Pachinko machine

The gaming machine addresses the lack of engagement in conventional gaming machines by incorporating dynamic image displays and synchronized emphasis effects, improving player interaction and enjoyment.

JP7706159B2Active Publication Date: 2025-07-11KYORAKU IND CO LTD
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2022105596
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-30
Publication Date
2025-07-11
Estimated Expiration
2042-06-30

AI Technical Summary

Technical Problem

Gaming machines lack sufficient engagement and understanding of game effects, failing to attract players beyond the pursuit of gaming media.

Method used

A gaming machine with a special game mode featuring variable image displays, emphasis productions, and synchronized emphasis effects, along with operation prompts and adjustable emphasis periods, to enhance player interaction and enjoyment.

Benefits of technology

The enhanced gaming machine increases player engagement and attraction by providing dynamic and understandable game effects, making the gaming experience more enjoyable and interactive.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007706159000001
    Figure 0007706159000001
  • Figure 0007706159000002
    Figure 0007706159000002
  • Figure 0007706159000003
    Figure 0007706159000003
Patent Text Reader

Abstract

To provide a game machine that attracts a player.SOLUTION: After executing a temporary stop emphasis performance of a right decorative symbol when executing an oscillation emphasis performance after executing the temporary stop emphasis performance of a left decorative symbol, a game machine can execute the oscillation emphasis performance of the right and left decorative symbols in synchronization. During the stop display of a specific image, the game machine can execute a specific notification that performs a notification about a game method and restrict the oscillation emphasis performance.SELECTED DRAWING: Figure 80
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

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

Background Art

[0002] Conventionally, there has been a gaming machine that performs a special symbol lottery and a notification effect (variable effect) for notifying whether or not a big win has occurred (for example, Non-Patent Document 1).

Prior Art Documents

Non-Patent Documents

[0003]

Non-Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In gaming machines, there is always a demand for enjoyment not only from obtaining gaming media (such as gaming balls and medals), but also from the games themselves (such as effects and gameplay). In addition, gaming machines are also required to have an appropriate level of understandability for effects and notifications.

[0005] Therefore, one of the objects of the present invention is to provide a gaming machine that attracts players.

Means for Solving the Problems

[0006] To achieve the above object, one aspect of the present invention adopts the following configuration. The reference signs, explanatory phrases, etc. in parentheses are shown as an example of the correspondence with the embodiments described later to assist in understanding one aspect of the present invention, and do not limit the scope of one aspect of the present invention in any way.

[0007] A gaming machine (1) according to one aspect of the present invention is A gaming machine capable of executing a special game (big win game) advantageous to a player, a determination means (100) for making a determination, a production control means (such as 400, etc.) for controlling a predetermined game production, and a display means (70) capable of displaying the game production, the production control means, a display production (notification production) in which a specific image (decoration symbol) is variably displayed and then temporarily stopped and displayed can be displayed on the display means, when the specific image in the first column (left column) is temporarily stopped and displayed, a first emphasis production (temporary stop emphasis production of the left decoration symbol; Fig. 33(5), etc.) for emphasizing the specific image can be executed, when the specific image in the second column (right column) is temporarily stopped and displayed after the specific image in the first column is temporarily stopped and displayed, a second emphasis production (temporary stop emphasis production of the right decoration symbol; Fig. 33(8), etc.) for emphasizing the specific image can be executed, a third emphasis production (oscillation emphasis; Fig. 30), which is a production for strengthening the specific image during the temporary stop display, (paragraph 0277, etc.) Periodically change it to adjust the specific image can be executed, Adjust (Fig. 30) can be executed, (paragraph 0277, etc.) when the second emphasis production is executed for the specific image in the second column (right column) after the third emphasis production is executed after the first emphasis production is executed for the specific image in the first column (left column), it is possible to execute the third emphasis production of the specific image in the first column and the third emphasis production of the specific image in the second column in synchronization (Fig. 33, Fig. 34, etc.), during the stop display of the specific image, the third emphasis production can be restricted, (Fig. 80, Fig. 81) a plurality of Effect any of the Effect modes (production modes) can perform the display production, It is possible to execute (paragraph 0220, etc.) an operation production (operation promotion production; button image display, etc.) for prompting an operation on an operation means (production button, etc.) operable by a player can be executed, When an operation is performed on the operation means according to the operation effect, an operation response effect can be executed. the operation production includes a predetermined operation image (button image). In the operation presentation, it is possible to periodically change the predetermined operation image, and it is possible to make the period of the third emphasis presentation different from the period of the predetermined operation image. (Paragraphs 0277, 0631, FIG. 68, etc.)

Effect of the Invention

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

Brief Description of the Drawings

[0009]

Figure 1

Figure 2

Figure 3

Figure 4

Figure 5

Figure 6

Figure 7

Figure 8

Figure 9

Figure 10

Figure 11

Figure 12

Figure 13

Figure 14

Figure 15

Figure 16

Figure 17

Figure 18

Figure 19

Figure 20

Figure 21

Figure 22

Figure 23

Figure 24

Figure 25

Figure 26

Figure 27

Figure 28

Figure 29

Figure 30

Figure 31

Figure 32

Figure 33

Figure 34

Figure 35

Figure 36

Figure 37

Figure 38

Figure 39

Figure 40

Figure 41

Figure 42

Figure 43

Figure 44

Figure 45

Figure 46

Figure 47

Figure 48

Figure 49

Figure 50

Figure 51

Figure 52

Figure 53

Figure 54

Figure 55

Figure 56

Figure 57

Figure 58

Figure 59

Figure 60

Figure 61

Figure 62

Figure 63

Figure 64

Figure 65

Figure 66

Figure 67

Figure 68

Figure 69

Figure 70

Figure 71

Figure 72

Figure 73

Figure 74

Figure 75

Figure 76

Figure 77

Figure 78

Figure 79

Figure 80

Figure 81

Figure 82

Figure 83

Figure 84

Figure 85

Figure 86

Figure 87

Figure 88

Figure 89

Embodiments for Carrying Out the Invention

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

[0011] [Schematic Configuration of Pachinko Machine 1] With reference to FIGS. 1 to 3, the schematic configuration of the pachinko machine 1 will be described. FIG. 1 is an example of a front view of the gaming machine 1. FIG. 2 is an enlarged view of the first variable winning section 49 in FIG. 1. FIG. 3 is an example of a perspective view of the back side of the gaming machine 1.

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

[0013] The outer frame 2 has a decorative plate 2b attached to the lower front surface of a rectangular base frame 2a with an opening in the central portion in the front-rear direction, and is fixed to the island equipment in the game parlor via fixing members (for example, nails and fasteners).

[0014] The game board mounting frame 3 is detachably connected to the outer frame 2 via a first hinge 6 on one end side in the horizontal direction, and is rotatably supported with the first hinge 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated with respect to the outer frame 2 like a door, the back side of the game board mounting frame 3 is exposed forward, so that maintenance of various devices provided on the back side of the game board mounting frame 3 can be performed.

[0015] The glass frame 4 is detachably connected to the game board mounting frame 3 via a second hinge 7 on one end side in the horizontal direction and is rotatably supported with the second hinge 7 as a fulcrum. Therefore, when the glass frame 4 is rotated relative to the game board mounting frame 3 like a door, the game area 5a of the game board 5 and the front portion of the game board mounting frame 3 can be opened and closed. An opening 8 (window portion) that opens in the front-rear direction (front side to back side direction) is formed in a substantially central portion near the upper part of the glass frame 4, and a transparent member 8a (such as a glass plate or an acrylic plate) is attached so as to close the opening 8 from the rear, and the game area 5a can be visually recognized through the opening 8 and the transparent member 8a. Around the opening 8 of the glass frame 4, there are provided a speaker 9, a frame lamp 10 having a plurality of decorative LEDs, a top plate 11 for storing game balls such as game balls paid out based on the establishment of given conditions, a bottom plate (not shown) for receiving and storing game balls that have flowed into the overflow ball flow path without fitting into the top plate 11, and a lever 13 that can be operated to launch game balls. Although not shown in FIG. 1, a plurality of board lamps 10a (see FIG. 4) are provided on the game board 5.

[0016] The speaker 9 is provided at two locations spaced apart from each other at the upper part of the glass frame 4 and is configured to perform an effect by sound (such as music and voice) by outputting BGM (background music), SE (sound effect), etc. Also, a plurality of frame lamps 10 are provided around the opening 8, and an effect by lighting is performed by changing the irradiation direction and emission color of the light of each lamp (LED). Further, the frame lamp 10 lights up / flashes when an abnormal payout occurs where the glass frame 4 cannot be opened or game balls cannot be paid out from the payout device 95 (see FIG. 3).

[0017] The upper tray 11 has a bottom surface that slopes downward toward the lever 13 side (right direction), and a ball feed solenoid (not shown) is provided at the end of the downward slope. When the game balls stored in the upper tray 11 flow down and reach the ball feed solenoid, the operation of the ball feed solenoid sends the game balls one by one toward the game board mounting frame 3 side. Also, on the front side of the center of the upper tray 11, an effect button 16 and a cross key 18 that function as input devices for performing determination operations, selection operations, etc. related to various effects described later are provided side by side from left to right. Further, on the right side of the upper tray 11, a lending button 20 is provided that enables the lending operation of game balls and the return operation of a storage medium such as a card storing the remaining amount.

[0018] The effect button 16 enables an input operation such as a determination operation by a player or the like, and includes an effect button detection switch (not shown) for detecting the operation of the effect button 16, a button drive motor (not shown) for changing the effect button 16 from the normal state to a protruding state positioned above the normal state, and a button drive device (not shown) equipped with a button vibration motor for changing the effect button 16 from the normal state to a vibration state vibrating in a predetermined mode, and an effect button light-emitting LED (not shown) for changing the effect button 16 from the off state to a lighting (or flashing) state emitting light in a predetermined mode.

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

[0020] In this embodiment, the configuration is such that the effect button 16 is vibrated by the button drive device. However, for example, when another operation means (e.g., an effect lever operable by a player for input operation) is provided in addition to the effect button 16, the effect lever may also be vibrated. Also, the cross key 18 may be vibrated, or further, not limited to the operation means, a decorative member (e.g., one imitating a character) provided at a position where a player can touch may be vibrated.

[0021] When the lending button 20 is operated, the remaining amount stored in a storage medium received by a ball lending machine (not shown) arranged side by side with the gaming machine 1 is subtracted, and the lending of gaming balls is performed.

[0022] Between the upper plate 11 and a lower plate (not shown), an overflow ball flow path (not shown) for receiving gaming balls that cannot fit into the upper plate 11 and guiding them to the lower plate is formed. Further, in the middle of the overflow ball flow path, a full cup detection switch (not shown) for detecting the occurrence of a dish full error where the gaming balls fill the lower plate is provided, and while the full cup of the lower plate is detected by the full cup detection switch, the payout of gaming balls by the payout device 95 (see FIG. 3) is stopped.

[0023] The lever 13 is provided with a firing handle 15 that is rotatably provided, a touch sensor (not shown) for detecting that the hand of the player is touching the firing handle 15, and a firing volume (not shown) composed of a variable resistor whose resistance value changes according to the rotation angle of the firing handle 15 to change the firing speed of the gaming balls. When the touch sensor detects that the hand of the player is touching the firing handle 15, a ball feed solenoid (not shown) operates and the gaming balls are fed out one by one.

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

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

[0026] The launching device 26 includes a hitting member for launching a game ball, a solenoid for launching (not shown) for driving the hitting member, a launching rail that slopes upward from the hitting member toward the lower left end of the game board, and a stopper for stopping the game ball at the launching position that is the inclined lower end of the launching rail. Then, the game ball sent to the launching position by the ball feeding solenoid is hit toward the game area 5a by the operation of the hitting member.

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

[0028] Curved inner rails 35 and outer rails 36 are provided at positions near the outer edge of the game board 5, and a game area 5a is formed in the portion surrounded by the inner rails 35 and the outer rails 36 where the game ball can flow down. Also, between the inner rail 35 and the outer rail 36, a launched ball guide path 38 for guiding the game ball launched by the launching device 26 to the upstream portion of the game area 5a is formed. Further, at the most downstream portion of the game area 5a, an out port 39 for guiding the game ball that has flowed down to the outside of the game area (the recovery portion of the game board mounting frame 3) is formed. At approximately the center of the game area 5a, a frame-shaped decorative frame 40 (center case) for restricting the entry of the game ball into the interior is provided. The game area 5a is divided by the decorative frame 40 into a left game area where the game ball launched with the first launching strength flows down and a right game area where the game ball launched with a second launching strength stronger than the first launching strength flows down, and the left game area and the right game area are connected below the decorative frame 40.

[0029] On the left side of the decorative frame 40, a warp device 41 is provided to introduce the game balls flowing down in the left game area into the interior of the decorative frame 40. At the lower part of the decorative frame 40, a stage part 42 is provided to let the game balls guided into the interior of the decorative frame 40 by the warp device 41 flow down below the decorative frame 40. Also, below the left side of the decorative frame 40, three normal winning holes (general winning holes) 43 where game balls can always win (enter the holes) are provided. Below the right side of the decorative frame 40, one normal winning hole 43 where game balls can always win (enter the hole) is provided. When a game ball that has won (entered the hole) in the normal winning hole 43 is detected by the normal winning hole switch 43a (see Fig. 4) (the granting condition is satisfied), a predetermined number (for example, 5) of game balls are paid out as prize balls (granting of prize value) from the payout device 95 (see Fig. 3) to the upper tray 11.

[0030] Below the stage part 42, a first start hole 45 (start winning area for the first special symbol) where game balls can always win (enter the hole) is provided. When a game ball that has won (entered the hole) in the first start hole 45 is detected by the first start hole switch 45a (the granting condition is satisfied), a predetermined number of game balls (for example, 3) are paid out as prize balls (granting of prize value) from the payout device 95 (see Fig. 3) to the upper tray 11. Also, the right to determine whether to execute a special game (big win game) is granted.

[0031] Below the decorative frame 40 and diagonally downward to the right of the first starting port 45, a variable starting section 46 is provided which can be switched from a closed state where it is impossible or difficult for a game ball to win (enter the ball) based on the establishment of predetermined conditions to an open state where it is possible or easy for a game ball to win. The variable starting section 46 has an upper surface that slopes downward in the left-right direction (left side in FIG. 1) to form a flow path for the game ball, an opening and closing member 48 that can move in the front-back direction, a second starting port 47 (starting winning area for the second special symbol) that opens upward directly below the opening and closing member 48, a second starting port switch 47a (see FIG. 4) for detecting a game ball that has won (entered the ball) at the second starting port 47, and a second starting port opening and closing section 48b (solenoid) for converting the second starting port 47 to a closed state by moving the second starting port opening and closing member 48 forward (winning restriction position) and converting the second starting port 47 to an open state by moving the second starting port opening and closing member 48 backward (winning allowable position). When a game ball wins at the second starting port 47 and is detected by the second starting port switch 47a (the given condition is satisfied), a predetermined number of game balls (for example, 2) are paid out from the payout device 95 (see FIG. 3) as prize balls (granting of prize value) to the upper tray 11. Also, a right to conduct a jackpot determination (lottery) for determining whether to execute a special game (jackpot game) is granted.

[0032] In the right game area on the right side of the decorative frame 40, a gate 44 (normal drawing starting area) through which game balls can always pass is provided. When a game ball passing through the gate 44 is detected by the gate switch 44a, no prize balls are granted, but a normal symbol lottery for opening the second starting port 47 is executed.

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

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

[0035] As shown in FIG. 2, the first variable winning section 49 is translucent so that its interior can be visually recognized, and a guide member 220, an opening / closing member 221, a guide member 222, and a discharge port 223 are provided inside. While the guide member 220 and the guide member 222 are fixed, the opening / closing member 221 is movable in the front-rear direction (front side to depth side) by a specific area opening / closing section 150 (not shown in FIG. 2). A specific area 224 is provided directly below the opening / closing member 221, and the game balls passing through the specific area 224 are detected by a specific area switch 151 (not shown in FIG. 2). In FIG. 2, a "V" mark is drawn in the specific area 224 so that it can be visually recognized by the player. When the opening / closing member 221 moves forward to the closed state, the game balls that have won the first major winning opening 50 and are detected by the first major winning opening switch 50a (not shown in FIG. 2) flow down by the guide member 220, the opening / closing member 221, and the guide member 222 and enter the discharge port 223 without passing through the specific area 224. On the other hand, when the opening / closing member 221 moves backward to the open state, the game balls that have won the first major winning opening 50 and are detected by the first major winning opening switch 50a (not shown in FIG. 2) enter the discharge port 223 after passing through the specific area 224 with a high probability. As will be described later, when winning a small hit in the special symbol lottery, a small hit game is performed, the opening / closing member 51 and the opening / closing member 221 are opened, and the game balls can pass through the specific area 224. Then, when the game balls pass through the specific area 224 during the small hit game, a big hit (second type big hit) occurs and a big hit game is performed. Note that the big hit in the special symbol lottery is the first type big hit.

[0036] Below the first variable winning section 49, a second variable winning section 55 is provided that can be switched from a closed state where winning (entering the ball) of the game balls is impossible or difficult based on the fulfillment of a predetermined condition (determined that a big hit has occurred) to an open state where winning is possible or easy.

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

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

[0039] On the back side of the game board 5, there is an out ball passage that receives and collects out balls consisting of game balls that have won in the normal winning opening 43, the first start opening 45, the second start opening 47, the first big winning opening 50, and the second big winning opening 56, as well as game balls that have flowed into the out opening 39, and causes them to flow down while collecting them. An out ball switch (not shown) is provided at the most downstream part of the out ball passage. The game balls detected by the out ball switch will be discharged from the discharge port on the back side of the gaming machine 1 to the outside of the gaming machine 1 (island equipment).

[0040] Outside the game area 5a, there is a main information display 59 consisting of a symbol display device including a first special symbol display 60, a second special symbol display 61, and a normal symbol display 62, a holding display device including a first special symbol holding display 63, a second special symbol holding display 64, and a normal symbol holding display 65, a round number display 66, a right hit display 67, and a status confirmation display 68. This main information display 59 is basically composed of LEDs and is configured to perform dynamic lighting.

[0041] The first special symbol display 60 is a variable display for displaying (notifying) the result of the big win determination of the first special symbol (the result of the special symbol lottery) based on the winning (entry) of a game ball into the first start port 45. The second special symbol display 61 is a variable display for displaying (notifying) the result of the big win determination of the second special symbol (the result of the special symbol lottery) based on the winning (entry) of a game ball into the second start port 47. The normal symbol display 62 is a variable display for displaying (notifying) the result of the winning determination of the normal symbol (the result of the normal symbol lottery) based on the passage (entry) of a game ball through the gate 44. The big win determination is to obtain determination information (big win determination random value, special symbol determination random value, reach determination random value, special symbol variation pattern determination random value, etc.) when a game ball wins (enters) the first start port 45 or the second start port 47, and to determine whether to execute a big win game based on the obtained determination information. When the big win determination is made based on the winning of a game ball into the first start port 45, the first special symbol display 60 performs a variable display of the first special symbol, and after a predetermined time has elapsed, a stop display of the first special symbol for notifying the determination result is performed. Also, when the big win determination is made based on the winning of a game ball into the second start port 47, the second special symbol display 61 performs a variable display of the second special symbol, and after a predetermined time has elapsed, a stop display of the second special symbol for notifying the determination result is performed.

[0042] In the variable display of the normal symbol, the LEDs of the normal symbol display 62 blink at a predetermined interval or in a predetermined order. When the normal symbol is to be stopped and displayed, the LEDs light up in a manner that notifies the result of the normal symbol lottery.

[0043] Note that the first special symbol display 60 and / or the second special symbol display 61 can be composed of 7-segment LEDs. For example, when it is determined to be a big win in the big win determination, numbers such as "3" and "7" are stopped and displayed, and when it is determined to be a loss, "-" is stopped and displayed, and during the variable display, the LEDs turn off and "-" are repeated.

[0044] The first special symbol hold indicator 63 is for displaying the first hold number (U1), which is the number of determination information (first hold) stored when a game ball wins (enters) the first start port 45, and lights up or blinks in a manner indicating the number of the first hold. Note that the first hold can be stored up to a maximum of 4, but it can be less than 4 or more than 4. The second special symbol hold indicator 64 is for displaying the second hold number (U2), which is the number of determination information (second hold) stored when a game ball wins (enters) the second start port 47, and lights up or blinks in a manner indicating the number of the second hold. Note that the second hold can be stored up to a maximum of 4, but it can be less than 4 or more than 4, or the second hold may not be stored. The normal symbol hold indicator 65 is for displaying the normal symbol hold number, which is the number of determination information (normal symbol hold) stored when a game ball wins (passes through) the gate 44, and lights up or blinks in a manner indicating the number of the normal symbol hold. Note that the normal symbol hold can be stored up to a maximum of 4, but it can be less than 4 or more than 4, or the normal symbol hold may not be stored.

[0045] The round number indicator 66 is for displaying the round number when a jackpot state (special game) occurs. At the start of the jackpot game, it starts lighting the LED in a predetermined manner indicating the round number, continues lighting the LED during the jackpot game, and turns off the LED at the end of the jackpot game. For example, in a jackpot game with 4 rounds, only the leftmost LED lights up, and in a jackpot game with 10 rounds, all the LEDs light up.

[0046] The right shot indicator 67 is for displaying a right shot display that prompts shooting a game ball toward the right game area (so-called right shot) during a jackpot game or a time-limited game state, etc., and the LED lights up during a jackpot game or a time-limited game state, etc.

