character display varies depending on the selected variable pattern, in this embodiment, it is set to a value within the range of 5 to 20%.

[0381] Note that the rainbow character display may occur during character SP reach or during SPSP reach. For example, when a variable pattern associated with a variable effect pattern that develops from character SP reach to SPSP reach is selected, it may appear multiple times (for example, twice) within the same variable.

[0382] In addition, the variable patterns C to E in which the rainbow-colored character display can be executed can be selected both when the determination result of the first special symbol determination is "big win with probability change" and when it is "ordinary big win" (see FIGS. 17(A) and (B)). Therefore, when a big win notification effect is executed after the rainbow-colored character display and a big win game is played, after the big win game ends, the game may be controlled in the probability change game state or in the ordinary game state.

[0383] On the other hand, during the variable display of the second special symbol in the probability change game state, as a big win notice that definitely announces that a big win game will be executed, a collision effect, a one-shot notification, a premium character effect, and a 7-symbol reach can be executed.

[0384] <Features of the collision effect in the probability change game state> The collision effect in the probability change game state is an effect in which the symbols are suddenly aligned without going through a reach (see FIG. 16). This collision effect is a big win notice that is executed when the determination result of the second special symbol determination is "big win with probability change" and the variable pattern L with a variable time of 5 seconds is selected as the variable pattern of the second special symbol (see FIG. 18(A)). Note that for the variable pattern L, since there is no prepared effect pattern in which the collision effect is not performed, the probability of executing the collision effect when the variable pattern L is selected is 100% in this embodiment (see FIG. 21). Note that this collision effect is different from the premium character effect, etc. in the probability change game state, and has the feature that there is only one execution timing prepared and it appears only immediately after the start of the variable display of the second special symbol in the probability change game state.

[0385] In addition, among the variable patterns L selected when the determination result of the second special symbol determination is "big win with probability change", although a hitting effect is associated with them, there is no variable pattern defined in the variable pattern selection table for normal big wins that has a hitting effect associated with it (see Fig. 18(B)). Therefore, when a winning notification effect is performed following the hitting effect, the game will definitely be controlled in a probability change game state after the big win game ends. That is, when the hitting effect is performed, the game will not be controlled in the normal game state after the big win game ends.

[0386] Also, in this embodiment, when the variable pattern L is selected, the hitting effect is always executed. However, for example, in the probability change game state, until the number of variable displays of the second special symbol (or the first special symbol) performed after the big win game ends reaches a predetermined value (for example, 30 times), the hitting effect can be executed, while after reaching the predetermined value, the hitting effect may not be executed. This control can be realized, for example, by ensuring that the variable pattern L is not selected after the number of variable displays reaches the predetermined value.

[0387] <Features of the one-shot notification in the probability change game state> The one-shot notification is a big win preview that outputs a special effect sound from the speaker 24 along with the rainbow-colored light emission of the panel lamp 25 and the frame lamp 37. This one-shot notification is a big win preview that can be executed when the determination result of the second special symbol determination is "16R probability change" and the variable pattern M or the variable pattern N is selected, and its execution probability is set to 15% regardless of which variable pattern is selected. Since the one-shot notification will not be performed unless the determination result of the second special symbol determination is "16R probability change", when the one-shot notification is performed, "16R probability change" becomes highly likely at that time. Thus, since the one-shot notification performed in the probability change game state is a dedicated effect for "16R probability change", in this embodiment, the one-shot notification will not be performed when the determination result of the second special symbol determination is "8R probability change", "4R probability change", or "8R normal".

[0388] <Features of 7-symbol reach in the probability-variable game state> The 7-symbol reach that functions as a jackpot preview is a dedicated effect in the probability-variable game state that can be executed when any of the variable patterns L to N is selected. That is, since the jackpot reliability of the 7-symbol reach in the normal game state is less than 100%, it does not function as a jackpot preview. Since this 7-symbol reach is only selected when the determination result of the second special symbol determination is "16R probability-variable", when a reach is achieved with 7 symbols, "16R probability-variable" becomes highly likely.