[0047] The status confirmation indicator 68 is for indicating that it is set to a setting change mode for changing the set value of the winning probability of the special symbol lottery or a setting confirmation mode for confirming the set value. In the gaming machine 1, the winning probability of the special symbol lottery can be set as any one of a plurality of winning probabilities by the game arcade. When shifting to the setting change mode or the setting confirmation mode, the lighting of the LED is started, and when the setting change mode or the setting confirmation mode ends, the LED is turned off. Thus, since the status confirmation indicator 68 is provided on the front (surface) of the gaming machine, the game arcade can easily confirm whether it is set to the setting change mode or the setting confirmation mode. Note that the installation position of the status confirmation indicator 68 may be the front (surface) of the gaming machine 1, or it may be installed in other places.

[0048] Inside the game area 5a, a sub information display 80 including a sub first variable display 81, a sub second variable display 82, a sub first hold display 83, a sub second hold display 84, a sub general symbol variable display 85, a sub general symbol hold display 86, and a sub right hit display 87 is provided. The sub information display 80 is basically composed of LEDs and is configured to perform dynamic lighting. Note that the sub information display 80 is not provided with a display indicating that it is set to a setting change mode or a setting confirmation mode like the above-described status confirmation indicator 68.

[0049] The sub first variable display 81 is for displaying (notifying) whether the first special symbol is in variable display, and the sub second variable display 82 is for displaying (notifying) whether the second special symbol is in variable display, and each is composed of one LED. Then, when the variable display of the corresponding special symbol is started, the LED blinks at a predetermined cycle (1 second) (0.5 second on → 0.5 second off), and when the corresponding special symbol stops being displayed, it lights up. Note that the result of the big win determination of the special symbol may be notified by the sub first variable display 81 or the sub second variable display 82. In this case, it is preferable that the LED lights up in the case of a big win and the LED turns off in the case of a loss.

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

[0051] The sub normal symbol variation indicator 85 is for displaying (notifying) the result of the normal symbol lottery. It is composed of one LED. When the variation display of the normal symbol starts, the LED blinks (varies) at a predetermined interval. When the normal symbol stops being displayed, the mode indicating the result of the winning lottery (lit in the case of a win, turned off in the case of a loss) stops being displayed. In the sub normal symbol variation indicator 85, it may blink during the variation display of the normal symbol and turn on or off when the stop display is made so that only whether the variation display of the normal symbol is in progress can be grasped.

[0052] The sub normal symbol hold indicator 86 is for displaying the number of normal symbol hold memories (the normal symbol hold number). It is composed of two LEDs. When the normal symbol hold number is "0", the left and right LEDs are turned off. When the normal symbol hold number is "1", the left LED is turned on and the right LED is turned off. When the normal symbol hold number is "2", the left LED blinks and the right LED is turned on. When the normal symbol hold number is "4", the left and right LEDs blink.

[0053] The sub right shot indicator 87 is for prompting the firing of a game ball toward the right area of the game area 5a (so-called right shot). It is composed of one LED. The LED is turned on during a big win game and a time-limited game state, etc., and is turned off in other game states.

[0054] At the back of the production space 40a defined inside the decorative frame 40, a main image display section 70 composed of a liquid crystal display is provided. In front of the main image display section 70 at the lower part of the production space 40a, a sub-image display section 71 composed of a liquid crystal display with a size smaller than that of the main image display section 70 is provided. A movable accessory 733 for performing operation production and lamp production is provided at the upper part of the production space 40a. Note that the main image display section 70 and the sub-image display section 71 may be collectively referred to as an image display section in some cases.

[0055] In the main image display section 70 and the sub-image display section 71, various production displays are performed according to the progress of the game. Examples of the production display include a customer waiting demo production performed during non-execution of the variable display of the special symbol, a notification production (variable production) accompanied by a variable display of a decorative symbol (production symbol) performed during the execution of the variable display of the special symbol, and a jackpot game production performed during the execution of the jackpot game. In addition, the sub-image display section 71 can perform a movement production by moving by means of a solenoid, a motor, etc. during the execution of the variable production in the main image display section 70. Note that the sub-image display section 71 is not necessarily provided. For example, a movable accessory that performs operations such as lamp emission and movement may be provided at the position where the sub-image display section 71 is provided.

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

[0057] In addition, an opening / closing door - type cover member 23 is provided, which is set on one side left - right and pivots around a rotation axis set on one side left - right so as to cover the upper part of the main control device and the entire effect control device from the rear, and the other side left - right opens and closes in the left - right direction. The effect control device 130A is provided with a change - over switch 22 for switching adjustment modes related to adjusting the volume of effect sounds etc. output from the speaker 9, the light amounts of a display device (main image display section, sub - image display section), and various lighting devices (such as the frame lamp 10 etc.) so that they are covered by the cover member 23. Also, in the vicinity of the change - over switch 22, although not shown in FIG. 3, a back key 170 (see FIG. 4) is provided. When the adjustment mode for adjusting the volume by the change - over switch 22 is in effect, the volume output from the speaker 9 can be adjusted by a store clerk etc. of the game parlor from the back side of the game board 5 using the back key 170. Also, when the adjustment mode for adjusting the light amount by the change - over switch 22 is in effect, the light amount of various lighting devices (for example, the frame lamp 10 etc.) can be adjusted (set to either the normal light amount or a darker light amount) by a store clerk etc. of the game parlor from the back side of the game board 5 using the back key 170.

[0058] On the surface side of the main control board, there are mounted a main control section 100 composed of a one - chip microcomputer for controlling the game, an RWM clear switch 111a for inputting a signal for clearing the stored content of the RAM 103 of the main control section 100 or updating a set value for setting the degree of advantage of the game (winning probability of the special symbol lottery), a setting key switch 112a for inputting a signal for shifting to a setting change mode or a setting confirmation mode, an information display 113 for displaying performance information and set values that enable the actual performance of the gaming machine to be grasped, and other electronic components etc.

[0059] The information display 113 is composed of four 7 - segment displays arranged in the left - right direction. And an identification segment for displaying identification information indicating the type (data type) of the performance information is constituted by the two 7 - segment displays from the left, and a numerical segment for displaying numerical information indicating the set value and the numerical value of the performance information is constituted by the two 7 - segment displays from the right.

[0060] [Configuration of the Control Device of the Pachinko Machine 1] Next, with reference to FIG. 4, a control device that performs operation control and signal processing in the gaming machine 1 will be described. Note that FIG. 4 is a block diagram showing an example of the main configuration of the control device provided in the gaming machine 1.

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

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

[0063] When a game ball wins in the first start port 45 or the second start port 47, the main control unit 100 performs a special symbol lottery (big win lottery) and sends determination result data indicating whether or not the special symbol lottery is won to the effect control unit 400.

[0064] The main control unit 100 controls the opening time when the opening / closing member 48 of the variable start unit 46 is in the open state, the number of times the opening / closing member 48 opens and closes, and further the opening / closing time interval at which the opening / closing member 48 opens and closes. In addition, the main control unit 100 manages the number of times of reservation for executing the special symbol lottery when a game ball wins in the first start port 45, the number of times of reservation for executing the special symbol lottery when a game ball wins in the second start port 47, and the number of times of reservation for executing the normal symbol lottery when a game ball passes through the gate 44, and sends data related to these reservation numbers to the effect control unit 400.

[0065] The main control unit 100 controls the opening and closing operations of the big winning openings (the first big winning opening 50 and the second big winning opening 56) according to the result of the special symbol lottery (winning a big win or a small win). For example, the main control unit 100 controls to repeat the rounds in which the big winning opening (the first big winning opening 50 or the second big winning opening 56) is in the open state for a predetermined number of times (e.g., 15 times) until a predetermined condition (e.g., 29.5 seconds have elapsed or 10 game balls have been won) is satisfied. In addition, the main control unit 100 controls the opening and closing time intervals at which the big winning openings (the first big winning opening 50 and the second big winning opening 56) open and close.

[0066] When the main control unit 100 wins a small win in the special symbol lottery, it changes the opening and closing member 221 inside the first variable winning section 49 (the first big winning opening 50 that has become open due to winning a small win) from the closed state to the open state so that the game balls can pass through the specific area 224 (see FIG. 2). And in this case, when the game balls pass through the specific area 224, the main control unit 100 generates a big win.

[0067] The main control unit 100 changes the game state according to the progress of the game, and also changes the execution interval of the special symbol lottery (which may be said to be the time from when the special symbol is variably displayed on the main information display 59 until it stops being displayed), the opening and closing operations of the variable starting section 46, etc. according to the progress of the game.

[0068] When game balls win in the first starting opening 45, the second starting opening 47, the big winning openings (the first big winning opening 50 and the second big winning opening 56), and the normal winning opening 43, the main control unit 100 instructs the payout control unit 300 to pay out a predetermined number of prize balls per game ball according to the place where the game balls win. Note that even if the main control unit 100 detects that a game ball has passed through the gate 44, it does not instruct the payout control unit 300 to pay out the prize balls associated therewith. When the payout control unit 300 pays out prize balls according to the instruction of the main control unit 100, information regarding the number of prize balls paid out from the payout control unit 300 is sent to the main control unit 100. And the main control unit 100 manages the number of prize balls paid out based on the information obtained from the payout control unit 300.

[0069] The main control unit 100 displays (notifies) to the player the results of the special symbol lottery, the results of the normal symbol lottery, the number of holds in the special symbol lottery, the number of holds in the normal symbol lottery, the number of rounds of the big win game, and the like. Further, the main control unit 100 displays on the surface of the main control board the performance information that enables grasping of the actual performance of the gaming machine and the setting values for setting the degree of advantage of the game (the winning probability of the special symbol lottery). Further, the main control unit 100 clears the stored content of the RAM 103 in response to the operation of the store clerk of the game parlor or the like, and sets any one of a plurality of predetermined fixed values as the above-described setting values. Further, the main control unit 100 shifts to a setting change mode in which the above-described setting values can be changed or a setting confirmation mode in which the setting status of the above-described setting values can be confirmed in response to the operation of the store clerk of the game parlor or the like. Further, the main control unit 100 outputs information related to the game to the outside of the gaming machine (an information collection device such as a hall computer).

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

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

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

[0073] When the position of the lever 13 is in the neutral position, it enters the launch stop state without outputting a signal. When the lever 13 is rotated clockwise by the player, a signal corresponding to the rotation angle is output to the launch control unit 200 as a ball launch command signal. The launch control unit 200 controls the launch operation of the launch device 26 based on the ball launch command signal. For example, the launch control unit 200 controls the operation of the launch device 26 so that the speed at which the game ball is launched increases as the rotation angle of the lever 13 increases. When a signal indicating that a stop button (not shown) provided on the lever 13 has been pressed is output, the launch control unit 200 stops the operation of the launch device 26 from launching the game ball.

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

[0075] The payout control unit 300 controls the payout of payout balls based on a command sent from the main control unit 100. Specifically, the payout control unit 300 obtains from the main control unit 100 a command to payout a predetermined number of bonus balls according to the location where the game ball wins. Then, the payout device 95 is controlled to payout the number of bonus balls specified in the command.

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

[0077] The performance control unit 400 sets the performance content based on data indicating a special symbol lottery result or the like sent from the main control unit 100. Also, when the performance button 16 or the cross key 18 is pressed by the player, the performance control unit 400 may set the performance content according to the operation input and the detection result.

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

[0079] The video and audio control unit 500 controls the video to be displayed on the video display unit (main video display unit 70, sub-video display unit 71) and the audio output from the speaker 9 based on the command sent from the production control unit 400. Specifically, in the ROM 502 of the video and audio control unit 500, there are stored image data for displaying decorative pattern images for notifying special symbol lottery results, images of characters, items, etc. for displaying preview productions and advance preview productions, a hold icon indicating that the special symbol lottery is on hold, and various background images, etc., for displaying on the video display unit. Also, in the ROM 502 of the video and audio control unit 500, there are stored various audio data such as music and voices to be output from the speaker 9 in conjunction with the video displayed on the video display unit or independently of the displayed video. The CPU 501 of the video and audio control unit 500 selects and reads out, from the image data and audio data stored in the ROM 502, those corresponding to the command sent from the production control unit 400. Then, the CPU 501 performs image processing for background video display, decorative pattern image display, and character / item display, etc., to perform various production displays corresponding to the command sent from the production control unit 400. And the CPU 501 displays the image indicated by the image-processed image data on the video display unit. Also, the CPU 501 performs audio processing using the read audio data and outputs the audio indicated by the audio-processed audio data from the speaker 9. Also, the video and audio control unit 500 adjusts the volume output from the speaker 9 in response to a signal due to the operation of the rear key 170.

[0080] The lamp control unit 600 includes a CPU 601, a ROM 602, and a RAM 603. The CPU 601 performs arithmetic processing when controlling the panel lamp 10a, the frame lamp 10, the production button 16, the movable accessory 73, and the sub-information display 80. The ROM 602 stores programs and various data executed by the CPU 601. The RAM 603 is used as a working memory of the CPU 601, etc.

[0081] The lamp control unit 600 controls the lighting / flashing and emission color, etc. of the panel lamp 10a, the frame lamp 10, the effect button 16, and the movable accessory 73 based on the command sent from the effect control unit 400. Also, the lamp control unit 600 controls the operations of the effect button 16 and the movable accessory 73 based on the command sent from the effect control unit 400. Specifically, in the ROM 602 of the lamp control unit 600, lighting / flashing pattern data and emission color pattern data (emission pattern data) for the panel lamp 10a, etc. corresponding to the effect content set by the effect control unit 400 are stored. The CPU 601 selects and reads out, from the emission pattern data stored in the ROM 602, the one corresponding to the command sent from the effect control unit 400. Then, the CPU 601 controls the emission of the panel lamp 10a, etc. based on the read emission pattern data. Also, in the ROM 602, operation pattern data for the effect button 16 and the movable accessory 73 corresponding to the effect content set by the effect control unit 400 are stored. The CPU 601 selects and reads out, from the operation pattern data stored in the ROM 602, the one corresponding to the command sent from the effect control unit 400. Then, the CPU 601 controls the operations of the effect button 16 and the movable accessory 73 based on the read operation pattern data. Also, the lamp control unit 600 controls the display (lighting, etc.) of the sub-effect display 80 based on the command sent from the effect control unit 400.

[0082] Also, the lamp control unit 600 adjusts the light quantity of the lamps (LEDs) of the panel lamp 10a, the frame lamp 10, the effect button 16, and the movable accessory 73 in response to the signal due to the operation of the back key 170.

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

[0084] Note that the effect control unit 400 notifies the video and audio control unit 500 of the operation states of the effect button 16 and the cross keys 18 based on the operation data of the effect button 16 transmitted from the lamp control unit 600 and the operation data output from the cross keys 18. Here, the operation states of the effect button 16 and the cross keys 18 are information including whether an operation is being performed and what kind of operation is being performed (for example, a long press of the effect button 16 or pressing of the left direction key of the cross keys 18). Therefore, for example, when the effect button 16 is operated by the player, the operation state of the effect button 16 detected by the lamp control unit 600 is transmitted to the video and audio control unit 500 via the effect control unit 400. For this reason, the video and audio control unit 500 can also change the effect content and the like based on the operation states of the effect button 16 and the like transmitted from the effect control unit 400. In addition, the effect control unit 400 can also transmit a command to the lamp control unit 600 according to the operation data of the effect button 16 transmitted from the lamp control unit 600 to operate the movable accessory 73 and execute the movable accessory effect.

[0085] [Overview of the gaming state in this embodiment] Next, the gaming state of the gaming machine 1 in this embodiment will be described. As the gaming state of the gaming machine 1, there are at least a low probability state, a time-limited state, and a non-time-limited state. The low probability state is a gaming state in which the winning probability of the special symbol lottery is set to a normal low probability (for example, 1 / 300). Note that the gaming machine 1 in this embodiment is not provided with a high probability state in which the winning probability of the special symbol lottery is set to a higher probability (for example, 1 / 50) than the low probability state.

[0086] The non-time-limited state is a gaming state in which the execution time of the special symbol lottery is the normal time, and the winning probability of the normal symbol lottery is the normal low probability (for example, 1 / 10), and even when winning the normal symbol lottery, the variable start unit 46 is only released and controlled for a short time (for example, once every 0.10 seconds). For this reason, the non-time-limited state is a gaming state in which it is difficult for the game ball to enter the second start port 47.

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

[0088] In this embodiment, a gaming state controlled to be in the low-probability state and the non-time-saving state is referred to as a low-probability non-time-saving gaming state (sometimes referred to as the "normal gaming state"), and a gaming state controlled to be in the low-probability state and the time-saving state is referred to as a low-probability time-saving gaming state (sometimes referred to as the "time-saving gaming state"). Also, as described above, in this embodiment, since the high-probability state is not provided, it is not controlled to the high-probability time-saving gaming state (certain-variation gaming state) controlled to be in the high-probability state and the time-saving state. During the big win game, it will be controlled in the normal gaming state. However, since the big win game is being executed, it may be considered that it is controlled in the big win gaming state during the big win game.

[0089] Next, with reference to FIG. 5, the details of the above-mentioned "low-probability time-saving gaming state (time-saving gaming state)" will be described. In conventional gaming machines, it is mainstream to shift from the "low-probability non-time-saving gaming state (normal gaming state)" to the "low-probability time-saving gaming state (time-saving gaming state)" through the routes (a) and (b) in FIG. 5. In this embodiment, in addition to the conventional routes (a) and (b), a transition route to the "low-probability time-saving gaming state (time-saving gaming state)" is provided. Specifically, as shown in (c) of FIG. 5, when a predetermined condition is satisfied in the normal gaming state, it shifts to the "low-probability time-saving gaming state (time-saving gaming state)" without going through the big win game.

[0090] As an example of the "fulfillment of predetermined conditions", it can be mentioned that the number of times the variable display of the special symbol executed from the starting point has reached N times. For example, in the RAM 103, an area for counting and storing the number of times of the variable display of the special symbol in the "low-probability non-time-short game state (normal game state)" is provided, and when the number of times counted and stored in this area reaches N times, a transition is made from the "low-probability non-time-short game state (normal game state)" to the "low-probability time-short game state (time-short game state)".

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

[0092] As an example, the "starting point" can be a state where, for example, an RWM clear is performed in which the RWM clear switch 111a is operated and the stored information in the RAM 103 (information such as the number of times the special symbol lottery is executed and the number of big win times) is cleared. Also, for example, at the end of the "low-probability time-short game state (time-short game state)", that is, the state of (e) in FIG. 5 can be mentioned.

[0093] The upper limit number of times of the "low-probability time-short game state (time-short game state)" is, for example, 100 times when the transition occurs at (b) in FIG. 5. On the other hand, when the transition occurs at (a) in FIG. 5, it is, for example, 1000 times. That is, the upper limit number of times of the "low-probability time-short game state (time-short game state)" is larger when the transition occurs through the fulfillment of predetermined conditions without going through a big win game than when the transition occurs through a big win game.

[0094] This enables providing players with a basis for deciding whether to play the game, and reducing players who play the game blindly. Also, for example, when N is about 900 times, relief measures can be provided to players who have not won a big prize for a long time, which leads to preventing players from losing interest in the game. Regarding the number of times N, it should be made easy for players to grasp through magazines or the like. Also, when transitioning to the "low-probability short game state (short game state)" upon the fulfillment of predetermined conditions, the upper limit of the number of times in the "low-probability short game state (short game state)" is larger than when transitioning to the "low-probability short game state (short game state)" after a big prize game. Thus, it can make players want to actively play the "low-probability non-short game state (normal game state)", improving the operation of the gaming machine.

[0095] Regarding the "fulfillment of predetermined conditions", the number of rotations up to "N times" may be actively notified. For example, notification (display) such as "Entering the △△ state after ○○ more rotations!" may be performed on the main image display unit 70 or the like. On the other hand, it may be left as a suggestion without actively notifying. For example, when the number of rotations approaches "N times", a special effect mode (background, mode) may be set to suggest that it is approaching "N times".

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

[0097] [Main Processing by the Main Control Unit 100] First, while referring to FIG. 6, the main processing executed by the main control unit 100 will be described. This main processing starts when the power of the gaming machine 1 is turned on and is continuously executed while the main control unit 100 is activated.

[0098] In step S901 of FIG. 6, first, the CPU 101 waits, for example, for 2000 ms, and the process proceeds to step S902. Although not shown, when the power of the gaming machine 1 is turned on, the CPU 401 of the effect control unit 400 becomes capable of receiving a signal from the main control unit 100 without performing a waiting process. That is, the CPU 401 of the effect control unit 400 can start processing earlier than the CPU 101 of the main control unit 100.

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

[0100] In step S903, the CPU 101 determines whether the RAM clear switch 111a is "ON". If the determination in step S903 is YES, the process proceeds to step S904, and if this determination is NO, the process proceeds to step S907.

[0101] In step S904, the CPU 101 performs a RAM clear. Here, since the RAM clear is a well-known technique, a detailed description is omitted, but it is to set various information (information indicating the gaming state, information on the number of executions of the special symbol lottery, etc.) stored in the RAM 103 to a predetermined initial state. After that, the process proceeds to step S905.

[0102] In step S905, the CPU 101 sets a work area at the time of RAM clear, and the process proceeds to step S906.

[0103] In step S906, the CPU 101 performs initial settings for the peripheral units. Here, the peripheral units are the effect control unit 400, the payout control unit 300, etc. The initial settings for the peripheral units are performed by sending initial setting commands for instructing the execution of initial settings to the respective control units. After that, the process proceeds to step S910.

[0104] In step S907, the CPU 101 determines whether the backup flag is "ON". The backup flag is a flag that is turned on when the generation of backup data is successfully completed at the time of power-off, and is a flag indicating the validity of the generated backup data in association with the generated backup data. If the determination in step S907 is YES, the process proceeds to step S908; if this determination is NO, the process proceeds to step S904.

[0105] In step S908, the CPU 101 determines whether the checksum is normal. If the determination in step S908 is YES, the process proceeds to step S909; if this determination is NO, the process proceeds to step S904.

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

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

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

[0109] In step S912, the CPU 101 sets to prohibit the interrupt of the timer interrupt process, and the process proceeds to step S913.

[0110] In step S913, the CPU 101 updates (increments) various initial value random numbers, and the process proceeds to step S914. Here, the initial value random numbers are random numbers for determining the start values of various random numbers (big win random numbers, symbol random numbers, reach random numbers, variation pattern random numbers) that are incrementally updated in the timer interrupt process (see FIG. 9) described later. A plurality of initial value random numbers are prepared corresponding to the various random numbers. The initial value random numbers are incrementally updated in both the timer interrupt process (see FIG. 9) that occurs every predetermined CTC period (4 ms) and the main process (see FIG. 6) that is processed during the remaining time (that is, the time obtained by subtracting the processing time required for the timer interrupt process from this predetermined CTC period). After reaching the maximum value (for example, 299) of the set random numbers, they return to the minimum value (for example, 0) again. Also, since this remaining time varies depending on the processing status of the CPU 101, it is an irregular time, and the number of updates of the initial value random numbers updated by the remaining time is also irregular. On the other hand, although details will be described later, since other various random numbers (big win random numbers, symbol random numbers, reach random numbers, variation pattern random numbers) are updated only in the timer interrupt process (see FIG. 9), the processing cycles of the random number update processes are different from those of the initial value random numbers. Thus, due to the different processing cycles, for example, even if the random number ranges of the initial value random numbers and the big win random numbers are the same (for example, 0 to 299), the values of the initial value random numbers obtained as the start values of the big win random numbers will be irregular each time. Therefore, it is possible to make it difficult to predict the timing at which the big win random number value that generates a big win is obtained.

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

[0112] [Power-off Monitoring Process by Main Control Unit 100] FIG. 7 is a detailed flowchart of the power-off monitoring process in step S911 of FIG. 6. In step S9111 of FIG. 6, the CPU 101 prohibits the interrupt process, and the process proceeds to step S9112.

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

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

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

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

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

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

[0119] [Recovery Process by Main Control Unit 100] FIG. 8 is a detailed flowchart of the recovery process in step S909 of FIG. 6. First, in step S9091 of FIG. 8, the CPU 101 sets the working area of the RAM 103 at the time of recovery, and the process proceeds to step S9092.

[0120] In step S9092, the CPU 101 refers to the information of the RAM 103, checks the information regarding the gaming state at the time of power-off, the number of reserved special symbol draws, etc., and transmits a recovery notification command including the information to the effect control unit 400. In this way, the CPU 101 transmits a recovery notification command indicating the state at the time of power-off to the effect control unit 400 in order to notify that the power supply to the gaming machine 1 has been restored. By the process of this step S9092, the effect control unit 400 can check the gaming state, etc. before the power-off.

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

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

[0123] [Timer Interrupt Processing of the Main Control Unit] Next, the timer interrupt processing executed in the main control unit 100 will be described. FIG. 9 is a flowchart showing an example of the timer interrupt processing performed by the main control unit 100. Hereinafter, with reference to FIG. 9, the timer interrupt processing performed in the main control unit 100 will be described. The main control unit 100 repeatedly executes a series of processes shown in FIG. 9 every fixed time (4 milliseconds) during normal operation excluding special cases such as at the time of power-on or power-off. Note that the processes performed by the main control unit 100 described based on the flowchart after FIG. 9 are executed based on the program stored in the ROM 102.

[0124] First, in step S1, the CPU 101 of the main control unit 100 executes a random number update process for updating various random numbers such as jackpot random numbers, symbol random numbers, reach random numbers, and variation pattern random numbers, and updating the respective initial value random numbers that serve as start values when each random number is updated by counting up. Here, the jackpot random number is a random number for determining the winning or losing of the special symbol lottery (that is, conducting the special symbol lottery). The symbol random number is a random number for determining the type of jackpot when winning the special symbol lottery. Note that the determination of winning or losing the special symbol lottery and the determination of the type of jackpot when winning can be considered together as the special symbol lottery. The jackpot random number and the symbol random number are random numbers used in the process of step S407 in FIG. 11 described later. The reach random number is a random number for determining whether to perform a reach effect when losing the special symbol lottery. The variation pattern random number is a random number for determining the variation pattern that defines the variation time of the special symbol, etc. Here, the variation time of the special symbol is equal to the execution time of the notification effect (variation effect) executed in synchronization with the variation of this special symbol. The reach random number and the variation pattern random number are used in the process of step S408 in FIG. 11 described later. In the random number update process of step S1, the jackpot random number, the symbol random number, the reach random number, the variation pattern random number, etc. are each updated by adding 1. That is, they are counted up. Then, each random number is acquired in the start port switch (SW) process of step S2 and the gate switch (SW) process of step S3, and is used in the special symbol process of step S4 and the normal symbol process of step S5 described later. Note that the counter that performs the process of this step S1 is typically a loop counter, and after reaching the maximum value of the set random number (for example, 299 for the variation pattern random number), it returns to 0 again (that is, it circulates). Also, in the random number update process of step S1, each counter of the jackpot random number, the symbol random number, the reach random number, the variation pattern random number, etc. acquires the initial value random number corresponding to each random number at that time when the count of the loop counter makes one round, and uses the value of the initial value random number as the start value to newly start the count of the loop counter.Note that the random number ranges such as the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number may be arbitrarily set. However, by setting each to a different range, it is preferable to set them so that the value of the counter (count value) does not synchronize among these random numbers.

[0125] Next, in step S2, the CPU 101 monitors the states of the first start port switch 45a and the second start port switch 47a. When it is determined that a game ball has won a prize at the first start port 45 or the second start port 47, the CPU 101 executes a start port switch process that performs processes related to the hold numbers U1 of the first special symbol lottery and U2 of the second special symbol lottery and processes for obtaining various random numbers. The details of this start port switch process will be described in detail later with reference to FIG. 10.

[0126] Next, in step S3, the CPU 101 monitors the state of the gate switch 44a. When it is determined that a game ball has passed through the gate 44, the CPU 101 determines whether the hold number of the normal symbol lottery is less than the upper limit value (for example, 4). If it is determined that the hold number is less than the upper limit value, the CPU 101 executes a gate switch process for obtaining the random number used in the normal symbol process in step S5 described later.

[0127] Next, in step S4, the CPU 101 executes the first special symbol lottery or the second special symbol lottery. After variably displaying the special symbol on the first special symbol display 60 or the second special symbol display 61, the CPU 101 executes a stop symbol display process showing the lottery results and a special symbol process for transmitting various commands to the effect control unit 400. The details of this special symbol process will be described in detail later with reference to FIG. 11.

[0128] Next, in step S5, the CPU 101 executes a normal symbol process to determine whether the random number obtained in the gate switch process in step S3 matches a predetermined winning random number. Then, after causing the normal symbol display 62 to variably display the normal symbol, the CPU 101 causes the normal symbol indicating the determination result to be stopped and displayed. Specifically, the CPU 101 sets the normal symbol variation time, which is stopped and displayed after variably displaying the normal symbol, to, for example, 10 seconds in the non-time shortening state and shortens it to, for example, 0.5 seconds in the time shortening state. Further, the CPU 101 sets the probability that the normal symbol displayed on the normal symbol display 62 becomes a predetermined winning symbol (that is, the winning probability of the normal symbol lottery) to a low probability (for example, 1 / 10) in the non-time shortening state and raises it to a high probability (for example, 10 / 10) in the time shortening state.

[0129] Next, in step S6, when it is determined in the special symbol process in step S4 that the player has won the special symbol lottery (in the case of a big win) or when it is determined that the player has won a small win in the special symbol lottery, the CPU 101 controls the big winning opening / closing units (the first big winning opening / closing unit 51b and the second big winning opening / closing unit 57b) to execute a big winning opening process that causes the big winning openings (the first big winning opening 50 and the second big winning opening 56) to perform a predetermined opening / closing operation. Further, the CPU 101 transmits various commands regarding the big win game performance executed during the big win game and the small win game performance executed during the small win game to the effect control unit 400. By this process, the big win game (special game) and the small win game proceed, and the player can obtain a large number of prize balls. This big winning opening process will be described in detail later with reference to FIGS. 16 to 18.

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

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

[0132] Next, in step S9, the CPU 101 executes an output process of outputting various commands set in the RAM 103 and information necessary for the effect in the start opening switch process in step S2, the special symbol process in step S4, the big winning opening process in step S6, the prize ball process in step S8, etc. to the effect control unit 400 or the payout control unit 300. Note that every time a game ball wins in the first start opening 45, the second start opening 47, the first big winning opening 50, the second big winning opening 56, and the normal winning opening 43, the CPU 101 sets a winning command for notifying that the game ball has won in each winning opening in the RAM 103, and outputs the winning command to the effect control unit 400 or the payout control unit 300.

[0133] [Start Opening Switch Process] FIG. 10 is an example of a detailed flowchart of the start opening switch process in step S2 of FIG. 9. Hereinafter, the start opening switch process in step S2 of FIG. 9 will be described with reference to FIG. 10.

[0134] First, in step S201, the CPU 101 of the main control unit 100 determines whether a game ball has won a prize at the first start port 45 based on the output signal from the first start port switch 45a. If the determination in step S201 is YES, the process proceeds to step S202. If this determination is NO, the process proceeds to step S207.

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

[0136] In step S203, the CPU 101 updates the value of the number of held draws U1 stored in the RAM 103 to a value obtained by adding 1. Also, the CPU 101 sets a winning command in the RAM 103 for notifying the effect control unit 400 that a game ball has won a prize at the first start port 45. This winning command is transmitted to the effect control unit 400 by the output process in step S9 of FIG. 9. After that, the process proceeds to step S204.

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

[0138] In step S205, the CPU 101 performs a pre-determination process and stores each set of random numbers (game information) acquired in step S204 in the RAM 103 in chronological order. Specifically, based on whether or not the jackpot random number of the random number set such as the jackpot random number acquired in the process of the latest step S204 matches a predetermined value or the like stored in the ROM 102, the CPU 101 pre-determines whether or not the result of the first special symbol lottery using this jackpot random number is a jackpot, whether or not to execute a reach effect, and the like. That is, the determination necessary for executing a preview notice effect or a hold change notice effect (hold change effect) is pre-determined prior to the processes of steps S407 and S408 in FIG. 11 described later. Note that when winning a minor jackpot in the special symbol lottery, there is a high probability that a game ball passes through a specific area 224 (see FIG. 2) in the minor jackpot game and a jackpot occurs. However, in the present embodiment, there is no minor jackpot in the first special symbol lottery, so the pre-determination process in step S205 does not pre-determine whether or not it is a minor jackpot. Thereafter, each set of random numbers (hold data of the first special symbol lottery) used in the pre-determination is stored in the RAM 103 in chronological order. Note that each time the value of the hold number U1 of the first special symbol lottery is decremented by 1 by the process of step S406 in FIG. 11 described later, the above-described random number sets stored in the RAM 103 are deleted one set at a time in order from the earliest storage time. Therefore, for example, when the value of the hold number U1 of the first special symbol lottery is "3", the latest three sets of the above-described random numbers acquired by the processes of the latest three steps S204 are stored in the RAM 103 in chronological order. Thereafter, the process proceeds to step S206.

[0139] In step S206, the CPU 101 sets a first hold count increment command for notifying that the hold count of the first special symbol lottery has increased by 1 in the RAM 103. Here, this first hold count increment command includes information indicating the result of the preliminary determination performed in the process of step S205 (hereinafter referred to as "preliminary determination information"). Note that by outputting the first hold count increment command including this preliminary determination information in the output process of step S9 in FIG. 9, the lottery result for the hold of the first special symbol lottery is notified from the main control unit 100 to the effect control unit 400 before the symbol variation in the first special symbol lottery is started. Thereafter, the process proceeds to step S207.

[0140] In step S207, the CPU 101 determines whether or not a game ball has won in the second start port 47 based on the output signal from the second start port switch 47a. If the determination in step S207 is YES, the process proceeds to step S208, and if this determination is NO, the process proceeds to step S3 (gate switch process) in FIG. 9.

[0141] In step S208, the CPU 101 reads the upper limit value Umax2 (in this embodiment, "4") of the hold count of the second special symbol lottery from the ROM 102, and determines whether or not the hold count U2 of the second special symbol lottery stored in the RAM 103 is less than the upper limit value Umax2. If the determination in step S208 is YES, the process proceeds to step S209, and if this determination is NO, the process proceeds to step S3 (gate switch process) in FIG. 8.

[0142] In step S209, the CPU 101 updates the value of the hold count U2 stored in the RAM 103 to a value obtained by adding 1. Further, the CPU 101 sets a winning command for notifying the effect control unit 400 that a game ball has won in the second start port 47 in the RAM 103. This winning command is transmitted to the effect control unit 400 by the output process of step S9 in FIG. 9. Thereafter, the process proceeds to step S210.

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

[0144] In step S211, the CPU 101 performs a pre-determination process and stores each set of random numbers (game information) acquired in step S210 in the RAM 103 in chronological order. Specifically, the CPU 101 determines in advance whether the jackpot random number and the like in the set of random numbers such as the jackpot random number acquired in the process of the most recent step S210 match a predetermined value or the like stored in the ROM 102, and whether the result of the second special symbol lottery using this jackpot random number is a jackpot or a minor jackpot, or whether to execute a reach effect. That is, the determination necessary for executing a preview effect or a hold change preview effect (hold change effect) is pre-determined prior to the processes of steps S407 and S408 in FIG. 11 described later. Note that when winning a minor jackpot in the special symbol lottery, since a game ball passes through the specific area 224 (see FIG. 2) with a high probability in the minor jackpot game and a jackpot occurs, it is also pre-determined whether it is a minor jackpot in the pre-determination process of step S211. Thereafter, each set of random numbers (hold data of the second special symbol lottery) used in the pre-determination is stored in the RAM 103 in chronological order. Note that each time the value of the hold number U2 of the second special symbol lottery is decremented by 1 by the process of step S404 in FIG. 11 described later, the set of random numbers stored in the RAM 103 is deleted one set at a time in order from the earliest storage time. Therefore, for example, when the value of the hold number U2 of the second special symbol lottery is "3", the most recent three sets of the above random numbers acquired by the process of the most recent three steps S210 are stored in the RAM 103 in chronological order. Thereafter, the process proceeds to step S212.

[0145] In step S212, the CPU 101 sets a second hold count increase command in the RAM 103 to notify that the hold count of the second special symbol lottery has increased by 1. Here, this second hold count increase command includes information (preliminary determination information) indicating the result of the preliminary determination performed in the process of step S211. Note that when the second hold count increase command including this preliminary determination information is output by the output process of step S9 in FIG. 9, the lottery result for the hold of the second special symbol lottery is notified from the main control unit 100 to the effect control unit 400 before the symbol variation in the second special symbol lottery is started. Thereafter, the process proceeds to step S3 (gate switch process) in FIG. 9.

[0146] [Special Symbol Processing] FIG. 11 is an example of a detailed flowchart of the special symbol processing in step S4 of FIG. 9. Hereinafter, with reference to FIG. 11, the special symbol processing in step S4 of FIG. 9 will be described.

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

[0148] In step S402, the CPU 101 determines whether it is during the variation display period of the special symbol by the first special symbol display 60 or the second special symbol display 61. Note that the variation display period of the special symbol referred to here includes the prescribed special symbol stop display period (prescribed time; 0.5 seconds) provided immediately after the variation of the special symbol stops. If the determination in step S402 is YES, the process proceeds to step S411, and if this determination is NO, the process proceeds to step S403.

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

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

[0151] On the other hand, in step S405, the CPU 101 determines whether the number of pending draws U1 stored in the RAM 103 is 1 or more (that is, whether the first special symbol lottery is pending). If the determination in step S405 is YES, the process proceeds to step S406, and if this determination is NO, since there is no special symbol lottery to be executed, the process proceeds to step S415.

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

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

[0154] In step S407, the CPU 101 executes a jackpot determination process for determining whether the result of the special symbol lottery is a jackpot, a loss, or the like. Specifically, when executing the process of step S407 following the process of step S404, the CPU 101 determines whether the jackpot random number read from the RAM 103 in the process of this step S404 matches the winning value of the jackpot stored in the ROM 102, etc., and based on this, determines whether the result of the second special symbol lottery is a jackpot, a minor jackpot (which can also be considered a specific loss beneficial to the player), or a loss. On the other hand, when executing the process of step S407 following the process of step S406, the CPU 101 determines whether the result of the first special symbol lottery is a jackpot or a loss based on whether the jackpot random number read from the RAM 103 in the process of this step S406 matches the winning value of the jackpot stored in the ROM 102. As described above, in this embodiment, the minor jackpot is provided only in the second special symbol lottery, and the winning probability of the minor jackpot is, for example, 1 / 10. And when the CPU 101 determines that the result of the special symbol lottery is a loss, it sets a loss symbol indicating a loss in the special symbol lottery as the stopped symbol of the special symbol in the setting information in the RAM 103. On the other hand, when the CPU 101 determines that the result of the special symbol lottery is a jackpot, it determines the type of this jackpot based on which of the predetermined values stored in the ROM 102 the symbol random number read from the RAM 103 together with the jackpot random number used for this determination matches. In this embodiment, as an example, there are a time-saving jackpot set to the time-saving game state after the jackpot game and a normal jackpot set to the normal game state after the jackpot game. Also, in this embodiment, for the first special symbol lottery, the time-saving jackpot is assigned 50% and the normal jackpot is assigned 50%, and for the second special symbol lottery, the time-saving jackpot is assigned 100%. Also, the time-saving game state set after the execution of the jackpot game of the time-saving jackpot is executed up to 100 rotations (until the special symbol lottery is executed 100 times) (except when ended by the next jackpot). Then, the CPU 101 sets the information such as the fact of winning a jackpot or a minor jackpot, and in the case of winning a jackpot, the information of the jackpot symbol representing the type of jackpot, as the information of the stopped symbol of the special symbol in the setting information in the RAM 103.Thereafter, the process proceeds to step S408.

[0155] [Variable Pattern Selection Process] In step S408, the CPU 101 executes a variable pattern selection process. Specifically, in step S408, when in the normal game state (non-time-shortening state), the CPU 101 uses the variable pattern determination tables HT1-1 and HT1-2 shown in FIGS. 12 and 13, and when in the time-shortening game state, the CPU 101 uses the variable pattern determination tables HT2-1 and HT2-2 shown in FIGS. 14 and 15 to determine (select) a variable pattern for each special symbol lottery. Here, this variable pattern is the special symbol variation time, which is the time from when a special symbol is variably displayed on the special symbol display devices (60, 61) until it stops being displayed (definitely stops being displayed). This special symbol variation time is synchronized with and is the same as the execution time of the notification effect. Note that hereinafter, the variable pattern determination tables HT1-1, HT1-2, HT2-1, and HT2-2 may be simply referred to as HT1-1, HT1-2, HT2-1, and HT2-2.

[0156] First, the case of selecting a variable pattern using HT1-1 and HT1-2 shown in FIGS. 12 and 13 in the normal game state (non-time-shortening state) will be described. FIG. 12 is a table used for variable pattern determination when the first special symbol lottery is executed in the process of step S407 in the normal game state (non-time-shortening state). FIG. 13 is a table used for variable pattern determination when the second special symbol lottery is executed in the process of step S407 in the normal game state (non-time-shortening state).

[0157] [Non-Time-Shortening State / Variable Pattern Selection Process in the First Special Symbol Lottery] Hereinafter, with reference to FIG. 12, the determination of the variable pattern when the first special symbol lottery is executed in the process of step S407 in the normal game state (non-time-shortening state) will be described.

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

[0159] Note that "reach" (reach effect) is an effect that, in a notification effect, when a variably-displayed decoration symbol that is finally stopped among, for example, a plurality of decoration symbols is stopped and displayed (temporarily stopped) as a specific symbol, it is expected to form a jackpot symbol pattern in combination with other symbols that are already stopped (temporarily stopped). Typically, the decoration symbols on the right and left stop (temporarily stop) with the same symbol (e.g., 7), and the central decoration symbol that is finally stopped is expected to stop (temporarily stop) with the same symbol (e.g., 7) (i.e., to form 777). This state of reach may also be referred to as the reach state. Also, "SP reach" (SP reach effect) is generally called super reach or special reach. It is an effect that is executed in the reach state and is expected to result in an even bigger win than the above-mentioned reach. For example, it is an effect of a video where the main character's character battles an enemy character. Further, "SPSP reach" (SPSP reach effect) is generally called super-super reach or special-special reach. It is an effect that is executed in the reach state and is expected to result in an even bigger win than the SP reach. For example, it is an effect of a video where the main character's character battles the enemy boss character.

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

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

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

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

[0164] Also, when the number of holds in the first special symbol lottery is "1", "2", "3, 4", the CPU 101 determines the variation pattern in basically the same manner as when the number of holds in the first special symbol lottery is "0" described above. However, when the number of holds in the first special symbol lottery is "1", "2", "3, 4", as shown in HT1-1, for each case where the number of holds in the first special symbol lottery is "0" described above, a variation pattern "8" is added where the type of the production pattern of the notification production is "immediate loss" and the variation time of the special symbol is "12 seconds", and also the allocation of the reach random number and the variation pattern random number is different.