[0389] [Regarding the jackpot preview type selection table] FIG. 29 is an explanatory diagram for explaining the jackpot preview type selection table. In the sub-ROM 132, there is stored a jackpot preview type selection table that is referred to when determining whether to execute a jackpot preview other than the jackpot preview associated with variable patterns such as the hitting effect in the normal game state, the successful seizure effect in the normal game state, the hitting effect in the probability-variable game state, and the 7-symbol reach in the probability-variable game state.

[0390] This jackpot preview type selection table is composed of a first jackpot preview type selection table (see FIG. 29(A)), a second jackpot preview type selection table (see FIG. 29(B)), a third jackpot preview type selection table (see FIG. 29(C)), and a fourth jackpot preview type selection table (see FIG. 29(D)).

[0391] (First jackpot preview type selection table) The first jackpot preview type selection table (see FIG. 29(A)) is referred to when determining whether to execute a jackpot preview when the determination result of the first special symbol determination is "jackpot" and the variable pattern B is selected as the variable pattern of the first special symbol.

[0392] When the variation pattern B is selected as the variation pattern of the first special symbol, the sub-CPU 131 acquires a jackpot announcement random number for determining whether to execute a jackpot announcement, and reads the jackpot announcement type corresponding to the jackpot announcement random number from the first jackpot announcement type selection table, thereby determining whether to execute a jackpot announcement. In this embodiment, the range of values that the jackpot announcement random number can take is set to "0" to "99".

[0393] As is clear from the notation in FIG. 21, the only jackpot announcement that can be executed when the variation pattern B is selected is the premium character effect. For this reason, in the first jackpot announcement type selection table (see FIG. 29(A)), "with premium character effect" and "without premium character effect" are defined as the jackpot announcement types, 40 random number values are assigned to "with premium character effect", and 60 random number values are assigned to "without premium character effect".

[0394] Therefore, when the determination result of the first special symbol determination is "jackpot" and the variation pattern B is selected, the probability that "with premium character effect" is read and the premium character effect is executed is 40% (= 40 / 100).

[0395] (Second Jackpot Announcement Type Selection Table) The second jackpot announcement type selection table (see FIG. 29(B)) is referred to when determining whether to execute a jackpot announcement when the determination result of the first special symbol determination is "jackpot" and the variation pattern C is selected as the variation pattern of the first special symbol.

[0396] When the variation pattern C is selected as the variation pattern of the first special symbol, the sub-CPU 131 acquires a jackpot announcement random number for determining whether to execute a jackpot announcement, and reads the jackpot announcement type corresponding to the jackpot announcement random number from the second jackpot announcement type selection table, thereby determining whether to execute a jackpot announcement.

[0397] As is clear from the notation in FIG. 21, when the variation pattern C is selected, the jackpot previews that can be executed other than the winning takeover effect are of three types: the premium character effect, the rainbow title display, and the rainbow character display. Therefore, in the second jackpot preview type selection table (see FIG. 29(B)), "with premium character effect", "without premium character effect", "with rainbow title display", "without rainbow title display", "with rainbow character display", and "without rainbow character display" are defined.

[0398] In the second jackpot preview type selection table (see FIG. 29(B)), 10 random number values are assigned to "with premium character effect", and 90 random number values are assigned to "without premium character effect". Therefore, when "with premium character effect" is read out, the probability that the premium character effect is executed by the variation of the variation pattern C is 10% (= 10 / 100).

[0399] Also, in the second jackpot preview type selection table (see FIG. 29(B)), 15 random number values are assigned to "with rainbow title display", and 85 random number values are assigned to "without rainbow title display". Therefore, when "with rainbow title display" is read out, the probability that the rainbow title display is executed by the variation of the variation pattern C is 15% (= 15 / 100).

[0400] Also, in the second jackpot preview type selection table (see FIG. 29(B)), 20 random number values are assigned to "with rainbow character display", and 80 random number values are assigned to "without rainbow character display". Therefore, when "with rainbow character display" is read out, the probability that the rainbow character display is executed by the variation of the variation pattern C is 20% (= 20 / 100).

[0401] In addition, in the second jackpot preview type selection table (see Fig. 29(B)), common random number values are assigned to "with premium character performance" and "with rainbow title display". Therefore, when the obtained jackpot preview random number is, for example, "64", both the premium character performance and the rainbow title display will be performed when the first special symbol is variably displayed in variation pattern C. The same applies to the premium character performance and the rainbow character display, and also to the rainbow title display and the rainbow character display.