[0165] [Non-time-short state / Variation pattern selection process in the second special symbol lottery] The determination of the variation pattern when the second special symbol lottery is executed in the normal game state (non-time-limited state) using FIG. 13 will be described below. In step S408, the CPU 101 performs processing basically the same as the variation pattern determination processing described with reference to FIG. 12 to determine the variation pattern. However, the CPU 101 uses HT1-2 shown in FIG. 13 to perform processing for the second special symbol lottery in this variation pattern determination processing, whereas in the variation pattern determination processing described with reference to FIG. 12, HT1-1 was used to perform processing for the first special symbol lottery. Also, in HT1-2 shown in FIG. 13, "the number of holdovers for the first special symbol lottery" is replaced with "the number of holdovers for the second special lottery", and variation patterns in the case of a small win are added, compared to HT1-1 shown in FIG. 12. Also, when it is determined in the big win determination processing of step S407 that a small win has occurred, in step S408, the CPU 101 determines the variation pattern based on which of the random numbers (any one of 0 to 299) read from the RAM 103 together with the big win random number used in this big win determination processing matches the random number values assigned to each variation pattern in the "small win" part of HT1-2. For example, if the variation pattern random number read from the RAM 103 together with the big win random number used in the big win determination processing of step S407 is "2", since it is included in the random number values "0 to 3" assigned to the variation pattern "11" in the "small win" part of HT1-2, "11" is determined as the variation pattern. Here, as shown in HT1-2, the variation patterns "11", "10", and "9" in the "small win" part correspond to the variation times of the special symbols (i.e., the execution times of the notification effects) of "15 seconds", "60 seconds", and "90 seconds", respectively, and also correspond to the types of the effect patterns of the notification effects, "reach per win", "SP per win", and "SPSP per win".

[0166] [Time-limited state / Variation pattern selection processing in the first special symbol lottery] Next, with reference to FIG. 14, the determination of the variation pattern when the first special symbol lottery is executed in the short-time game state (short-time state) in the process of step S407 will be described. In step S408, the CPU 101 performs processing basically the same as the variation pattern determination processing described with reference to FIG. 12 to determine the variation pattern. However, the CPU 101 uses HT1-1 in the variation pattern determination processing described with reference to FIG. 12 to perform processing for the first special symbol lottery in the normal game state (non-short-time state), whereas in this variation pattern determination processing, HT2-1 shown in FIG. 14 is used to perform processing for the first special symbol lottery in the short-time game state (short-time state), which is different. Here, in HT1-1 shown in FIG. 12, when the number of held first special symbol lotteries is from "1" to "4", the variation pattern "8" (corresponding to an immediate loss with a variation time of "2 seconds") could be determined, whereas HT2-1 shown in FIG. 14 is different in that the variation pattern "8" cannot be determined even when the number of held lotteries is from "1" to "4". That is, even when the number of held first special symbol lotteries is from "1" to "4", a short variation time of "2 seconds" is not determined.

[0167] [Short-time state / Variation pattern selection process in the second special symbol lottery] Next, with reference to FIG. 15, the determination of the variation pattern when the second special symbol lottery is executed in the short-time game state (short-time state) in the process of step S407 will be described. In step S408, the CPU 101 performs processing basically the same as the variation pattern determination processing described with reference to FIG. 13 to determine the variation pattern. However, the CPU 101 uses HT1-2 in the variation pattern determination processing described with reference to FIG. 13 to perform processing for the second special symbol lottery in the short-time game state (short-time state), whereas in this variation pattern determination processing, HT2-2 shown in FIG. 15 is used to perform processing for the second special symbol lottery in the short-time game state (short-time state), which is different. Also, as shown in FIG. 15, for HT2-2 compared to HT1-2 shown in FIG. 13, when the number of held lotteries is from "1" to "4", the allocation of the reach random number and the variation pattern random number is common, and the variation pattern corresponding to "no reach" is only "8".

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

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

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

[0171] In step S411, the CPU 101 determines whether or not the special symbol variation time indicated by the variation pattern set in the variation pattern selection process in step S408 has elapsed since the start of the variable display of the special symbol in step S410. If the determination in step S411 is YES, the process proceeds to step S412, and if this determination is NO, the process proceeds to step S5 (normal symbol process) in FIG. 9.

[0172] In step S412, the CPU 101 sets a notification effect stop command (symbol determination command) for instructing the end of the notification effect by the image display units (70, 71), etc. in the RAM 103. Then, the process proceeds to step S413. Note that the notification effect stop command set in step S412 is transmitted to the effect control unit 400 by the output process of step S9 in FIG. 9.

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

[0174] In step S414, the CPU 101 executes the stop process. Specifically, when the CPU 101 determines that a jackpot has occurred in the jackpot determination process of step S407, it changes the information stored in the RAM 103 (for example, information by a flag) to indicate that it is in the middle of a jackpot game, and sets an opening command for instructing the start of the jackpot game effect in the RAM 103. Also, when the CPU 101 determines that a minor win has occurred in the jackpot determination process of step S407, it changes the information stored in the RAM 103 (for example, information by a flag) to indicate that it is in the middle of a minor win game, and sets an opening command for instructing the start of the minor win game effect in the RAM 103. Note that the opening commands for the jackpot game and the minor win game are transmitted to the effect control unit 400 by the output process of step S9 in FIG. 9 when a specified time (0.5 seconds) has elapsed from the start of the stopped display of the special symbol in the process of step S413, and the jackpot game effect or the minor win game effect is started.

[0175] In step S415, the CPU 101 determines whether a customer waiting command and a game state notification command indicating the current game state have already been transmitted in the process of step S416 (described later). Here, the customer waiting command is a command that is transmitted when there is no reservation for a special symbol lottery at the time when the stop display of the special symbol ends, and is a command for notifying that the game machine has entered a state where a notification effect for reporting the lottery result of the special symbol lottery is not being executed (a so-called customer waiting state). If the determination in step S415 is YES, the process proceeds to step S5 (normal symbol process) in FIG. 9, and if this determination is NO, the process proceeds to step S416.

[0176] In step S416, the CPU 101 sets the customer waiting command and the game state notification command in the RAM 103. This customer waiting command and game state notification command are transmitted to the effect control unit 400 by the output process in step S9 of FIG. 9, and based on the customer waiting command, a predetermined stop effect (for example, an effect during customer waiting in which a decorative symbol is stopped and displayed) is started. Note that when a predetermined time (for example, 90 seconds) has elapsed since the start of the above-described stop effect, a customer waiting effect is started. Here, the customer waiting effect is, for example, an effect of displaying an image related to content (such as an animation or a story) themed on the gaming machine 1 on the image display units (70, 71), or an effect of displaying a part of a predetermined effect (for example, a SP reach effect) executed during the game on the image display unit. Thereafter, the process proceeds to step S5 (normal symbol process) in FIG. 9.

[0177] [Big winning opening process] FIGS. 16 to 18 are an example of a detailed flowchart of the big winning opening process in step S6 of FIG. 9. Hereinafter, the big winning opening process in step S6 of FIG. 9 will be described with reference to FIGS. 16 to 18.

[0178] First, in step S601, the CPU 101 of the main control unit 100 determines whether it is in a small hit game based on the information (e.g., flag information) stored in the RAM 103. If the determination in step S601 is YES, the process proceeds to step S602. If this determination is NO, the process proceeds to step S651 in FIG. 17.

[0179] In step S602, the CPU 101 determines whether it is during the opening of the small hit game based on the information stored in the RAM 103. If the determination in step S602 is YES, the process proceeds to step S603. If this determination is NO, the process proceeds to step S606.

[0180] In step S603, the CPU 101 determines whether the set opening time that defines the execution time of the opening of the small hit game has elapsed. If the determination in step S603 is YES, the process proceeds to step S604. If this determination is NO, since the opening has not ended, the process proceeds to step S651 in FIG. 17.

[0181] In step S604, the CPU 101 controls the first large winning opening unit 51b to start the opening control of the first large winning opening 50. By this process, the round (round game) of the small hit game is started and the opening operation (one opening operation) of the first large winning opening 50 is started. Note that the number of rounds executed in the small hit game is one. Thereafter, the process proceeds to step S605.

[0182] In step S605, the CPU 101 sets a round start notification command for notifying the start of the round (round game start) of the small hit game in the RAM 103. This round start notification command is transmitted to the effect control unit 400 by the output process in step S9 of FIG. 9, and the round effect corresponding to the round of the small hit game is started. Thereafter, the process proceeds to step S607.

[0183] In step S606, the CPU 101 determines whether it is during the ending of the small hit game based on the information stored in the RAM 103. If the determination in step S606 is YES, the process proceeds to step S619. If this determination is NO, the process proceeds to step S607.

[0184] In step S607, the CPU 101 determines whether it is the timing to open the specific area 224 (see FIG. 2) inside the first large winning opening 50 (the first variable winning section 49). This timing is the timing when a predetermined time (for example, 3 seconds) has elapsed since the first large winning opening 50 was opened in step S604. If the determination in step S607 is YES, the process proceeds to step S608. If this determination is NO, the process proceeds to step S609.

[0185] In step S608, the CPU 101 controls the specific area opening / closing section 150 to set the opening / closing member 221 to the open state and starts the specific area opening control that allows the game balls to pass through the specific area 224. Thereafter, the process proceeds to step S609.

[0186] In step S609, the CPU 101 determines whether a prescribed opening control time (for example, 5 seconds) has elapsed since the start of the opening control of the specific area 224 in the process of step S608. That is, it determines whether a prescribed time (for example, 5 seconds) for opening the specific area 224 has elapsed. If the determination in step S609 is YES, the process proceeds to step S610. If this determination is NO, the process proceeds to step S611.

[0187] In step S610, the CPU 101 controls the specific area opening / closing section 150 to set the opening / closing member 221 to the closed state and ends the opening control of the specific area 224. Thereafter, the process proceeds to step S611.

[0188] In step S611, the CPU 101 determines whether a game ball has passed through the specific area 224 based on the output signal from the specific area switch 151. If the determination in step S611 is YES, the process proceeds to step S612. If this determination is NO, the process proceeds to step S613.

[0189] In step S612, the CPU 101 sets the occurrence of a short-time jackpot and sets a specific area passage notification command indicating that a game ball has passed through the specific area 224 in the RAM 103. This specific area passage notification command is transmitted to the effect control unit 400 by the output process in step S9 of FIG. 9, and an effect for notifying that a game ball has passed through the specific area 224 and a short-time jackpot has occurred is executed. Thereafter, the process proceeds to step S613.

[0190] In step S613, the CPU 101 determines whether a game ball has won in the first major winning port 50 based on the output signal from the first major winning port switch 50a. If the determination in step S613 is YES, the process proceeds to step S614. If this determination is NO, the process proceeds to step S615.

[0191] In step S614, the CPU 101 updates the number C of winning game balls stored in the RAM 103 to a value obtained by adding 1. By executing the process of step S614 every time a game ball wins in the first major winning port 50, the total number (winning number C) of game balls that have won in the first major winning port 50 during the round of the small win game is accumulated and stored in the RAM 103. Also, the CPU 101 sets a winning command in the RAM 103 for notifying the effect control unit 400 that a game ball has won in the first major winning port 50. This winning command is transmitted to the effect control unit 400 by the output process in step S9 of FIG. 9, and the winning process instruction in step S129 of FIG. 21 is executed. Thereafter, the process proceeds to step S615.

[0192] In step S615, the CPU 101 determines whether or not a prescribed opening control time (29.5 seconds in this embodiment) has elapsed since the start of the opening control of the first major winning opening 50 in the process of step S604. If the determination in step S615 is YES, the process proceeds to step S617. If this determination is NO, the process proceeds to step S616.

[0193] In step S616, the CPU 101 determines whether or not the number of winning game balls C in the round of the small winning game has reached the upper limit number of game balls Cmax (which is "10" in this embodiment) that defines the timing at which the first major winning opening 50 is closed. If the determination in step S616 is YES, the process proceeds to step S617. If this determination is NO, the process proceeds to step S651 in FIG. 17.

[0194] In step S617, the CPU 101 controls the first major winning opening opening / closing unit 51b to end the opening control of the first major winning opening 50 started in step S604. Thus, the CPU 101 closes the first major winning opening 50 on the condition that the total number of game balls (winning number C) detected by the first major winning opening switch 50a has reached 10 (Cmax) before 29.5 seconds have elapsed since the first major winning opening 50 was opened, or 29.5 seconds have elapsed since the first major winning opening 50 was opened during the round of the small winning game. Thereafter, the process proceeds to step S618.

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

[0196] In step S619, the CPU 101 determines whether or not a predetermined set ending time (for example, 5 seconds) has elapsed. If the determination in step S619 is YES, the process proceeds to step S620, and if this determination is NO, the process proceeds to step S651 in FIG. 17.

[0197] In step S620, the CPU 101 ends the small win game. Specifically, the CPU 101 releases the setting information (for example, flag information) stored in the RAM 103 indicating that it is during the small win game, and ends the small win game. Then, the process proceeds to step S621.

[0198] In step S621, the CPU 101 determines whether or not the occurrence of the time-saving jackpot was set in step S612. That is, it determines whether or not the game ball has passed through the specific area 224. If the determination in step S621 is YES, the process proceeds to step S622, and if this determination is NO, the process proceeds to step S651 in FIG. 17.

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

[0200] By the processes of steps S601 to S622 described above, a small win game is executed, and during the small win game, a game ball passes through the specific area 224 with a high probability, and a time shortening jackpot occurs.

[0201] In step S651 of FIG. 17, the CPU 101 determines whether it is during a jackpot game based on the information stored in the RAM 103. If the determination in step S651 is YES, the process proceeds to step S652, and if this determination is NO, the process proceeds to step S7 (second start port opening / closing process) in FIG. 9.

[0202] In step S652, the CPU 101 determines whether it is during the opening of the jackpot game based on the information stored in the RAM 103. If the determination in step S652 is YES, the process proceeds to step S653, and if this determination is NO, the process proceeds to step S659.

[0203] In step S653, the CPU 101 determines whether or not the set opening time that defines the execution time of the opening of the big win game has elapsed. If the determination in step S653 is YES, the process proceeds to step S654. If this determination is NO, since the opening has not ended, the process proceeds to step S7 (second start port opening / closing process) in FIG. 9.

[0204] In step S654, the CPU 101 sets the total number of rounds Rmax of the big win game and the operation pattern of the second large winning port 56 of the big win game, and sets the setting information in the RAM 103. Specifically, the CPU 101 sets the number of rounds (Rmax: "15" in this embodiment) included in the big win game and the operation pattern of the second large winning port 56 during the big win game, and sets the setting information in the RAM 103. By the process of step S654, the total number of rounds Rmax of the big win game, the interval time between rounds during the big win game, the set ending time which is the time for performing the ending effect at the end of the big win game, etc. are set. Then, the process proceeds to step S655.

[0205] In step S605, the CPU 101 resets the number of winning game balls C to the second large winning port 56 stored in the RAM 103 to "0". Then, the process proceeds to step S656.

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

[0207] In step S657, the CPU 101 controls the second large winning port opening / closing unit 57b to start the opening control of the second large winning port 56. By this process, the round (round game) of the big win game is started and the opening operation (one opening operation) of the second large winning port 56 is started. Then, the process proceeds to step S658.

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

[0209] In step S659, the CPU 101 determines whether it is during the interval of the jackpot game based on the information stored in the RAM 103. If the determination in step S659 is YES, the process proceeds to step S660. If this determination is NO, the process proceeds to step S661.

[0210] In step S660, the CPU 101 determines whether the set interval time during the jackpot game set in the process of step S654 has elapsed since the time when the second big winning port 56 was closed at the end of the previous round during the jackpot game. If the determination in step S660 is YES, since it is the timing to start the next round during the jackpot game, the process proceeds to step S655. If this determination is NO, since it is not the timing to start the next round during the jackpot game, the process proceeds to step S7 (second start port opening / closing process) in FIG. 9.

[0211] In step S661, the CPU 101 determines whether the state of the gaming machine 1 is during the execution of the ending effect of the jackpot game based on the information stored in the RAM 103. If the determination in step S661 is YES, the process proceeds to step S671 in FIG. 18. If this determination is NO, the process proceeds to step S662.

[0212] In step S662, when the CPU 101 determines that it is during a jackpot game round, it determines whether a game ball has won a prize in the second large winning opening 56 based on the output signal from the second large winning opening switch 56a. If the determination in step S662 is YES, the process proceeds to step S663, and if this determination is NO, the process proceeds to step S664.

[0213] In step S663, the CPU 101 updates the number of winning game balls C stored in the RAM 103 to a value obtained by adding 1. By executing the process of step S663 every time a game ball wins a prize in the second large winning opening 56, the total number of game balls (winning number C) that have won a prize in the second large winning opening 56 during one round of the jackpot game is cumulatively stored in the RAM 103. Also, the CPU 101 sets a winning command in the RAM 103 for notifying the effect control unit 400 that a game ball has won a prize in the second large winning opening 56. This winning command is transmitted to the effect control unit 400 by the output process of step S9 in FIG. 9, and the winning process instruction of step S129 in FIG. 21 is to be executed. Thereafter, the process proceeds to step S664.

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

[0215] In step S665, the CPU 101 determines whether or not the number of winning game balls C in the current round has reached the upper limit number of game balls Cmax (which is "10" in this embodiment) that defines the timing for closing the second large winning opening 56. If the determination in step S665 is YES, the process proceeds to step S666, and if this determination is NO, the process proceeds to step S7 (second start opening opening / closing process) in FIG. 9.

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

[0217] In step S667, the CPU 101 sets a round end notification command for notifying the end of a round (end of round game) of the big win game in the RAM 103. This round end notification command is transmitted to the effect control unit 400 by the output process in step S9 of FIG. 9, and the round effect of the big win game will end. Then, the process proceeds to step S668.

[0218] In step S668, the CPU 101 determines whether the current round number R stored in the RAM 103 has reached the maximum round number Rmax of the big win game set in the process of step S654. If the determination in step S668 is YES, the process proceeds to step S669 in FIG. 18. If this determination is NO, the process proceeds to step S7 (second start opening / closing process) in FIG. 9.

[0219] In step S669 of FIG. 18, the CPU 101 resets the round number R of the big win game stored in the RAM 103 to "0". Then, the process proceeds to step S670.

[0220] In step S670, the CPU 101 sets an ending command for instructing the effect control unit 400 to execute the ending effect of the big win game in the RAM 103. The ending command set in this process is transmitted to the effect control unit 400 by step S9 (output process) in FIG. 9. Note that as this ending command, a command corresponding to the big win symbol (that is, the type of big win) and the game state controlled after the end of the big win game is transmitted, and the effect control unit 400 controls the effect after the end of the ending effect (after the end of the big win game effect) based on this ending command. Specifically, when an ending command corresponding to a big win symbol indicating a time-shortening big win is transmitted, the effect control unit 400 executes a notification effect in an effect mode indicating the time-shortening game state after the end of the big win game effect based on the ending command. Also, when an ending command corresponding to a big win symbol indicating a normal big win is transmitted, the effect control unit 400 executes a notification effect in an effect mode indicating the normal game state after the end of the big win game effect based on the ending command. Then, the process proceeds to step S671.

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

[0222] In step S672, the CPU 101 ends the executed big win game. Specifically, the CPU 101 releases the setting information (for example, flag information) indicating that it is in the big win game stored in the RAM 103 and ends the big win game. Then, the process proceeds to step S623.

[0223] In step S673, the CPU 101 executes game state setting processing. Specifically, when the jackpot game ends in step S622, the CPU 101 switches the game state according to the type of the current jackpot (jackpot symbol) (that is, switches the release setting of the variable start unit 46, etc.). Thereafter, the process proceeds to step S7 (second start port opening / closing process) in FIG. 9.

[0224] Through the processing of steps S651 to S673 described above, the jackpot game is executed.

[0225] [Timer Interrupt Processing by the Effect Control Unit] FIG. 19 is a flowchart showing an example of the timer interrupt processing performed by the effect control unit 400. Hereinafter, with reference to FIG. 19, the timer interrupt processing performed by the effect control unit 400 will be described. The effect control unit 400 repeatedly executes a series of processes shown in FIG. 19 every fixed time (4 milliseconds) during normal operation excluding special cases such as when the power is turned on or off. Note that the processing performed by the effect control unit 400 described based on the flowchart after FIG. 19 is executed based on a program stored in the ROM 402.

[0226] First, in step S11, the CPU 401 of the effect control unit 400 receives various commands output by the output process of step S9 in FIG. 9 from the main control unit 100, sets the effect content according to the received commands, and executes a command reception process of setting various commands for instructing the image and sound control unit 500 and the lamp control unit 600 to execute the set effect content in the RAM 403. This command reception process will be described in detail later with reference to FIGS. 20 and 21.

[0227] Next, in step S11-1, the CPU 401 executes an operation input process of setting effects, etc. according to the operation of the effect button 16, etc. by the player or the like, and setting various commands for instructing the image and sound control unit 500 and the lamp control unit 600 to execute the set content in the RAM 403.

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

[0229] Note that each time the above-described timer interrupt process is executed, the CPU 401 performs a random number update process of updating various effect random numbers used for determining effects. Also in this random number update process, typically a loop counter is used in the same way as the random number update process in step S1 of FIG. 9, and the count value (updated random number value) returns to 0 again (that is, circulates) after reaching the maximum value (for example, 99). Further, in this random number update process, the counters of the respective effect random numbers are each updated with a random initial value (the value that is the starting point of the circulation) every time they complete one cycle. By this, it is possible to avoid the synchronization of the count values (count values) among these effect random numbers.

[0230] [Command reception process] FIGS. 20 and 21 are examples of a detailed flowchart of the command reception process in step S11 of FIG. 19. Hereinafter, with reference to FIGS. 20 and 21, the command reception process in step S11 of FIG. 19 will be described.

[0231] First, in step S111 of FIG. 20, the CPU 401 of the effect control unit 400 determines whether it has received a hold count increase command (the first hold count increase command or the second hold count increase command) from the main control unit 100 (see steps S206 and S212 of FIG. 10). If the determination in step S111 is YES, the process proceeds to step S112, and if this determination is NO, the process proceeds to step S114.

[0232] In step S112, the CPU 401 performs a hold icon display process of instructing the image and sound control unit 500 to perform a process of additionally displaying a hold icon indicating a hold of a special symbol lottery on the image display unit in response to the hold count increase command received in the process of step S111. The displayed hold icons are sequentially erased when a notification effect starts based on the process of step S115 described later. The instruction to the image and sound control unit 500 is performed by setting a command in the RAM 403. Further, when the CPU 401 receives the first hold count increase command, the RAM 403 cumulatively stores one piece of data (first hold data) indicating a hold of the first special symbol lottery in chronological order. On the other hand, when the CPU 401 receives the second hold count increase command, the RAM 403 cumulatively stores one piece of data (second hold data) indicating a hold of the second special symbol lottery in chronological order. At that time, the CPU 401 extracts the pre-determination information included in the hold count increase command, includes it in each of the above-described hold data, and stores it in the RAM 403. Thereafter, the process proceeds to step S113.

[0233] In step S113, the CPU 401 performs pre-reading preview effect setting processing. Specifically, when the number of pending special symbol lottery results (the number of pending data) stored in the RAM 403 is 2 or more including the pending added in step S112, the CPU 401 determines whether to execute a pre-reading preview effect by lottery or the like based on the pre-judgment information most recently stored in the RAM 403 (that is, included in the most recent pending data). For example, when the pre-judgment information indicates "big win", when it indicates "loss" and "reach effect present" (reach-present loss), or when it indicates "loss" and "reach effect absent" (reach-absent loss), the CPU 401 obtains a pre-reading random number (effect random number), and when the pre-reading random number matches a predetermined pre-reading winning value, determines to execute a pre-reading preview effect. Also, for example, when the pre-judgment information indicates "small win" leading to a big win, when it indicates "loss" and "reach effect present" (reach-present loss), or when it indicates "loss" and "reach effect absent" (reach-absent loss), the CPU 401 obtains a pre-reading random number (effect random number), and when the pre-reading random number matches a predetermined pre-reading winning value, determines to execute a pre-reading preview effect.

[0234] Incidentally, the number of pre-reading winning values may be set differently depending on whether the preliminary determination information is "big win" or "small win", "miss with reach", or "miss without reach". Specifically, the number of pre-reading winning values in the case of "big win" or "small win" may be set to be more than the number of pre-reading winning values in the case of "miss with reach", so that the pre-reading preview effect is likely to be executed when there is a "big win" or "small win". When it is determined to execute the pre-reading preview effect, the CPU 401 sets the content of the pre-reading preview effect to be executed by lottery or the like from a number of pre-reading preview effect patterns that satisfy the conditions of this preliminary determination information (conditions such as whether there is a big win or small win, etc.). That is, as the pre-reading preview effect, it is set what kind of preview effect is to be performed in each notification effect. Incidentally, the pre-reading preview effect is, for example, a pre-reading continuous preview effect that can suggest the possibility of a big win (or small win) over a plurality of notification effects. Thereafter, the process proceeds to step S114.

[0235] In step S114, the CPU 401 determines whether it has received the notification effect start command and the game state notification command set in step S409 of FIG. 11. If the determination in step S114 is YES, the process proceeds to step S115. If this determination is NO, the process proceeds to step S116.

[0236] In step S115, the CPU 401 performs a notification effect setting process of setting the effect content (effect pattern) of the notification effect by the image display unit or the like according to the notification effect start command received in the process of step S114, and instructing the image and sound control unit 500 or the like to start the execution of the notification effect with the set content. Here, the notification effect (variable effect; sometimes simply referred to as "variation") is an effect that is executed in the image display unit or the like according to the variable display of the special symbol and notifies the result of the special symbol lottery. For example, it is an effect in which a decorative symbol is variably displayed, and the result of the special symbol lottery is notified by the variably displayed decorative symbol being stopped and displayed (definitely stopped and displayed).

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

[0238] Note that the instruction to the image and sound control unit 500 etc. is performed by setting a command in the RAM 403. Also, when the notification effect set by this notification effect setting process is for notifying the result of the first special symbol lottery, the CPU 401 deletes the first hold data (the oldest first hold data) stored earliest among the first hold data stored in the RAM 403 in chronological order, and when the notification effect set by this notification effect setting process is for notifying the result of the second special symbol lottery, deletes the second hold data (the oldest second hold data) stored earliest among the second hold data stored in the RAM 403 in chronological order. By performing such processing, the content of the random number set information (hold data on the main control unit 100 side) stored in the RAM 103 of the main control unit 100 can be made to match the content of the hold data (hold data on the effect control unit 400 side) stored in the RAM 403 of the effect control unit 400. Thereafter, the process proceeds to step S116.

[0239] In step S116, the CPU 401 determines whether it has received a notification effect stop command (symbol determination command) set in the process of step S412 in FIG. 11. If the determination in step S116 is YES, the process proceeds to step S117, and if this determination is NO, the process proceeds to step S118 in FIG. 21.

[0240] In step S117, the CPU 401 instructs the image and sound control unit 500 etc. to end the notification effect started according to the process of step S115, and finally completely stops all the decoration symbols that were being variably displayed (including temporary stops), and (after making them stop and be fixedly displayed for a specified time (0.5 seconds)) notifies the result of the special symbol lottery in an effect manner. Each instruction to the image and sound control unit 500 etc. is performed by setting a command in the RAM 403. Thereafter, the process proceeds to step S118 in FIG. 21.

[0241] In step S118 in FIG. 21, the CPU 401 determines whether it has received a small hit game opening command set in the stop process of step S414 in FIG. 11. If the determination in step S118 is YES, the process proceeds to step S119, and if this determination is NO, the process proceeds to step S120.

[0242] In step S119, the CPU 401 gives an opening effect instruction for the small hit game. Specifically, the CPU 401 instructs the image and sound control unit 500 to start the opening effect of the small hit game performance. Here, the opening effect of the small hit game is an effect that notifies the start of the small hit game. For example, it is an effect (notification) that displays an effect image and outputs a sound to prompt the player to launch a game ball toward the first big winning opening 50 (that is, to hit to the right). As already explained, in most cases, a big winning game with time shortening is executed immediately after the small hit game. Therefore, for example, the effect of the small hit game and the effect of the big winning game with time shortening may be executed as one (integrated) big winning game effect, and the opening effect of the small hit game may be executed as the opening effect of the big winning game effect with time shortening. Thereafter, the process proceeds to step S120.

[0243] In step S120, the CPU 401 determines whether it has received the small hit game round start notification command set in the process of step S605 in FIG. 16. If the determination in step S120 is YES, the process proceeds to step S121; if this determination is NO, the process proceeds to step S122.

[0244] In step S121, the CPU 401 gives an instruction to start the small hit game round production. Specifically, the CPU 401 instructs the image and audio control unit 500, etc. to start the round production of the small hit game production. Here, the small hit game round production is a production executed during the small hit game round play. For example, it is a production (notification) that performs a production image display and audio output to prompt the player to pass the game ball through a specific area 224 (V area; see FIG. 2) within the first big winning opening 50. After that, the process proceeds to step S122.

[0245] In step S122, the CPU 401 determines whether it has received the specific area passage notification command set in the process of step S612 in FIG. 16. If the determination in step S122 is YES, the process proceeds to step S123; if this determination is NO, the process proceeds to step S124.

[0246] In step S123, the CPU 401 gives an instruction to perform the specific area passage production. Specifically, the CPU 401 instructs the image and audio control unit 500, etc. to execute the specific area passage production that notifies that the game ball has passed through the specific area 224. Here, the specific area passage production is a production that notifies that a time-saving big hit has occurred by notifying that the game ball has passed through the specific area 224. For example, it is a production that performs a production image display in which the character V is enlarged and a golden effect is displayed and outputs an effect sound. After that, the process proceeds to step S124.

[0247] In step S124, the CPU 401 determines whether it has received the opening command for the big win game set in the process of step S414 in FIG. 11 or step S622 in FIG. 16. If the determination in step S124 is YES, the process proceeds to step S125; if this determination is NO, the process proceeds to step S126.

[0248] In step S125, the CPU 401 gives an instruction for the opening performance of the big win game. Specifically, the CPU 401 instructs the image and sound control unit 500 or the like to start the opening performance of the big win game performance. Here, the opening performance of the big win game in the normal big win and the time-limited big win due to winning the special symbol lottery is a performance that notifies the start of the big win game. Typically, it is an image performance that prompts the player to launch the game ball toward the second big winning port 56 (that is, to hit the ball to the right). On the other hand, as already described, the opening performance of the big win game in which the time-limited big win occurs when the game ball passes through the specific area 224 during the small win game may be executed, for example, as the first interval performance (a part thereof) of the big win game performance (in order to execute the performance of the small win game and the performance of the time-limited big win game as one (integrated) big win game performance). Thereafter, the process proceeds to step S126.

[0249] In step S126, the CPU 401 determines whether it has received the round start notification command for the big win game set in the process of step S658 in FIG. 17. If the determination in step S126 is YES, the process proceeds to step S127; if this determination is NO, the process proceeds to step S128.

[0250] In step S127, the CPU 401 gives an instruction to start the round performance of the big win game. Specifically, the CPU 401 instructs the image and sound control unit 500 or the like to start the round performance process of the big win game performance. Here, the round performance is a performance executed during the round game of the big win game, for example, a performance by an image of the main character's character fighting against the enemy character. Thereafter, the process proceeds to step S128.

[0251] In step S128, the CPU 401 determines whether it has received a winning command that is set in the processes such as step S614 in FIG. 16 and step S663 in FIG. 17 and is output by the output process of step S9 in FIG. 9. If the determination in step S128 is YES, the process proceeds to step S129; if this determination is NO, the process proceeds to step S130.

[0252] In step S129, the CPU 401 performs a winning process instruction. Specifically, the CPU 401 instructs the image and sound control unit 500 to start the winning process. Here, the CPU 501 of the image and sound control unit 500 that has received the instruction to start the winning process from the effect control unit 400 counts the number of winning game balls for each winning port (the first start port 45, the second start port 47, the first big winning port 50, the second big winning port 56, the normal winning port 43) based on the winning command received via the effect control unit 400 and stores it in the RAM 503. Also, when the CPU 501 receives a winning command based on a game ball winning in the big winning port (that is, when one game ball wins in the big winning port), the CPU 501 adds the number of prize balls "13" corresponding to the big winning port to the total number of prize balls stored in the RAM 503 and updates it, and displays the updated total number of prize balls on the main image display unit 70 (for example, as the total number of prize balls during the current jackpot game). Then, the process proceeds to step S130.

[0253] In step S130, the CPU 401 determines whether it has received a round end notification command for the jackpot game that is set in the process of step S667 in FIG. 17. If the determination in step S130 is YES, the process proceeds to step S131; if this determination is NO, the process proceeds to step S132.

[0254] In step S131, the CPU 401 instructs the image and sound control unit 500 etc. to end the round effect of the jackpot game performance. Then, the process proceeds to step S132.

[0255] In step S132, the CPU 401 determines whether it has received the ending command for the small win game set in the process of step S618 in FIG. 16. If the determination in step S132 is YES, the process proceeds to step S133, and if this determination is NO, the process proceeds to step S134.

[0256] In step S133, the CPU 401 gives an ending effect instruction for the small win game. Specifically, the CPU 401 instructs the image and sound control unit 500 or the like to execute the ending effect of the small win game effect. As already described, in most cases, a jackpot game with shortened time is executed immediately after the small win game. For example, the effect of the small win game and the effect of the jackpot game with shortened time may be executed as one (integrated) jackpot game effect, and the ending effect of the small win game may be executed as a part of the first interval effect of the jackpot game effect with shortened time. Thereafter, the process proceeds to S134.

[0257] In step S134, the CPU 401 determines whether it has received the ending command for the jackpot game set in the process of step S670 in FIG. 18. If the determination in step S134 is YES, the process proceeds to step S135, and if this determination is NO, the process proceeds to step S136.

[0258] In step S135, the CPU 401 gives an ending effect instruction for the jackpot game. Specifically, the CPU 401 instructs the image and sound control unit 500 or the like to execute the ending effect of the jackpot game effect. Here, the ending effect of the jackpot game effect is an effect for notifying that the jackpot game has ended, and typically, an effect for displaying the mark of the manufacturer of the gaming machine 1. Thereafter, the process proceeds to S136.

[0259] In step S136, the CPU 401 determines whether it has received the customer waiting command and the game state notification command set in the process of step S416 in FIG. 11. If the determination in step S136 is YES, the process proceeds to step S137. If this determination is NO, the command reception process ends, and the process proceeds to step S12 in FIG. 19.

[0260] In step S137, based on the customer waiting command and the game state notification command received in step S136, the CPU 401 instructs the image and sound control unit 500 to start the stop state process. Then, the command reception process ends, and the process proceeds to step S12 in FIG. 19. Here, the stop state process is a process that starts when it becomes a so-called customer waiting state. The CPU 501 of the image and sound control unit 500, which has been instructed to start the stop state process, displays a predetermined stop effect (for example, an effect in which all of the decorative symbols are stopped and displayed (definitely stopped display)) corresponding to the game state on the image display unit. Note that after starting the above-described stop effect, when a predetermined time (for example, 90 seconds) has elapsed and the CPU 401 does not receive an instruction for another effect, the CPU 501 starts a customer waiting effect. The customer waiting effect is, for example, an effect of displaying an image related to the content (such as an anime or a story) that is the theme of the gaming machine 1 on the image display unit, or an effect of displaying a part of a predetermined effect (for example, a SP reach effect) executed during the game on the image display unit. However, if the CPU 501 is notified of information indicating that a game ball has passed through gate 44 or information indicating that a game ball has won in the normal winning opening 43, the stop state process continues without ending.

[0261] [Characteristic Operations According to the Present Embodiment] Next, in the present embodiment described above with reference to the flowchart, a specific example of a notification effect (variable effect) executed by the screen (main image display unit 70, etc.) and the speaker 9, etc. will be described.

[0262] [Decorative Symbols] FIG. 22 and FIG. 23 are diagrams for explaining a decorative symbol DI that is variably displayed in a notification effect and finally stops and is fixedly displayed, and the result of a special symbol lottery is theatrically notified by the fixedly displayed symbols (symbol combinations).

[0263] As shown in FIG. 22, in the present embodiment, there are nine types of decorative symbols in which the numbers 1 to 9 are drawn as decorative symbols. Further, the decorative symbols in which 2, 4, 6, and 8 are drawn are blue, the decorative symbols in which 1, 5, and 9 are drawn are green, and the decorative symbols in which 3 and 7 are drawn are red. Here, when the decorative symbols stop and are fixed with the decorative symbols of 3 or 7 aligned (for example, in the form of three 7s), it is theatrically suggested that the time shortening jackpot has occurred, and when the decorative symbols stop and are fixed with the decorative symbols other than 3 and 7 aligned (for example, in the form of three 2s), it is theatrically suggested that the normal jackpot has occurred. Note that, as will be described later, there are also symbols other than the normal symbols with numbers drawn (continuous symbols, etc.).

[0264] FIG. 23 is a specific example of a decorative symbol. In the present embodiment, the decorative symbol has a display mode (number character mode) in which the number 701 and the character 302 are surrounded by a frame 700 as shown in FIG. 23(1), and a display mode (number mode) in which only the number 701 is shown as shown in FIG. 23(2). In the number character mode, the decorative symbols are paired with the number 1 and character A, the number 2 and character B, the number 3 and character C, the number 4 and character D, the number 5 and character E, the number 6 and character F, the number 7 and character G, the number 8 and character H, and the number 9 and character I, respectively. In FIG. 23(1), the decorative symbol in the form of a pair of the number 3 and character C is shown. Further, in the decorative symbol in the number character mode illustrated in FIG. 23(1), the inner part of the frame is semi-transparent, and the background image of the notification effect and the like can be seen through. Note that the decorative symbol in the number character mode is not limited to this display mode. For example, a decoration imitating a flower or the like may be added to the frame 700, or the frame 700 may be omitted. Further, the decorative symbol in the number mode is not limited to this display mode. For example, a decoration imitating a flower or the like may be added to the number 701. In addition, the display mode of the decorative symbol may be varied according to the gaming state. For example, in the normal gaming state, it may be in the numerical character mode, while in the time-saving gaming state, it may be in the numerical mode. Or, in the time-saving gaming state, it may be in the numerical character mode, while in the normal gaming state, it may be in the numerical mode. Furthermore, the display mode of the decorative symbol may be varied according to the presentation mode (a mode of notification presentation (which may also be called a stage) expressed by varying the background image or the like in the same gaming state or different gaming states).

[0265] [Overview of Notification Presentation] FIG. 24 is a specific diagram for explaining an overview of the display of the decorative symbol and the hold icon in the notification presentation (variable presentation). First, using FIG. 24, the state in which the decorative symbol DI is variably displayed and then stopped (definitely stopped) to notify the result of the special symbol lottery will be described.

[0266] In the present embodiment, the results of the special symbol lottery and the like are presented and notified using three columns of decorative symbols DI1 to DI3. The three columns of decorative symbols DI1 to DI3 are each arranged in order from the symbol with the number 1 drawn thereon to the symbol with the number 9 drawn thereon from bottom to top, and are cyclically variably displayed so that the symbol with the number 1 drawn thereon follows the symbol with the number 9 drawn thereon. Then, the presentation that notifies the result of the special symbol lottery by variably displaying the decorative symbol DI and then stopping the display (definitely stopping the display) is called a notification presentation (variable presentation). In addition, the notification presentation may include the display of various presentation images and the output of various presentation sounds. For the sake of convenience of explanation, in the examples shown after FIG. 24, only the hold icon RI indicating that the first special symbol lottery is on hold is shown, and the hold icon indicating that the second special symbol lottery is on hold is not shown. Also, hereinafter, the case where the first special symbol lottery is conducted and the first special symbol is on hold as the hold icon RI will be described as an example, but the same applies when the second special symbol lottery is conducted.

[0267] First, as shown in FIG. 24(1), on the main image display unit 70, a decorative symbol DI (DI1 to DI3), a hold icon RI (RI0 to RI4), and a stage ST (ST0 to ST4) are displayed. The decorative symbol DI is composed of three (three columns) of decorative symbols DI1 to DI3 and is displayed on the main image display unit 70. More specifically, the left decorative symbol DI1 is displayed on the left side, the right decorative symbol DI2 is displayed on the right side, and the middle decorative symbol DI3 is displayed in the center. These left, middle, and right decorative symbols DI1 to DI3 are variably displayed according to (synchronized with) the variable display of the special symbol.

[0268] Next, as shown in FIG. 24(2), as the left decorative symbol DI1, for example, a symbol with the number "2" drawn on it temporarily stops. Then, as shown in FIG. 24(3), as the right decorative symbol DI2, for example, a symbol with the number "4" drawn on it temporarily stops. And then, as shown in FIG. 24(4), as the middle decorative symbol DI3, for example, a symbol with the number "5" drawn on it temporarily stops, and then the three decorative symbols DI1 to DI3 completely stop (are displayed in a confirmed stop state; not shown). At this timing, the variable display of the current special symbol ends (the current notification effect ends), and the result of the first special symbol lottery is notified to the player, and the hold icon RI (RI0) on the stage ST0 is erased. Specifically, when the decorative symbols DI align in a specific symbol pattern that is a winning combination (typically, a double seven "777", etc.), it is notified that the result of the first special symbol lottery is a big win, and when they do not align in a specific symbol (a losing combination: typically, a scattered combination "254", etc.), it is notified that the result of the first special symbol lottery is a loss. Then, as shown in FIG. 24(5), subsequently, similarly, the variable display of the decorative symbol DI is started according to the variable display of the next special symbol. In the figures after FIG. 24, the state of the decorative symbol DI changing from top to bottom is represented by an arrow.

[0269] Here, the hold icon RI is an image for indicating the number of times the first special symbol lottery is on hold. Also, on the main image display unit 70, a plurality of stages ST0 to ST4 are displayed at positions where the hold icons RI are respectively displayed. In FIGS. 24(1) to (4), hold icons RI (RI1 to RI4) corresponding to the number of times the first special symbol lottery is on hold are displayed at positions above stages ST1 to ST4 arranged in a row in the horizontal direction in the lower region of the main image display unit 70. Further, in FIGS. 24(1) to (4), a hold icon RI0 indicating that the hold of the first special symbol lottery has been cleared and a notification effect is being executed is displayed at a position above stage ST0. Thus, since the hold icon on stage ST0 does not indicate a hold of the special symbol lottery, it may be called a hold clearance icon. Also, since stage ST0 is the stage of the hold clearance icon, it has a different display mode from the other stages RI1 to RI4. Note that the hold icon (hold clearance icon) on stage ST0 may have a different display mode from the hold icons on the other stages RI1 to RI4.

[0270] FIG. 25 is a diagram showing the color of the hold icon and the jackpot reliability (jackpot expectancy) suggested by the color. As shown in FIG. 25, the white hold icon does not suggest the jackpot reliability, and the blue, green, and red hold icons suggest a high jackpot reliability. Among them, the blue hold icon suggests a low jackpot reliability, the green hold icon suggests a medium jackpot reliability, and the red hold icon suggests a high jackpot reliability. In the figures after FIG. 24, for convenience of illustration, the character "white" is attached to represent the white color of the hold icon, the character "blue" is attached to represent the blue color of the hold icon, the character "green" is attached to represent the green color, and the character "red" is attached to represent the red color of the hold icon.