[0402] (Third Jackpot Preview Type Selection Table) The third jackpot preview type selection table (see Fig. 29(C)) is referred to when determining whether to execute a jackpot preview when the determination result of the first special symbol determination is "jackpot" and variation pattern D (or variation pattern E) is selected as the variation pattern of the first special symbol.

[0403] When variation pattern D (or variation pattern E) is selected as the variation pattern of the first special symbol, the sub-CPU 131 acquires a jackpot preview random number for determining whether to execute a jackpot preview, and reads out the jackpot preview type corresponding to the jackpot preview random number from the third jackpot preview type selection table to determine whether to execute a jackpot preview.

[0404] As is clear from the notation in Fig. 21, the jackpot previews that can be executed when variation pattern D or variation pattern E is selected are four types: premium character performance, rainbow title display, rainbow cut-in, and rainbow character display. Therefore, in the third jackpot preview type selection table (see Fig. 29(C)), "with premium character performance", "without premium character performance", "with rainbow title display", "without rainbow title display", "with rainbow cut-in", "without rainbow cut-in", "with rainbow character display", and "without rainbow character display" are defined.

[0405] In the third major winning announcement type selection table (see Fig. 29(C)), five random values are assigned to "with premium character performance", and 95 random values are assigned to "without premium character performance". Therefore, when "with premium character performance" is read out, the probability that the premium character performance is executed by the variation of variation pattern D (or variation pattern E) is 5% (= 5 / 100).

[0406] Also, in the third major winning announcement type selection table (see Fig. 29(C)), five random values are assigned to "with rainbow title display", and 95 random values are assigned to "without rainbow title display". Therefore, when "with rainbow title display" is read out, the probability that the rainbow title display is executed by the variation of variation pattern D (or variation pattern E) is 5% (= 5 / 100).

[0407] Also, in the third major winning announcement type selection table (see Fig. 29(C)), five random values are assigned to "with rainbow cut-in", and 95 random values are assigned to "without rainbow cut-in". Therefore, when "with rainbow cut-in" is read out, the probability that the rainbow cut-in is executed by the variation of variation pattern D (or variation pattern E) is 5% (= 5 / 100). However, since the rainbow cut-in is not executed unless the major winning related to the first special symbol determination is "16R sure change", even if it is determined to execute the rainbow cut-in, if it is not "16R sure change", the rainbow cut-in will not be performed even if the up key or down key is operated.

[0408] Also, in the third major winning announcement type selection table (see Fig. 29(C)), five random values are assigned to "with rainbow character display", and 95 random values are assigned to "without rainbow character display". Therefore, when "with rainbow character display" is read out, the probability that the rainbow character display is executed by the variation of variation pattern D (or variation pattern E) is 20% (= 20 / 100).

[0409] In the third jackpot announcement type selection table (see Fig. 29(C)), the execution probabilities of the premium character effect, the rainbow-colored title display, the rainbow-colored cut-in, and the rainbow-colored character display are all 5%. However, these execution probabilities may be different from each other, or only one or two of them may have different execution probabilities.

[0410] Also, in the third jackpot announcement type selection table (see Fig. 29(C)), similar to the second jackpot announcement type selection table (see Fig. 29(B)), random number values that are partially common are assigned to multiple jackpot announcements. For this reason, when the first special symbol is variably displayed in variation pattern D (or variation pattern E), multiple jackpot announcements may be combined.

[0411] (Fourth Jackpot Announcement Type Selection Table) The fourth jackpot announcement type selection table (see Fig. 29(D)) is referred to when determining whether to execute a jackpot announcement when the determination result of the second special symbol determination is "certain change jackpot" and variation pattern M (or variation pattern N) is selected as the variation pattern of the second special symbol.

[0412] When variation pattern M (or variation pattern N) is selected as the variation pattern of the second special symbol, the sub-CPU 131 acquires a jackpot announcement random number for determining whether to execute a jackpot announcement, and determines whether to execute a jackpot announcement by reading the jackpot announcement type corresponding to the jackpot announcement random number from the fourth jackpot announcement type selection table.