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

[0272] The hold icon RI displayed on the stage ST0 disappears (is erased) immediately before the current variable display of the special symbol (that is, the notification effect currently being executed) ends. Also, each of the hold icons RI displayed on the stages RI1 to RI4 changes the display position (that is, the stage ST) sequentially each time the first special symbol lottery is executed and the notification effect (variable display of the special symbol) is started. Specifically, when the current variable display of the special symbol starts (when the notification effect is started), the hold icon RI1 displayed on the stage ST1 moves from the stage ST1 to the stage ST0 (that is, the first hold is cleared), and the hold icons RI2 to RI4 displayed on the stages ST2 to ST4 move to the stages ST1 to ST3, respectively. In this way, the hold icon RI moves sequentially to the stage ST each time the hold of the first special symbol lottery is cleared. In the present embodiment, it is assumed that the hold icon RI is displayed at a position above the stage ST, but it may be that the hold icon RI is displayed at a predetermined position (predetermined position) without the stage ST being displayed.

[0273] Incidentally, as described above, in the present embodiment, the lottery result for the hold of the first special symbol lottery is notified from the main control unit 100 to the effect control unit 400 before the variable display of the special symbol in the first special symbol lottery is started. That is, for example, before the first hold icon RI1 moves from the stage ST1 to the stage ST0 and the variable display of the special symbol in the first special symbol lottery is started (that is, the first hold is cleared), for example, at the time when the first hold occurs, the lottery result of the first special symbol lottery for the first hold is pre-determined. In the present embodiment, based on this pre-determination or the like, a pre-reading suggestion effect (such as a same-color chance combination effect) described later with reference to FIG. 36 or the like is executed, so that, for example, it is possible to forewarn the player in advance that there may be a hold with a relatively high probability of winning in the first special symbol lottery, and to make the player expect a big win.

[0274] [Specific Examples of Notification Effects] FIGS. 26 and 27 are time charts for explaining specific examples of the notification effects in the present embodiment. In each time chart of the notification effects shown in FIGS. 26 and 27, the effect contents described on the upper side are the effect patterns of the notification effects (in other words, the base effects constituting the notification effects), and the effect contents (the effect contents enclosed by a frame) described on the lower side are the effect contents that can be added to this effect pattern. Note that all the effect contents on the upper and lower sides may also be considered as the effect patterns of the notification effects.

[0275] [Notification Effect for an Immediate Loss (Variable Time: 2.00 Seconds)] FIG. 26(1) is a time chart of the notification effect for an "immediate loss" with a variable time of 2.00 seconds corresponding to the variable pattern 8 shown in FIG. 12 or the like. FIG. 28 is a diagram for explaining a specific example of the notification effect for an "immediate loss" with a variable time of 2.00 seconds executed according to the time chart of FIG. 26(1). Hereinafter, the notification effect for an immediate loss (variable time: 2.00 seconds) will be described with reference to FIGS. 26(1) and 28. Here, in the figures after FIG. 28, it is assumed that a notification effect for notifying the result of the first special symbol lottery is being executed in the normal game state. Unless otherwise specified, it is assumed that the normal background for the normal game state (for example, the background of City A) is being displayed in motion (such as moving display) as the background image of the decorative symbol, and the fact that the normal game background is being displayed in motion is expressed by writing "(Normal background in motion)" in the upper left corner of screen 70. Also, during the execution of the notification effect and during the period when the decorative symbol is being displayed in a fixed stop state, the normal BGM for the normal game state is being output from speaker 9. When the notification effect is being executed in the time-saving game state, the time-saving background for the time-saving game state (for example, the background of City B) is being displayed in motion, and the probability-variable BGM for the time-saving game state is being output.

[0276] First, starting from the state where the decorative symbol is being displayed in a fixed stop state in the numeric character form before the start of the notification effect (before the start of variation) shown in FIG. 28(1), at t1 in FIG. 26(1), as shown in FIG. 28(2), the variation is started (the notification effect is started), and the left decorative symbol DI1, the middle decorative symbol DI3, and the right decorative symbol DI2 swing (synchronize) for a predetermined time (for example, 0.3 seconds). The swinging motion is an operation for suggesting that the decorative symbol is in a temporary stop state (not a fixed stop). Also, in conjunction with this swinging motion, a swinging emphasis effect is executed in synchronization (synchronization) for the left decorative symbol DI1, the middle decorative symbol DI3, and the right decorative symbol DI2. During the waiting period for customers (waiting state) when no notification effect or the like is being executed, the normal background motion is executed, and when starting the notification effect from the waiting state for customers, the normal background motion during the waiting state for customers may be maintained (continued) as it is and the notification effect may be started.

[0277] FIG. 30 is a diagram for explaining an example of the swinging motion and the swinging emphasis effect. As shown in FIGS. 30(1) to (3), the swinging motion is an operation that periodically repeats a pendulum motion in which the number 701 of the decorative symbol rotates around the axis 703 (an axis that is not displayed) by a predetermined angle (for example, 30°; see FIG. 30(3)) to the left and by a predetermined angle (for example, 30°; see FIG. 30(2)) to the right. Also, as shown in FIGS. 30(1) to (3), the rocking emphasis effect 304 is an effect that emphasizes the rocking motion, and in conjunction with the rocking motion, it is an effect that repeatedly changes (such as periodically moving) the emphasized area (304) so that light is periodically reflected on the surface of the number 701 of the decorative pattern. Also, the rocking emphasis effect does not include sound effects. In addition, when the rocking emphasis effect executes a rocking motion in which the character 702 or the frame 700 of the decorative pattern performs a predetermined motion, in conjunction with this rocking motion, the emphasized area (304) may be repeatedly changed (such as periodically moving) so that light is periodically reflected on the surface of the character 702 or the like. Also, the rocking emphasis effect is not affected by the character motion (action) of the start-of-variation emphasis effect (see FIG. 31) as described later, but may be affected by the light emission effect of the start-of-variation emphasis effect (when the visibility is reduced by the light emission effect).

[0278] Next, as shown in FIG. 28(3), after the start-of-variation emphasis effect that emphasizes the start of the variation (scroll) of the decorative pattern column is executed in the order of the left decorative pattern DI1, the middle decorative pattern DI3, and the right decorative pattern DI2, the variation (scroll) of the decorative pattern column is started.

[0279] FIG. 31 is a diagram for explaining an example of a variation start emphasis effect. First, from the state before the start of the variation start emphasis effect shown in FIG. 31(1) (the state in which the swinging motion and the swinging emphasis effect are being executed), the variation start emphasis effect is started as shown in FIG. 31(2). Specifically, as shown in FIG. 31(2), it slightly moves in the direction opposite to the direction in which the decorative pattern varies, and at the same time, a character motion peculiar to the variation start emphasis effect in which the character 702 moves (acts) is executed. After that, as shown in FIG. 31(3), during the execution of the character motion and the like, after the display of the light emission effect 305 peculiar to the variation start emphasis effect is started, as shown in FIG. 31(4), the light emission effect 305 spreads and the scrolling of the decorative pattern is started. After that, as shown in FIG. 31(5), during the execution of the character motion and the like, the light emission effect 305 further spreads to the outside of the decorative pattern, and at the same time, the scrolling of the decorative pattern is accelerated. After that, as shown in FIG. 31(6), the visibility of the decorative pattern and the light emission effect 305 is reduced by a process such as increasing the transparency of the image, and the decorative pattern is scrolled at high speed. Also, as shown in FIG. 28(3), as a variation start emphasis effect, for example, at the timing of FIG. 31(5), an effect sound "gun" peculiar to the variation start emphasis effect is output from the speaker 9 at a volume of 1 / 10. In this way, the variation start emphasis effect is executed singly (not repeatedly) to emphasize the start of the variation (scroll) of the decorative pattern series. Note that in FIG. 31, an example in which the swinging emphasis effect (and the swinging motion) is executed during the execution of the variation start emphasis effect is given, but it may be assumed that the swinging emphasis effect (and the swinging motion) is not executed during the execution of the variation start emphasis effect. Also, in FIG. 28(3), an example in which the left decorative pattern DI1, the middle decorative pattern DI3, and the right decorative pattern DI2 start to vary (scroll) in order is given, but the left decorative pattern DI1, the middle decorative pattern DI3, and the right decorative pattern DI2 may start to vary (scroll) simultaneously. In this case, the swinging light emission effects of the left decorative pattern DI1, the middle decorative pattern DI3, and the right decorative pattern DI2 will be executed simultaneously (synchronously).

[0280] Next, as shown in FIG. 28(4), (with the variable start emphasis effect ended), the decorative symbols DI1 to DI3 in the left, right, and center are variably displayed (scrolled) at high speed in a state where their visibility is reduced.

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

[0282] FIG. 32 is a diagram for explaining an example of a temporary stop emphasis effect. First, as shown in FIG. 32(1), the visibility of the decorative pattern in the middle of the left and right during scrolling is improved (for example, the transparency decreases) and the scrolling speed decreases. Then, as shown in FIG. 32(2), the temporary stop emphasis effect is started. Specifically, as shown in FIG. 32(2), a bounce motion is started in which the decorative pattern slightly overshoots and then returns in the direction in which it fluctuates (scrolls), and a character motion peculiar to the temporary stop emphasis effect in which the character 702 moves (acts) is executed. In the bounce motion, the character 702 itself may also perform an operation of being once pulled in the direction in which the decorative pattern scrolls and then returning to its original posture. Then, as shown in FIG. 32(3), while the character 702 is enlarged during the execution of the character motion and the like, the display of the light emission effect 306 peculiar to the temporary stop emphasis effect is started, and the number 701 is enlarged and rotated once. Then, as shown in FIG. 32(4), the character 702 and the number 701 during the character motion are reduced to return to their original sizes, and the light emission effect 306 spreads. Then, as shown in FIG. 32(5), during the execution of the character motion and the like, the light emission effect 306 spreads further to spread outside the decorative pattern. Then, as shown in FIG. 32(6), the light emission effect 306 is reduced and the bounce motion ends. Then, as shown in FIG. 32(7), the decorative pattern temporarily stops and a swing emphasis effect is executed. Also, as shown in FIG. 29(5), as a temporary stop emphasis effect, for example, at the timing of FIG. 32(2), a sound effect "Zun" peculiar to the temporary stop emphasis effect is output from the speaker 9 at a volume of 1 / 10. In this way, the temporary stop emphasis effect is executed singly (not repeatedly) to emphasize the temporary stop of the decorative pattern column.

[0283] In FIG. 32, an example was given in which the swaying emphasis effect (and the swaying motion) is not executed during the execution of the temporary stop emphasis effect. However, the swaying emphasis effect (and the swaying motion) may be executed during the execution of the temporary stop emphasis effect (for example, during the periods of FIGS. 32(2)(4) to (6)). Further, in that case, the swaying emphasis effect (and the swaying motion) of the decorative pattern in the left, right, and center may be executed in synchronization throughout. Also, in FIG. 29(5), an example was given in which the decorative patterns in the left, right, and center are temporarily stop emphasized simultaneously (synchronously) and stop temporarily at the same time. However, the decorative patterns in the left, right, and center may be temporarily stop emphasized in order and stop temporarily in order. Also, in that case, the swaying emphasis effect (and the swaying motion) is executed, and when the swaying emphasis effect (and the swaying motion) started earlier and the swaying emphasis effect (and the swaying motion) started later are synchronized, the swaying emphasis effect (and the swaying motion) started later (or earlier) may be synchronized discontinuously (not smoothly).

[0284] Next, as shown in FIG. 29(6), the decorative patterns in the left, right, and center execute a swaying motion synchronously (in tune) for a predetermined time (for example, 0.5 seconds), and in conjunction with this swaying motion, the decorative patterns in the left, right, and center execute a swaying emphasis effect synchronously (in tune).

[0285] Next, at t3 in FIG. 26(1), as shown in FIG. 29(7), the decorative patterns in the left, right, and center that were temporarily stopped are displayed as definite stop indications, and a loss is notified. Note that the decorative pattern during the definite stop indication is completely stopped and does not perform operations or the like.

[0286] As described above, according to the present embodiment, even in the notification effect of an immediate loss in a short time (2.00 seconds) without an effect that makes the player expect a big win, an effect is produced by the actions of the characters, the emission of the decorative patterns, etc., so as not to bore the player.

[0287] [Notification effect of immediate loss (variation time 12.00 seconds)] FIG. 26(2) is a time chart of a "prompt loss" notification effect with a variable time of 12.00 seconds corresponding to the variable pattern 7 shown in FIG. 12 etc. FIGS. 33 to 35 are diagrams for explaining specific examples of the "prompt loss" notification effect with a variable time of 12.00 seconds executed according to the time chart of FIG. 26(2).

[0288] Here, as shown in FIG. 26(2), in the "prompt loss" notification effect with a variable time of 12.00 seconds, any one of the four effects of the reach flicker effect, the pseudo continuous flicker effect, the same color chance symbol effect, and the hold change effect can be executed. Therefore, with reference to FIGS. 33 and 34, the case where the reach flicker effect is executed, the case where the pseudo continuous flicker effect is executed, and the case where none of the four effects are executed will be described. Note that in the above notification effect, a configuration in which two or more of the above four effects can be executed may also be used.

[0289] First, starting from the state before the notification effect starts (before the variation starts) shown in FIG. 33(1), at t1 in FIG. 26(2), as shown in FIG. 33(2), the variation of the decorative symbol column starts. Next, as shown in FIG. 33(3), after the start emphasis effect of the variation is executed in order from the left decorative symbol, the variation (scroll) of the decorative symbol column starts. Next, as shown in FIG. 33(4), the left, middle, and right decorative symbols DI1 to DI3 are variably displayed (scrolled). The contents of FIGS. 33(1) to (4) are the same as the contents of FIGS. 28(1) to (4).

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

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

[0292] Next, when the reach incitement effect is executed, at t3 in Fig. 26(2), as shown in Fig. 33(7), a reach incitement effect is executed to incite (make it expected) the right decorative symbol DI2 to temporarily stop at a slow speed as a symbol where reach is established, and a reach incitement emphasis effect (see Fig. 57 etc.) is executed. Also, the swing emphasis effect of the left decorative symbol DI1 is continued.

[0293] Next, at t4 in Fig. 26(2), as shown in Fig. 33(8), a temporary stop emphasis effect (see Fig. 32) that emphasizes the temporary stop for the right decorative symbol DI2 where reach is not established is executed, and this right decorative symbol DI2 is temporarily stopped. Also, the swing emphasis effect of the left decorative symbol DI1 is continued. Note that when the reach incitement effect in Fig. 31(7) is executed, it may be configured not to execute the temporary stop emphasis effect for the right decorative symbol DI2. By doing so, the feeling (aftertaste) that the symbol where reach is established has flowed can be effectively expressed.

[0294] Here, when the reach incitement effect is not executed, the effect moves from Fig. 33(6) to Fig. 33(8) next.

[0295] Next, as shown in Fig. 33(9), a swinging operation is executed in synchronization (synchronization) for the left and right decorative symbols, and in conjunction with this swinging operation, a swing emphasis effect is executed in synchronization (synchronization) for the left and right decorative symbols. Note that in this case, when the swing emphasis effect (and swinging operation) of the left decorative symbol DI1 started earlier and the swing emphasis effect (and swinging operation) of the right decorative symbol DI2 started later are synchronized, the swing emphasis effect (and swinging operation) of the decorative symbol started later (or earlier) may be synchronized discontinuously (not smoothly).

[0296] (When the pseudo - continuous incitement effect is not executed) Next, at t6 in Fig. 26(2), as shown in Fig. 34(4), a temporary stop emphasis effect (see Fig. 32) that emphasizes the temporary stop for the middle decorative symbol DI3 is executed, and this middle decorative symbol DI3 is temporarily stopped. Also, the synchronized swing emphasis effect (and swinging operation) of the left and right decorative symbols is continued.

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

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

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

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

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

[0302] Thereafter, as already described, after the middle decorative pattern DI3 temporarily stops as shown in FIG. 34(4) at t6 in FIG. 26(2), the left, right, and middle decorative patterns DI1 to DI3 synchronize as shown in FIG. 34(5), and at t7 in FIG. 26(2), the left, right, and middle decorative patterns DI1 to DI3 are fixedly stopped and displayed to notify a loss. Note that when the pseudo continuous flickering effect is executed, the configuration may be such that the temporary stop emphasizing effect of the middle decorative pattern DI3 is not executed. By doing so, the feeling (aftertaste) of the continuous pattern flowing can be effectively expressed. Also, in the above, in the notification effect of an immediate loss, the mode in which the left, right, and middle decorative patterns temporarily stop simultaneously (FIG. 29(5)), and the mode in which the decorative patterns temporarily stop in a fixed order of left, right, and middle (FIGS. 33(5)(8), FIG. 34(4), etc.) have been described. However, the order in which the decorative patterns temporarily stop is not limited to this. For example, the order of temporary stops may be different each time, or they may temporarily stop in a random order each time, or the left and right decorative patterns may temporarily stop simultaneously.

[0303] Next, with reference to FIGS. 35 to 37, in the notification effect of an "immediate and certain loss" with a variable time of 12.00 seconds (refer to FIG. 26(2)), the case where the same-color chance symbol effect is executed and the case where the hold change effect is executed will be described.

[0304] First, from the state before the start of the notification effect shown in FIG. 35(1) (before the start of the variation), at t1 in FIG. 26(2), as shown in FIG. 35(2), the variation of the decorative pattern column is started. Next, as shown in FIG. 35(3), after the variation start emphasizing effect is executed in order from the left decorative pattern, the variation (scroll) of the decorative pattern column is started. Next, as shown in FIG. 35(4), the left, right, and middle decorative patterns DI1 to DI3 are variably displayed (scrolled). The contents of FIGS. 35(1) to (4) are the same as the contents of FIGS. 28(1) to (4).

[0305] Next, as shown in FIG. 35(5) at t2 in FIG. 26(2), after the left decorative pattern is temporarily stopped, as shown in FIG. 35(6), an oscillation emphasis effect of the left decorative pattern is performed. Thereafter, at t4 in FIG. 26(2), as shown in FIG. 35(7), after the right decorative pattern is temporarily stopped with a pattern where reach is not established, as shown in FIG. 35(8), an oscillation emphasis effect is performed with the left and right decorative patterns synchronized (in phase). The contents of FIGS. 35(5) to (8) are the same as the contents of FIGS. 33(5), (6), (8), and (9).

[0306] Next, at t6 in FIG. 26(2), as shown in FIG. 35(9), the middle decorative symbol DI3 temporarily stops as a symbol where a blue winning combination is formed, and a blue winning combination emphasis effect is performed on the left, middle, and right decorative symbols DI1 to DI3. Also, during the execution of the winning combination emphasis effect, a swinging motion and a swinging emphasis effect are performed in synchronization (synchronization) with the left, middle, and right decorative symbols. The winning combination emphasis effect is an effect that suggests (or emphasizes) that the probability of hitting a jackpot in a subsequent notification effect (subsequent variation) is relatively high by emphasizing the same-color winning combination, and includes character motions, light emission effects, sound effects, etc. peculiar to the winning combination emphasis effect. Also, since the winning combination emphasis effect is performed when all of the left, middle, and right decorative symbols have temporarily stopped, it can also be considered a type of temporary stop emphasis effect, and can also be considered a more large-scale emphasis effect than the normal temporary stop emphasis effect (FIG. 32). Here, in order for a blue winning combination to be formed, it is necessary for all of the left, middle, and right decorative symbols DI1 to DI3 to temporarily stop as blue symbols (see FIG. 22). When the middle decorative symbol DI3 temporarily stops in FIG. 35(9), an effect similar to that in FIG. 34(4) (temporary stop emphasis effect of the middle decorative symbol DI3) may be executed once, and then the blue winning combination emphasis effect may be executed as described above. Also, when the left, middle, and right decorative symbols temporarily stop simultaneously, a temporary stop emphasis effect may be performed simultaneously on the left, middle, and right decorative symbols, and then the blue winning combination emphasis effect may be executed as described above. Also, a same-color winning combination incitement effect (and a same-color winning combination incitement emphasis effect that emphasizes this effect) may be configured to encourage the middle decorative symbol DI3 to temporarily stop at a low speed as a symbol where a same-color winning combination (blue winning combination in FIG. 35) is formed. Further, when a same-color winning combination is not formed after the execution of the same-color winning combination incitement effect, a configuration may be adopted in which the temporary stop emphasis effect of the middle decorative symbol DI3 is not executed. By doing so, the feeling (aftertaste) that a same-color winning combination has passed can be effectively expressed.

[0307] Next, at t7 in FIG. 26(2), as shown in FIG. 35(10), the left, middle, and right decorative symbols DI1 to DI3 that had been temporarily stopped are deterministically stopped and displayed after the blue winning combination emphasis effect ends and the character returns to the basic posture, and a loss is notified.

[0308] FIG. 36 is a specific diagram for explaining the types of same-color chance symbol effects and chance symbol emphasis effects. The same-color chance symbol effects include a blue chance symbol effect (FIG. 36(1)) in which the left, right, and middle decorative patterns DI1 to DI3 temporarily stop with a blue pattern (see FIG. 27), a green chance symbol effect (FIG. 36(2)) in which they temporarily stop with a green pattern, and a red chance symbol effect (FIG. 36(3)) in which they temporarily stop with a red pattern (see FIG. 22). In addition, there are a blue chance symbol emphasis effect including a specific character action for emphasizing the blue chance symbol effect, a blue light emission effect, and a sound effect "Gin" (volume 6 / 10), a green chance symbol emphasis effect including a specific character action for emphasizing the green chance symbol effect, a green light emission effect, and a sound effect "Gigigin" (volume 8 / 10), and a red chance symbol emphasis effect including a specific character action for emphasizing the red chance symbol effect, a red light emission effect, and a sound effect "Gigin" (volume 7 / 10). Also, the green chance symbol effect has a higher probability of hitting in the subsequent notification effect than the blue chance symbol effect, and the red chance symbol effect has a higher probability of hitting in the subsequent notification effect than the green chance symbol effect. When the same-color chance symbol effect is executed over a plurality of notification effects, a plurality of same-color chance symbols are executed so that the hitting probability does not decrease.

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

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

[0311] Next, as shown in Fig. 37(2), after the variable symbol switches to the normal decorative symbol, similar to Fig. 34(5) etc., for the decorative symbols in the left, center, and right, a swinging operation and a swinging emphasis effect are executed in synchronization.

[0312] Next, as shown in Fig. 37(3), at t7 in Fig. 26(2), the decorative symbols DI1 to DI3 in the left, center, and right that had been temporarily stopped are fixedly stopped and displayed, and a loss is notified. In Fig. 37(1), a configuration may be adopted in which a reserved change fanning effect (and a reserved change fanning emphasis effect for emphasizing this effect) for encouraging the variable symbol to change at a low speed and temporarily stop the variable symbol is performed. Further, when the variable symbol does not temporarily stop after the execution of the reserved change fanning effect, a configuration may be adopted in which a temporary stop emphasis effect of the normal decorative symbol switched from the variable symbol is not executed. By doing so, the feeling (aftertaste) of the reserved change effect flowing can be effectively expressed.

[0313] [Notification effect for [Reach loss / Reach per (fluctuation time 15.00 seconds)]] Fig. 26(3) is a time chart of the notification effect for "Reach loss" / "Reach per" with a fluctuation time of 15.00 seconds corresponding to the fluctuation pattern numbers 5 / 6 shown in Fig. 12 etc. Figs. 38 to 47 are diagrams for explaining specific examples of the notification effect for "Reach loss" / "Reach per" with a fluctuation time of 15.00 seconds executed according to the time chart of Fig. 26(3).

[0314] First, starting from the state before the start of the notification effect (before the start of the fluctuation) shown in Fig. 38(1), at t1 in Fig. 26(3), as shown in Fig. 38(2), the fluctuation of the decorative symbol column is started. Next, as shown in Fig. 38(3), after a fluctuation start emphasis effect is executed in order from the left decorative symbol, the fluctuation (scroll) of the decorative symbol column is started. Next, as shown in Fig. 38(4), the decorative symbols DI1 to DI3 in the left, center, and right are fluctuated and displayed (scrolled). The contents of Figs. 38(1) to (4) are the same as the contents of Figs. 28(1) to (4).

[0315] Next, as shown in Fig. 38(5), when executing the cut-in preview effect, at t2 in Fig. 26(3) (for example, 2 seconds after the start of the notification effect), a blue cut-in preview effect and a blue cut-in preview emphasis effect in which a blue cut-in image 309 depicting "Hot?" are executed. The cut-in preview emphasis effect is an effect that emphasizes the cut-in preview effect and includes a unique light emission effect and sound effect. Note that it may also include a unique operation (for example, the operation of the cut-in image, etc.).

[0316] Here, the cut-in preview effects include a blue cut-in preview effect (see Fig. 38(5)) in which a blue cut-in image depicting "Hot?" is displayed, a green cut-in preview effect (see Fig. 49(5)) in which a green cut-in image depicting "Very hot!!" is displayed, and a red cut-in preview effect (see Fig. 52(2)) in which a red cut-in image depicting "Scorching hot!!" is displayed. Also, the blue cut-in preview emphasis effect is an effect that emphasizes the blue cut-in preview effect and includes a unique light emission effect and a sound effect "Zuban" (volume 5 / 10), the green cut-in preview emphasis effect is an effect that emphasizes the green cut-in preview effect and includes a unique light emission effect and a sound effect "Zubaban" (volume 6 / 10), and the red cut-in preview emphasis effect is an effect that emphasizes the red cut-in preview effect and includes a unique light emission effect and a sound effect "Zubababan" (volume 7 / 10) (see Fig. 59, etc.). Also, the reliability of hitting the jackpot in the currently executing notification effect is higher for the green cut-in preview effect than for the blue cut-in preview effect, and higher for the red cut-in preview effect than for the green cut-in preview effect.

[0317] Next to Fig. 38(4) or (5) (when the pseudo - continuous effect is executed), at t3 in Fig. 26(3), as shown in Fig. 38(6), after the left decorative pattern is temporarily stopped, as shown in Fig. 38(7), a swaying emphasis effect of the left decorative pattern is performed. Then, at t4 in Fig. 26(3), as shown in Fig. 38(8), after the right decorative pattern is temporarily stopped with a pattern where the reach is not established, as shown in Fig. 39(1), a swaying emphasis effect is performed with the left and right decorative patterns synchronized. The content of Figs. 38(6) to (8) and Fig. 39(1) is the same as the content of Figs. 33(5)(6)(8)(9).

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

[0319] Next, as shown in FIG. 39(3), the continuous symbol temporarily stops as the middle decorative symbol DI3, and a pseudo continuous emphasis effect is executed. The pseudo continuous emphasis effect is an effect that emphasizes the temporary stop of the continuous symbol suggesting the execution of the pseudo continuous, and includes a specific motion, a light emission effect, and an effect sound "Gakkin" (volume 7 / 10).

[0320] FIGS. 41 and 42 are diagrams for explaining an example of the pseudo continuous emphasis effect. For example, as shown in FIGS. 41(1) to (3), when the continuous symbol temporarily stops, in the pseudo continuous emphasis effect, a cross-shaped light emission effect 309 (specific light emission effect) that spreads from the center of the continuous symbol and expands until it disappears from the screen is displayed. Also, for example, as shown in FIGS. 42(1) to (3), when the continuous symbol temporarily stops, in the pseudo continuous emphasis effect, the continuous symbol expands until it disappears from the screen, and the light emission effect 309 spreads from the center of the continuous symbol and expands until it disappears from the screen.

[0321] Next, at t6 in FIG. 26(3), as shown in FIG. 39(4), the pseudo continuous effect is executed (completed) by the re-variation of the left, middle, and right decorative symbols DI1 to DI3 that were temporarily stopped. Note that this re-variation is a pseudo re-variation, so the variation start emphasis effect (see FIG. 31) is not executed during the re-variation. Also, the pseudo continuous reel effect in FIG. 39(2) may not be executed. Also, the effect of temporarily stopping the continuous symbol in FIG. 39(2) and the effect of re-varying the temporarily stopped decorative symbol in FIG. 39(4) may be considered as a pseudo continuous effect together.

[0322] Here, the set of pseudo - consecutive presentations described with reference to FIGS. 38(6) to (8) and FIGS. 39(1) to (4) can be executed up to 3 sets in one notification presentation (one variation). The more times it is executed, the higher the reliability of hitting the jackpot in the ongoing notification presentation. Therefore, when executing one more set or two more sets of the pseudo - consecutive presentation set, as shown in FIG. 39(5), the set of pseudo - consecutive presentations is executed. In each set of pseudo - consecutive presentations, at least a part of the pseudo - consecutive emphasis presentation may be made different.

[0323] Next, at t7 in FIG. 26(3), as shown in FIG. 39(6), an effect similar to that in FIG. 33(5) is executed and the left decorative symbol DI1 temporarily stops. Here, when the pseudo - consecutive presentation is not executed, the effect moves from FIG. 38(4) or (5) to FIG. 39(6).

[0324] Next, when the reach inciting effect is executed, at t8 in FIG. 26(3), as shown in FIG. 39(8), the reach inciting effect is executed in the same way as in FIG. 33(7).

[0325] After FIGS. 39(7) or (8), at t9 in FIG. 26(3), as shown in FIG. 40(1), the right decorative symbol DI2 temporarily stops at a symbol where the reach is established (that is, the reach is established), and the reach - established emphasis effect is executed. The reach - established emphasis effect is an effect that emphasizes the reach (reach target), and includes a unique character movement, etc., a light - emitting effect, and an effect sound "zugyun" (volume 7 / 10) (see FIG. 59, etc.). Also, the left and right decorative symbols (reach targets) where the reach is established perform a swing - emphasis effect in synchronization.

[0326] FIG. 43 is a diagram for explaining an example of a reach achievement emphasizing effect. For example, as shown in FIG. 43(1), in the reach achievement emphasizing effect, a unique character action (action) of the left and right decorative patterns (reach targets) where reach is achieved is executed, and a unique linear light emission effect 310 that straddles (connects) the reach targets simultaneously is displayed. Also, for example, as shown in FIG. 43(2), in the reach achievement emphasizing effect, a unique character action (action) of the reach targets is executed, and a unique light emission effect 310 that covers the reach targets while straddling them simultaneously is displayed. Also, for example, as shown in FIG. 43(3), in the reach achievement emphasizing effect, a unique character action (action) of the reach targets is executed, and a unique strip-shaped light emission effect 310 in which the character "Reach!!" moves from left to right while straddling the reach targets simultaneously is displayed. Note that when the right decorative pattern DI2 temporarily stops at the pattern where reach is achieved (similar to FIG. 33(8) etc.), the reach achievement emphasizing effect may be executed after the temporary stop emphasizing effect is once executed.

[0327] Next, as shown in FIG. 40(2), the left and right decorative patterns (reach targets) are enlarged while a synchronized (in-phase) swaying emphasizing effect is performed, and they move apart to the left and right. Note that the reach targets may be enlarged until they are once out of sight from the screen.

[0328] Next, as shown in FIG. 40(3), a jackpot stop inciting effect (and a jackpot stop inciting emphasizing effect that emphasizes this effect; see FIG. 61 etc.) that incites (makes people expect) the middle decorative pattern to be enlarged and become slow and temporarily stop at the pattern where it becomes a jackpot (the same pattern) is executed.

[0329] Next, in the case of a miss, at t10 in FIG. 26(3), as shown in FIG. 40(4), an effect similar to that in FIG. 35(4) is executed, and the middle decorative symbol DI3 temporarily stops as a losing symbol, and a temporary stop emphasis effect is executed. Note that this temporary stop emphasis effect (the temporary stop emphasis effect for a near miss) may be an effect different from the normal temporary stop emphasis effect (see FIG. 32 etc.). Specifically, the character motion, light emission effect, etc. may be made into unique effects, or it may be a smaller-scale effect (compared to the normal temporary stop emphasis effect). Furthermore, a configuration that does not execute the temporary stop emphasis effect may also be adopted. By doing so, it is possible to leave an element of anticipation for the player as to whether a resurrection win effect (not shown) will be executed, in which the middle decorative symbol DI3 temporarily stops at a winning symbol after re-variation and then wins. In that case, it is desirable to configure it so that this resurrection win effect can be executed with a low probability (for example, 1% of the case of a big win). Also, this temporary stop emphasis effect (the temporary stop emphasis effect for a near miss) may be considered as a near miss emphasis effect that emphasizes the near miss (see FIG. 59 etc.).

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

[0331] Next, at t11 in FIG. 26(3), as shown in FIG. 40(6), the left, right, and middle decorative symbols are fixedly stopped and displayed as near miss results, and the miss is notified.

[0332] On the other hand, in the case of a big win, at t10 in FIG. 26(3), as shown in FIG. 40(7), the middle decorative symbol DI3 temporarily stops as a winning symbol (a double-bar symbol), and a double-bar symbol establishment emphasis effect is executed. The double-bar symbol establishment emphasis effect is an effect that emphasizes the winning symbol (double-bar symbol), and includes a unique character motion, light emission effect, and sound effect "DON" (volume 8 / 10). Note that for the temporarily stopped left, right, and middle decorative symbols, a synchronized swaying emphasis effect is executed.

[0333] Figs. 44 and 45 are diagrams for explaining an example of the zoro - eyes formation emphasizing effect. For example, as shown in Figs. 44(1) to (3), in the zoro - eyes formation emphasizing effect, a unique character action (action) is executed with the decorative pattern (zoro - eyes) in the center - left and center - right, and a cross - shaped light - emitting effect 311 (unique light - emitting effect) that spreads from the center of the middle decorative pattern and expands until it disappears from the screen is displayed. Also, for example, as shown in Figs. 45(1) to (3), in the zoro - eyes formation emphasizing effect, a unique character action (action) is executed with the decorative pattern (zoro - eyes) in the center - left and center - right, and a number of cross - shaped light - emitting effects 311 (unique light - emitting effects) that spread from a plurality of positions of the center - left and center - right decorative patterns and expand until they disappear from the screen are displayed.

[0334] Next, as shown in Fig. 40(8), in the state of temporary stop, a pattern - determination suggestion emphasizing effect indicating that the decorative patterns in the center - left and center - right are determined is executed. The pattern - determination suggestion emphasizing effect is an effect that emphasizes the winning pattern (zoro - eyes) and includes a unique light - emitting effect and a sound effect "Kin" (volume 2 / 10). Regarding the temporarily stopped decorative patterns in the center - left and center - right, a swing - emphasizing effect is executed (continued) synchronously (in synchronization). Also, the pattern - determination suggestion emphasizing effect may include a unique action effect (such as a character action). Also, before the execution of the pattern - determination suggestion emphasizing effect, the swing - emphasizing effect may end.

[0335] Figures 46 and 47 are diagrams showing an example of a winning symbol determination suggestion emphasis effect. As shown in (1)→(2)→(3) of FIG. 42, the winning symbol determination suggestion emphasis effect is an emphasis effect in which a light emission effect 312 that appears to reflect and shine moves, for example, from bottom to top. By executing the winning symbol determination suggestion emphasis effect in this way, it is possible to make the decorative symbol that is swinging in a temporarily stopped state appear to have stopped completely and definitely, despite still swinging. Here, the winning symbol determination suggestion emphasis effect is an important effect that suggests that the decorative symbol stops definitely as a symbol (a pair) indicating a big win, and since it suggests that various effects that make the player expect a big win have ended and finally a big win has been determined, it is deliberately an effect with a small (plain) scale. Therefore, the winning symbol determination suggestion emphasis effect is not executed simultaneously with various emphasis effects (cut-in emphasis effect, pseudo-linked emphasis effect, reach establishment emphasis effect, SP development emphasis effect, etc.) that make the player expect a big win. Also, for example, as shown in (1)(2)(3) of FIG. 47, the winning symbol determination suggestion emphasis effect is a very large-scale emphasis effect in which the light emission effect 312 spreads from the middle decorative symbol DI3 and finally covers the entire screen in an instant (for example, until the left, right, and middle decorative symbols become difficult or impossible to distinguish).

[0336] Next, at t11 in FIG. 26(3), as shown in FIG. 40(9), the left, right, and middle decorative symbols DI1 to DI3 that were temporarily stopped are reduced to their original size and are displayed as definite stop indications, and a big win is notified.

[0337] [Notification effect for [SP loss / SP win (variable time 60.00 seconds)]] FIG. 27(1) is a time chart of the notification effect for "SP loss" / "SP win" with a variable time of 60.00 seconds corresponding to the variable pattern numbers 3 / 4 shown in FIG. 12 and the like. FIGS. 48 to 51 are diagrams for explaining specific examples of the notification effect for "SP loss" / "SP win" with a variable time of 60.00 seconds executed according to the time chart of FIG. 27(1).

[0338] First, in t1 to t6 (exactly until before t7) of FIG. 27(1), as shown in FIG. 48(1), similar to the effects from FIG. 38(1) to FIG. 39(5), after the start of the variation, it is possible to execute a cut-in preview effect and a pseudo-continuous effect up to a maximum of 3 sets.

[0339] Next, when executing the specific appearance preview effect, as shown in FIGS. 48(2) to (5), similar effects to FIGS. 33(5), (6), (8), and (9) are executed. After the left decorative pattern DI1 temporarily stops, the right decorative pattern DI2, which is a pattern where a reach does not occur, temporarily stops, and a swing emphasis effect is executed with synchronization (syntony) of the left and right decorative patterns.

[0340] Thereafter, at t7 of FIG. 27(1), as shown in FIG. 48(6), the middle decorative pattern DI3 temporarily stops with a pattern of the same blue color as the left and right decorative patterns, and the blue specific appearance is established for the left, middle, and right decorative patterns DI1 to DI3 (see FIG. 22), and a blue specific appearance emphasis effect is executed. The specific appearance emphasis effect is an effect that emphasizes the establishment of the specific appearance and is an effect that suggests the degree of expectation (zone entry expectation) that a zone effect will be executed in the notification effect being executed. It includes a unique character action (action), a light emission effect (blue light emission), and a sound effect "QUEEN" (volume 6 / 10). When the middle decorative pattern DI3 temporarily stops, after an effect similar to FIG. 34(4) (a temporary stop emphasis effect of the middle decorative pattern DI3) is executed, the blue specific appearance emphasis effect may be executed as described above. Also, since the specific appearance emphasis effect can be considered an effect that emphasizes the temporary stop of the decorative pattern, it may be considered a type of temporary stop emphasis effect with a larger scale than the normal temporary stop emphasis effect.

[0341] Here, for the specific appearance emphasis effect, there are a blue specific appearance emphasis effect (refer to Fig. 48(6)) where the decorative patterns DI1 to DI3 on the left, right, and center all temporarily stop as blue patterns (refer to Fig. 22), a green specific appearance emphasis effect (not shown) where the decorative patterns DI1 to DI3 on the left, right, and center all temporarily stop as green patterns, and a red specific appearance emphasis effect (not shown) where the decorative patterns DI1 to DI3 on the left, right, and center all temporarily stop as red patterns. The blue specific appearance emphasis effect includes a unique character action (action), a light emission effect (blue light emission), and a sound effect "QUEEN" (volume 6 / 10). The green specific appearance emphasis effect includes a unique character action (action), a light emission effect (green light emission), and a sound effect "KUIIN" (volume 7 / 10). The red specific appearance emphasis effect includes a unique character action (action), a light emission effect (green light emission), and a sound effect "KUIINN" (volume 8 / 10). Also, the green specific appearance emphasis effect has a higher expectation degree of entering the zone than the blue specific appearance emphasis effect, and the red specific appearance emphasis effect has a higher expectation degree of entering the zone than the green specific appearance emphasis effect. Further, when the specific appearance emphasis effect is executed multiple times in one notification effect, multiple specific appearance emphasis effects are executed so that the expectation degree of entering the zone does not decrease.

[0342] Next, as shown in Fig. 48(7), the decorative patterns on the left, right, and center that were temporarily stopped by the specific appearance emphasis effect are re-varied. Since this re-variation is pseudo, it is desirable that the variation start emphasis effect is not executed during the re-variation, but it may also be executed.

[0343] Next, when one more set or two more sets of the specific appearance emphasis effect (specific appearance preview) described with reference to Figs. 48(2) to (7) are executed, as shown in Fig. 48(8), the set of the specific appearance emphasis effect is executed.

[0344] Next, when the zone effect is not executed, in t9 to t11 of Fig. 27(1), as shown in Figs. 49(1) to (4), the same effects as in Figs. 39(6) to (8) and Fig. 40(1) are executed. After the left decorative pattern DI1 temporarily stops and the reach excitation effect is executed, after the right decorative pattern DI2 temporarily stops, the effect for the establishment of the reach is executed. When the specific winning combination emphasis effect is not executed, the effect moves from Fig. 48(1) to Fig. 49(1).

[0345] Next, when the cut-in preview effect is executed, at t12 of Fig. 27(1), as shown in Fig. 49(5), the cut-in preview effect is executed in the same manner as in Fig. 38(5). In Fig. 49(5), a green cut-in preview effect is being executed.

[0346] On the other hand, when the zone effect is executed, at t8 of Fig. 27(1), as shown in Fig. 50(1), the zone effect is started and the zone entry emphasis effect is executed. The zone effect is an effect that suggests a high probability of a jackpot in the ongoing notification effect, and it is an effect that displays a zone background for the zone effect and a belt image for moving and displaying a character image written as "weak zone" or "strong zone". Also, the zone effect that displays the belt image of the "strong zone" has a higher jackpot reliability than the zone effect that displays the belt image of the "weak zone". In Fig. 50(1), the zone effect that displays the belt image of the "weak zone" is being executed. Also, when the zone effect ends, the SP reach effect is started. Also, the zone entry emphasis effect is an effect that emphasizes the zone effect and includes a unique light emission effect (for example, the light emission of the zone background) and a sound effect "GWEEN" (volume 7 / 10). Note that it may include a unique operation (for example, the operation of the above belt image, etc.). Also, the zone entry emphasis effect may be made different between the weak zone and the strong zone. Also, when the zone effect ends, it may be configured such that another effect (for example, the SPSP reach effect) that makes a jackpot expected is started.

[0347] Next, in t9 to t12 of FIG. 27(1), as shown in FIGS. 50(1) to (5), while executing the zone production, the same production as in FIGS. 49(1) to (5) is executed. After the left decorative pattern DI1 temporarily stops, when the reach excitement production is to be executed, the reach excitement production is executed. Then, when the reach is established and the cut-in preview production is to be executed, the cut-in preview production is executed. Note that in FIG. 50(5), the green cut-in preview production is being executed.