[0413] As is clear from the notation in Fig. 21, when variation pattern M or variation pattern N is selected, the jackpot announcements that can be executed other than the 7-symbol reach are two types: the single-shot notification and the premium character effect. For this reason, in the fourth jackpot announcement type selection table (see Fig. 29(D)), "with single-shot notification", "without single-shot notification", "with premium character effect", and "without premium character effect" are defined.

[0414] In the fourth jackpot announcement type selection table (see Fig. 29(D)), 15 random values are assigned to "with single-shot announcement", and 85 random values are assigned to "without single-shot announcement". Therefore, when "with single-shot announcement" is read out, the probability that a single-shot announcement is executed due to the variation of variation pattern M (or variation pattern N) is 15% (= 15 / 100).

[0415] Note that since the single-shot announcement is a dedicated effect for "16R sure change", even if the jackpot related to the second special symbol determination is a "sure change jackpot", when it is "8R sure change" or "4R sure change", even if "with single-shot announcement" is read out, the single-shot announcement is not executed.

[0416] Also, in the fourth jackpot announcement type selection table (see Fig. 29(D)), 15 random values are assigned to "with premium character effect", and 85 random values are assigned to "without premium character effect". Therefore, when "with premium character effect" is read out, the probability that a premium character effect is executed due to the variation of variation pattern M (or variation pattern N) is 15% (= 15 / 100).

[0417] Note that when the determination result of the second special symbol determination in the sure change gaming state becomes "8R normal", the sure change gaming state ends and the game is controlled in the time-saving gaming state. Therefore, "8R normal" related to the second special symbol determination is not a very favorable jackpot for the player. If a jackpot announcement is made for such a jackpot, it may give the player an unpleasant feeling and instead reduce the effect of the effect.

[0418] Therefore, in the gaming machine 1 of this embodiment, the jackpot announcement type selection table referred to when the determination result of the second special symbol determination becomes "8R normal" is not prepared.

[0419] [Regarding the execution timing of each effect in the normal gaming state] Next, while referring to FIG. 30, the execution timing of each effect in the normal game state will be described. Here, FIG. 30 is a time chart showing a specific example of the effect in the normal game state.

[0420] As illustrated in FIG. 30(A), when the determination result of the first special symbol determination is "certain variable big win" and the variation pattern A is selected, within about 2 seconds after the start of the variable display of the first special symbol, on the liquid crystal screen 5, a high-speed variation is performed in which the three columns of symbol columns are scrolled downward at high speed from top to bottom. Along with this, a fade-out effect (see FIG. 14(C)) is performed. Then, following this fade-out effect, the above-described collision effect is executed over about 3 seconds. Along with the first special symbol stopping at the big win symbol X1 or X2, a win notification effect for notifying a certain variable big win is performed.

[0421] In this way, when the variation pattern A (see FIG. 17(A)) with a variation time of 5 seconds is selected, there is a characteristic that effects for notifying the establishment of a reach, normal reach, character SP reach, SPSP reach, etc., which can be executed when other variation patterns are selected, are not executed.

[0422] Also, the collision effect in the normal game state is a dedicated effect for the variation pattern A. For this reason, when other variation patterns such as the variation pattern C are selected, the collision effect is not executed. Conversely, when the first special symbol is variably displayed in the variation pattern A, a big win preview that is executed when the first special symbol is variably displayed in other variation patterns is not executed.

[0423] As illustrated in FIG. 30(B), when the variation pattern C in which the determination result of the first special symbol determination is "big win" and the variation time is 40 seconds is selected, a pre-reach effect is performed from the start of the variation display of the first special symbol until a reach is established. This pre-reach effect is composed of a high-speed variation in which the three columns of symbol columns are scrolled down from top to bottom at high speed and a low-speed variation in which the scroll speed of each symbol column is gradually decreased to pseudo-stop the left and right symbols. The high-speed variation, which is the first half of the pre-reach effect, is common to the high-speed variation performed when the variation pattern A is selected.

[0424] As is clear from this, when the variation pattern A is selected, a sudden stop effect occurs suddenly while the high-speed variation of the symbol columns common to the case where other variation patterns are selected is being performed. Therefore, it is possible to give a great surprise to the player who had predicted that an effect such as a reach would be performed as the scroll speed decreases from now on, and to obtain a high effect.

[0425] Returning to the description of FIG. 30(B), as described above, the pre-reach effect is performed and a reach is established, developing from a normal reach to a character SP reach. Following the competition effect during the character SP reach, a successful capture effect is performed. Immediately after that, a winning notification effect accompanying the stop display of the first special symbol is performed. Here, the successful capture effect is an effect that functions as a big win notice as described above. However, the sudden stop effect is performed before 5 seconds, which is the variation time of the variation pattern A, has elapsed since the start of the variation display of the first special symbol, whereas it is performed after a very long time of 31 seconds or more has elapsed. Therefore, it is different from the sudden stop effect.

[0426] Incidentally, if no collision effect is produced even after 5 seconds, which is the variation time of variation pattern L, has elapsed since the start of the variation display of the second special symbol, there is a possibility that the player's sense of anticipation for the appearance of the jackpot preview will gradually decline. On the other hand, when variation pattern L is selected, by performing a premium character effect as a jackpot preview between the elapse of 5 seconds or more since the start of the variation display of the second special symbol and the elapse of 40 seconds, which is the variation time of variation pattern M, it is possible to surprise the player and obtain a high production effect.

[0427] Also, when the determination result of the first special symbol determination is "loss" and variation pattern H (see FIG. 17(C)) is selected as the variation pattern of the first special symbol, common effects such as the pre-reach effect, normal reach, title display of character SP reach, and competition effect are executed, and a loss effect in the competition instead of a successful acquisition effect is performed, which is different from the case when variation pattern C is selected. That is, when comparing the case where variation pattern C is selected and the case where variation pattern H is selected, although common effects common to both are executed, when variation pattern C is selected, both the common effect and the jackpot preview (here, the successful acquisition effect) are performed, whereas when variation pattern H is selected, the common effect is executed without performing the jackpot preview, and the two are different in this regard.

[0428] Also, the collision effect in the normal game state is an effect configured to end within 5 seconds after the start of the variation display of the first special symbol. Therefore, when variation pattern C with a variation time of 40 seconds is selected, even if it is a certain-variation jackpot, no collision effect will be produced.

[0429] As illustrated in FIG. 30(C), when the determination result of the first special symbol determination is "big win" and variation pattern E is selected, as the first special symbol is variably displayed in variation pattern E, a pre-reach effect (composed of high-speed variation and low-speed variation), a normal reach, a character SP reach, and an SP SP reach are performed. Here, compared with the effect executed when variation pattern C is selected, it is common in that a pre-reach effect, a normal reach, a title display, and a competition effect are executed. On the other hand, effects that are not executed in variation pattern C, such as a competition failure effect and an SP SP reach, are executed.

[0430] Also, FIG. 30(C) shows that at the end of the SP SP reach, a rainbow cut-in is executed according to the operation for the operation promotion effect. However, the time (2 seconds) from the start of the variable display of the first special symbol until the big win notice (collision effect) is executed when variation pattern A is selected, the time (31 seconds) from the start of the variable display of the first special symbol until the big win notice (successful seizure effect) is executed when variation pattern C is selected, and the time (79 seconds (=40 seconds + 39 seconds)) from the start of the variable display of the first special symbol until the big win notice (rainbow cut-in) is executed when variation pattern E is selected are different from each other. Also, when the first special symbol is variably displayed in variation pattern E, a collision effect or a successful seizure effect is not performed.

[0431] Also, as is clear from the comparison between the notations in FIG. 30(A) and the notations in FIG. 30(B), the time (the third time) from the execution of the collision effect until the win notification effect is executed in response to the selection of variation pattern A is 3 seconds, whereas the time (the fourth time) from the execution of the successful seizure effect until the win notification effect is executed in response to the selection of variation pattern C is 9 seconds, and the third time and the fourth time are different from each other. Here, since the third time is shorter than the fourth time, it can be said that the collision effect has a higher effect of making the player feel that a sudden big win has occurred compared to the successful seizure effect.

[0432] In the present embodiment, a case where the third time is shorter than the fourth time will be described. However, in other embodiments, the third time may be longer than the fourth time.

[0433] Further, in the gaming machine 1 of the present embodiment, when the variable pattern A is selected, a hitting effect is executed at the first execution timing immediately after the variable display of the first special symbol is started. On the other hand, the premium character effect that can be executed when a variable pattern other than the variable pattern A is selected is different from the hitting effect in that it is executed during the competition effect for the character SP reach (see Fig. 22(A): an example of the second timing) and when it is executed during the SPSP reach (see Fig. 22(B): an example of the third timing).

[0434] Since the gaming machine 1 of the present embodiment can execute a hitting effect with a fixed execution timing and execution count and a premium character effect with a variable execution count and execution timing, it is possible to suppress the monotony of the jackpot notice and obtain a high effect of the effect.

[0435] [Regarding the execution timing of each effect in the probability-variable gaming state] Next, with reference to Fig. 31, the execution timing of each effect in the probability-variable gaming state will be described. Here, Fig. 31 is a time chart showing a specific example of the effect in the probability-variable gaming state.

[0436] As illustrated in Fig. 31(A), when the determination result of the second special symbol determination is "probability-variable jackpot" and the variable pattern L is selected, within about 1 second after the start of the variable display of the second special symbol, on the liquid crystal screen 5, a high-speed variable is performed in which the three rows of symbol columns are scrolled down from top to bottom at high speed, and accordingly, a fade-out effect (see Fig. 16(C)) is performed. Then, following this fade-out effect, the above-described hitting effect is executed over about 4 seconds, and when any of the jackpot symbols Y1 to Y3 stops as the second special symbol, a winning notice effect for notifying the probability-variable jackpot is performed.

[0437] Thus, when the variation pattern L with a variation time of 5 seconds (see Fig. 18(A)) is selected, there is a feature that effects such as an effect for notifying the achievement of reach, battle reach, etc., which can be executed when other variation patterns are selected, are not executed.

[0438] In addition, the hitting effect in the sure-variation gaming state is a dedicated effect for the variation pattern L. For this reason, when other variation patterns such as the variation pattern M are selected, the hitting effect is not executed. Conversely, when the second special symbol is variably displayed in the variation pattern L, the jackpot preview executed when the second special symbol...

Claims

【Claim 1】 A gaming machine capable of executing a special game advantageous to a player, comprising: judgment means for making a judgment; identification information control means for variably displaying identifiable identification information and then deriving and displaying the result of the judgment; pre-judgment means for performing a pre-judgment; production control means for controlling production, wherein the production control means: is capable of executing a pre-production based on the judgment result of the pre-judgment means; displays a corresponding display corresponding to the variable display of the identification information, and executes a notification production for notifying the result of the judgment by the display mode of the corresponding display; is capable of displaying a suggestion image suggesting that the special game is to be executed; is capable of executing a preview production for suggesting the possibility that the special game is executed at any one of a plurality of timings; in the preview production: there is a first preview production executed when the corresponding display is in a normal mode; and a second preview production executed when the corresponding display is in a special mode; it is possible to execute a first production for displaying the corresponding display in the normal mode and a second production, which is a production in a mode different from the first production, for displaying the corresponding display in the special mode; the same special production can be executed when the first production is executed and when the second production is executed; the special production is a production different from the notification production; in the notification production: there is a first notification production executed when temporarily stopping and displaying the corresponding display of the combination for notifying that the special game is executed in a first mode; and a second notification production executed when temporarily stopping and displaying the corresponding display of the combination for notifying that the special game is executed in a second mode after the first notification production; in the first notification production, the corresponding display and a first image can be superimposed and displayed; in the second notification production, the corresponding display and a second image different from the first image can be superimposed and displayed; the first notification production and the second notification production are not executed during the stopped display of the corresponding display; the ratio at which the special production is executed is different between the case where the suggestion image is displayed after the end of the first preview production and the case where the suggestion image is not displayed after the end of the first preview production; a gaming machine in which the preview production is more likely to be executed when the pre-production is executed than when the pre-production is not executed.

Citation Information

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