[0348] Next to FIGS. 49(4)(5) or FIGS. 50(4)(5), at t13 of FIG. 27(1), as shown in FIG. 51(1), it develops into the SP reach production. Specifically, an SP reach background dedicated to the SP reach production (for example, the background during an SP battle where the main character's character fights an enemy character) is displayed, and an SP development emphasis production that emphasizes the development into the SP reach production is executed. The SP development emphasis production is a production that displays a unique light emission effect that causes the SP reach background to emit light on a large scale as a whole (for example, the entire display screen emits light) and outputs a unique sound effect "Gyun" (volume 8 / 10) (see FIG. 63, etc.). Also, at that time, the decorative pattern is changed from the digital character form to the digital form (see FIG. 23), separated and reduced in size at the upper part of the screen, and for the decorative pattern in the digital form (reach target), a swing emphasis production is executed (continued) synchronously.

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

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

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

[0352] On the one hand, in the case of a big win, at t14 in Fig. 27(1), as shown in Fig. 50(5), an image of the SP battle victory, which won the SP battle in the SP reach background, is displayed, and an SP victory emphasis effect is executed on the SP reach background and the like. The SP victory emphasis effect is an effect that emphasizes that the result of the SP reach is a big win (SP battle victory). For example, it is an effect that displays a specific light emission effect that causes the entire SP reach background to emit light on a large scale (for example, the entire display screen emits light) and outputs a specific sound effect "Jajjan" (Sound 9 / 10) (see Fig. 63, etc.).

[0353] Also, at t14 in Fig. 27(1), as shown in Fig. 50(5), the middle decorative pattern DI3 pauses temporarily as a pattern that results in a big win, and a special temporary stop emphasis effect is executed on the middle decorative pattern DI3. In this special temporary stop emphasis effect (the temporary stop emphasis effect when a double appears), an effect different from the normal temporary stop emphasis effect (Fig. 32) is executed. For example, a special light emission effect is displayed. Also, the rocking emphasis effect is not executed on the temporarily stopped middle decorative pattern DI3. Note that when the middle decorative pattern DI3 pauses temporarily as a pattern that results in a big win, it may be configured not to execute the temporary stop emphasis effect, or it may be configured not to output the above-mentioned specific sound effect "Jajjan". Also, it may be configured such that the rocking emphasis effect is executed on the temporarily stopped middle decorative pattern DI3.

[0354] Next, as shown in Fig. 51(6), the decorative pattern during the temporary stop is returned from the numerical form to the digital character form (see Fig. 23) and enlarged for display, and a double appearance establishment emphasis effect is executed (see Fig. 44, Fig. 45, Fig. 61, etc.).

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

[0356] Next, at t15 in Fig. 27(1), as shown in Fig. 51(8), the temporarily stopped left, middle, and right decorative patterns DI1~DI3 are reduced to their original size and displayed with a fixed stop to announce a big win.

[0357] [Notification performance for SPSP miss / SPSP hit (fluctuation time: 90.00 seconds)] Figure 27(2) is a time chart of the notification performance for "SPSP miss" / "SPSP hit" with a fluctuation time of 90.00 seconds corresponding to the fluctuation pattern 1 / 2 shown in Figure 12 and the like. Figure 52 is a diagram for explaining a specific example of the notification performance for "SPSP miss" / "SPSP hit" with a fluctuation time of 90.00 seconds executed according to the time chart of Figure 27(2).

[0358] First, at t1 to t13 in Figure 27(2), as shown in Figure 52(1), the performance from the start of the fluctuation to the SP reach performance is executed in the same manner as t1 to t13 in Figure 27(1) (Figures 48(1) to 51(1)).

[0359] Next, when executing the cut-in preview performance, at t14 in Figure 27(2), as shown in Figure 52(2), while executing the SP reach performance, the cut-in preview performance and the like are executed in the same manner as in Figure 38(5). In Figure 52(2), a red cut-in preview performance and the like are being executed.

[0360] Next to Figure 52(1) or (2), at t15 in Figure 27(2), it develops into the SPSP reach performance as shown in Figure 48(3). Specifically, an SPSP reach background dedicated to the SPSP reach performance (for example, the background during an SPSP battle where the protagonist character is fighting the enemy boss character) is displayed, and an SPSP development emphasis performance that emphasizes the development into the SPSP reach performance is executed. The SPSP development emphasis performance is an effect that displays a unique light emission effect that causes the entire SPSP reach background to emit light on a large scale (for example, the entire display screen emits light) and outputs a unique sound effect "Gyon" (volume 9 / 10) (see Figure 63 and the like). Also, for the decorative pattern in numerical form (reach target) that is reduced and displayed at the upper part of the screen, a synchronized oscillation emphasis performance is being executed (continued). Note that in the SP reach performance and / or the SPSP reach performance, a configuration without displaying the decorative pattern may also be adopted.

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

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

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

[0364] On the other hand, in the case of a big win, at t16 in FIG. 27(2), as shown in FIG. 52(7), an image of the SPSP battle victory, which has won the SPSP battle in the SPSP reach background, is displayed, and an SPSP victory emphasis effect is executed on the SPSP reach background and the like. The SPSP victory emphasis effect is an effect that emphasizes that the result of the SPSP reach is a big win (SPSP battle victory). For example, it is an effect that displays a specific light emission effect that causes the SPSP reach background to emit light on a large scale as a whole (for example, the entire display screen emits light), and outputs a specific sound effect "Jajajajaan" (Sound 9 / 10) (see FIG. 63 etc.).

[0365] Also, at t16 in FIG. 27(2), as shown in FIG. 52(7), similar to FIG. 51(5), the middle decorative pattern DI3 pauses temporarily as a pattern that results in a big win, and a special temporary pause emphasis effect is executed on the middle decorative pattern DI3. In this special temporary pause emphasis effect (the temporary pause emphasis effect when a double is formed), an effect different from the normal temporary pause emphasis effect (FIG. 32) is executed. For example, a special light emission effect is displayed. Also, a rocking emphasis effect is not executed on the temporarily paused middle decorative pattern DI3. Note that when the middle decorative pattern DI3 pauses temporarily as a pattern that results in a big win, it may be configured not to execute the temporary pause emphasis effect, or it may be configured not to output the above-mentioned specific sound effect "Jajajajaan". Also, at least a part (for example, the light emission effect) of the above-mentioned SPSP victory emphasis effect and the SP victory emphasis effect may be the same or different.

[0366] Next, as shown in FIG. 52(8), similar to FIG. 51(6), the decorative pattern during the temporary pause is returned from the numerical form to the digital character form (see FIG. 23) and enlarged for display, and a double formation emphasis effect is executed (see FIGS. 44, 45, 61, etc.). Note that the double formation emphasis effect may be different depending on the scene of the effect (for example, the scene in FIG. 52(8) and the scene in FIG. 51(6)).

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

[0368] Next, at t17 in FIG. 27(2), as shown in FIG. 52(10), the decorative patterns DI1 to DI3 in the center left and right that were temporarily stopped are reduced to their original sizes and are displayed in a fixed stop state, and a big win is notified.

[0369] As described above, in this embodiment, in the notification effect (fluctuation effect), various effects (cut-in preview effect, pseudo-link effect, reach effect, SP reach effect, chance symbol effect, specific symbol preview effect, etc.) with various effect meanings are executed, and respective emphasis effects are executed during such various effects (see FIGS. 28 to 52, etc.). By executing the emphasis effect in this way, according to this embodiment, it is possible to suggest (imply), notify, and emphasize the effect meanings of the various effects described above, and the effect of the notification effect can be multiplicatively enhanced.

[0370] (Second Embodiment) Hereinafter, with reference to FIGS. 53 to 55, the second embodiment will be described. The second embodiment is an embodiment in which a re-drawing effect is executed in the gaming machine 1 according to each embodiment.

[0371] Here, the re-drawing presentation is a presentation that, in the notification presentation, after temporarily stopping the decorative symbols in a combination (a row of identical symbols) indicating a big win and notifying that a big win has occurred once, re-variates the temporarily stopped decorative symbols in a row of identical symbols and then temporarily stops the decorative symbols again in a combination (a row of identical symbols) indicating a big win, and can be presented as if the type of big win has changed depending on the symbols of the decorative symbols that have been temporarily stopped again (that is, a presentation that can make it appear as if the type of big win has changed by lottery). As already explained, big wins include a normal big win that is set to the normal game state after the big win game, and a time-saving big win that becomes eligible for a big win via a small win by being set to the time-saving game state after the big win game. In the notification presentation, it is suggested that a time-saving big win has been won when the decorative symbols are temporarily stopped aligned with symbol 3 or 7, and it is suggested that a normal big win has been won when the decorative symbols are temporarily stopped aligned with symbols other than symbol 3 and 7.

[0372] FIGS. 53 and 54 are specific diagrams for explaining the re-drawing presentation when the normal big win changes to the time-saving big win (when the big win is upgraded) and when it does not change (when the big win is not upgraded) after being once suggested. Hereinafter, with reference to FIGS. 53 and 54, the re-drawing presentation when the normal big win changes to the time-saving big win (when the big win is upgraded) and when it does not change (when the big win is not upgraded) will be explained.

[0373] First, after winning the SP battle in the SP reach presentation and the decorative symbols are temporarily stopped in a row of identical symbols (see FIG. 51(5)) (or after winning the SPSP battle in the SPSP reach presentation and the decorative symbols are temporarily stopped in a row of identical symbols (see FIG. 52(7))), as shown in FIG. 53(1), the presentation is executed in the same way as in FIGS. 51(6) and 52(8), and a presentation emphasizing the establishment of a row of identical symbols is executed for the left, middle, and right decorative symbols.

[0374] Next, as shown in FIG. 53(2), the presentation is executed in the same way as in FIGS. 51(7) and 52(9), and a presentation suggesting the determination of the left, middle, and right decorative symbols is executed.

[0375] Next, as shown in FIG. 53(3), a re-drawing performance is executed. Specifically, a re-drawing performance is executed in which the decorative symbol is reduced in size and re-varied while displaying a re-drawing background dedicated to the re-drawing performance (for example, a background of a thundercloud with lightning bolts flashing), and a re-drawing emphasis performance is executed. The re-drawing emphasis performance is a performance that emphasizes the re-drawing performance (re-drawing background), and includes specific actions (for example, actions), light emission effects (for example, the re-drawing background emits light on a large scale as a whole), and sound effects "Goon" (volume 5 / 10) (see FIG. 65, etc.). Note that the operation of reducing the size of the decorative symbol and re-varying it may be considered as part of the re-drawing emphasis performance. Also, when re-varying, the decorative symbol may be changed from a digital character form to a digital form (see FIG. 23). Further, the decorative symbol may be made non-displayed during re-variation, or the re-variation display itself may not be executed. Also, a movable accessory performance may be executed in which the movable accessory 73 (see FIG. 1) is moved to the front of the screen 70 during re-variation so that part or all of the decorative symbol during re-variation is hidden (difficult or impossible to visually recognize).

[0376] Next, when not ascending to a short-time big win, as shown in FIG. 53(4), the decorative symbol that has been reduced in size and re-varied is enlarged and displayed (temporarily stopped display) on the entire screen as a matching symbol indicating a normal big win, and an ascending failure double symbol emphasis performance is executed. The ascending failure double symbol emphasis performance is a performance that emphasizes the matching symbol (ascending failure) indicating a normal big win, and includes specific character actions (for example, a winning action where the character shouts "Banzai"), light emission effects (for example, the decorative symbols in the left, right, and middle emit light on a small scale), and sound effects "Dothun" (volume 6 / 10) (see FIG. 65, etc.). Note that also during this ascending failure performance, the re-drawing background may be displayed. Also, when enlarging and displaying (temporarily stopped display) as a matching symbol indicating a normal big win, it may be enlarged until it protrudes from the screen 70 (partially cut off).

[0377] Next, as shown in FIG. 53(5), a pattern determination suggestion emphasis effect indicating that the decorative pattern among the left, right, and center during the temporary stop is determined is executed (see FIGS. 46, 47, 61, etc.). Here, the light emission effect of the pattern determination suggestion emphasis effect of the re-drawing effect is different from the sparkling light emission in FIG. 46 where the reflection part moves from bottom to top, and the reflection part moves from the lower right to the upper right. Also, the sound effects are different. Note that at least a part (for example, the light emission effect) of the pattern determination suggestion emphasis effect may be made different according to the scene of the effect, or the scale may be increased (or decreased).

[0378] Next, as shown in FIG. 53(6), the decorative patterns DI1 to DI3 among the left, right, and center that were temporarily stopped are reduced to their original size and are fixedly stopped and displayed in the same manner as the effects in FIGS. 51(8), etc., and finally, it is notified that a normal big win has occurred.

[0379] On the other hand, when ascending to a short-time big win, the effect moves from FIG. 53(3) to FIG. 54(1). As shown in FIG. 54(1), the decorative pattern that was reduced and redrawn is enlarged and displayed (temporarily stopped) on the entire screen as a uniform pattern indicating a short-time big win, and an ascending success twin emphasis effect is executed. The ascending success twin emphasis effect is an effect that emphasizes a uniform pattern (ascending success) indicating a short-time big win, and includes a specific character action (for example, a winning action where the character shouts "Banzai"), a light emission effect (for example, the decorative patterns among the left, right, and center emit light on a large scale), and a sound effect "Dododosuun" (volume 9 / 10) (see FIG. 65, etc.). Note that also during this ascending success effect, the re-drawing background may be displayed. Also, when enlarging and displaying (temporarily stopping) as a uniform pattern indicating a short-time big win, it may be enlarged until it protrudes from the screen 70 (partially cut off).

[0380] Next, as shown in FIG. 54(2), the effect is performed in the same manner as in FIG. 53(2), and the pattern determination suggestion emphasis effect of the re-drawing effect is executed.

[0381] Next, as shown in FIG. 54(3), the effect is performed in the same manner as in FIG. 51(6), and the decorative patterns DI1 to DI3 among the left, right, and center that were temporarily stopped are fixedly stopped and displayed, and finally, it is notified that a short-time big win has occurred.

[0382] FIG. 55 is a specific diagram for explaining a re-drawing effect in which a short-time big win is suggested once and then the re-drawing effect is executed and the short-time big win is suggested again. Hereinafter, with reference to FIG. 55, the re-drawing effect in which a short-time big win is suggested once and then the re-drawing effect is executed and the short-time big win is suggested again will be described.

[0383] First, after winning the SP battle in the SP reach effect and the decorative symbols are temporarily stopped in a double-bar (see FIG. 51(5)) (or after winning the SPSP battle in the SPSP reach effect and the decorative symbols are temporarily stopped in a double-bar (see FIG. 52(7))), as shown in FIG. 55(1), the same effect as in FIG. 53(1) is executed, and the decorative symbols in the left, right, and middle are temporarily stopped and displayed as aligned symbols indicating a normal big win.

[0384] Next, as shown in FIG. 55(2), the same effect as in FIG. 53(2) is executed, and a symbol determination suggestion emphasis effect indicating that the decorative symbols in the left, right, and middle are determined is executed.

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

[0386] Next, as shown in FIG. 55(4), the same effect as in FIG. 54(1) is executed, and the decorative symbols that have been reduced and re-varied are enlarged and displayed (temporarily stopped display) on the entire screen as aligned symbols indicating a short-time big win.

[0387] Next, as shown in FIG. 55(5), the same effect as in FIG. 54(2) is performed, and a symbol determination suggestion emphasis effect of the re-drawing effect is executed. Here, since this symbol determination suggestion emphasis effect is not a successful promotion, it does not indicate a successful promotion, but rather suggests the determination of a short-time big win.

[0388] Next, as shown in FIG. 55(6), the same effect as in FIG. 54(3) is performed, and the decorative symbols DI1 to DI3 in the left, right, and middle that have been temporarily stopped are determined and stopped and displayed, and finally it is notified that a short-time big win has occurred.

[0389] As described above, in the present embodiment, in the re-drawing effect in the notification effect, by performing various emphasis effects and the like, the effect of the re-drawing effect can be effectively enhanced. For example, it is suggested by the symbol determination suggestion emphasis effect (see Fig. 53(3)) before the execution of the re-drawing effect that at least a jackpot has been obtained, and it is suggested by the symbol determination suggestion emphasis effect of the upgrade success (see Fig. 54(2)) after the execution of the re-drawing effect that a time-saving jackpot has been obtained. On the other hand, it is suggested by the symbol determination suggestion emphasis effect of the upgrade failure (see Fig. 53(5)) after the execution of the re-drawing effect that a normal jackpot has been obtained. When temporarily stopped with the symbol of the time-saving jackpot as shown in Fig. 55(1), it may be configured not to execute the re-drawing effect. In addition, although the example of executing the re-drawing effect in the notification effect of the effect patterns of "per SP" and "per SPSP" (see Fig. 12 etc.) has been described above, the re-drawing effect may also be executed in the notification effect of the effect pattern of "per reach".

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

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

[0392] The left diamond image is displayed in white during the execution of the notification effect for notifying the result of the first special symbol lottery, and in gray during other periods. The right diamond image is displayed in white during the execution of the notification effect for notifying the result of the second special symbol lottery, and in gray during other periods. That is, the left and right diamond images are images for notifying which of the notification effects of the first symbol lottery and the second symbol lottery is being executed. The left-number-holding icon is an image that shows the number of holds in the first special symbol lottery in numbers, and the right-number-holding icon is an image that shows the number of holds in the second special symbol lottery in numbers. The left and right number-holding icons, similar to the hold icon RI, are symbols for suggesting (notifying) the number of holds in the special symbol lottery. However, unlike the hold icon RI, they do not perform effects that suggest the jackpot reliability or involve various effects. Instead, they are symbols that clearly suggest (notify) the number of holds in the special symbol lottery. That is, while the hold icon RI emphasizes the production effect, the left and right number-holding icons emphasize clearly suggesting (notifying) the number of holds in the special symbol lottery.

[0393] The number symbols in the left, middle, and right are symbols for suggesting (notifying) the result of the special symbol lottery by being variably displayed and then stopped, similar to the decorative symbols DI1 - DI3 in the left, middle, and right. However, they do not perform various effects or involve various effects like the decorative symbols DI1 - DI3 in the left, middle, and right. Instead, they are symbols that clearly suggest (notify) the result of the special symbol lottery. That is, while the decorative symbols DI1 - DI3 in the left, middle, and right emphasize the production effect, the number symbols in the left, middle, and right emphasize clearly suggesting (notifying) the result of the special symbol lottery.

[0394] Next, the special symbol 400 will be specifically described with reference to FIG. 56. As shown in FIG. 56(1), in the state where the decorative symbols DI1 - DI3 in the left, middle, and right are in a fixed stop display before the start of the notification effect, for the special symbol 400, the left and right diamond images are displayed in gray, and the number symbols in the left, middle, and right stop and are displayed with the same numbers as the decorative symbols in the left, middle, and right that are in a fixed stop display.

[0395] Next, as shown in FIG. 56(2), in the state during the execution of the notification effect (during the variation of the decorative symbols in the left, middle, and right), for the special symbol 400, one of the left and right diamond images is displayed in white, and the number symbols in the left, middle, and right are variably displayed downward. Here, the number symbols in the left, middle, and right each vary cyclically downward only in the order of symbol 1 → symbol 2 → symbol 3 → symbol 4 → symbol 5 → symbol 6 → symbol 7 → symbol 8 → symbol 9 → symbol 1.

[0396] Next, as shown in FIG. 56(3), when the notification effect ends and the decorative symbols DI1 to DI3 in the left, center, and right are fixedly stopped and displayed, at the same time, for the special symbol 400, the left and right diamond images are displayed in gray, and the numerical symbols in the left, center, and right stop and are displayed with the same numbers as the fixedly stopped decorative symbols DI1 to DI3 in the left, center, and right.

[0397] Here, the decorative symbols DI1 to DI3 in the left, center, and right, which emphasize the production effect, change the variation speed, but the numerical symbols in the left, center, and right of the special symbol 400 are variably displayed at a fixed constant speed faster than the variation speed of the decorative symbols DI1 to DI3 in the left, center, and right (the variation speed does not change). Also, the numerical symbols in the left, center, and right of the special symbol 400, unlike the decorative symbols DI1 to DI3 in the left, center, and right that emphasize the production effect, do not change their form (including color change), do not perform enlarged display or reduced display, and do not perform effects such as the symbol lighting effect. Also, the left and right number hold icons of the special symbol 400, unlike the hold icon RI that emphasizes the production effect, do not change their form (including color change) or emit light. Also, the numerical symbols in the left, center, and right of the special symbol 400 are the same as the decorative symbols DI1 to DI3 in the left, center, and right that emphasize the production effect in achieving a reach, but do not execute the reach exciting effect. Note that the numerical symbols in the left, center, and right of the special symbol 400 may change even when the decorative symbols in the left, center, and right do not achieve a reach. Also, unlike the decorative symbols, the special symbol 400 is displayed at the same size at a specific position (fixed position) on the screen 70 within the period of at least one notification effect (or always). Also, the numerical symbols of the special symbol 400 are nine types from symbol 1 to symbol 9, and there are fewer types than the decorative symbols that have continuous symbols different from ordinary symbols. Also, unlike the decorative symbols, the numerical symbols of the special symbol 400 move (vary) only in a certain direction (such as downward). Also, unlike the decorative symbols, the special symbol 400 is not partially (or entirely) hidden by the movable accessory 73 by executing the movable accessory production. Also, the special symbol 400 is not displayed during the jackpot game (during the jackpot game production). In addition, unlike decorative symbols and the like, the special symbol 400 does not execute various light emission effects and the like. Furthermore, the special symbol 400 does not have various production images (such as decorative symbols) or light emission effects of various light emission effects (light emission effects such as temporary stop emphasis effects and SP development emphasis effects) overlapping in front, and is not affected by these. Also, unlike the decorative symbol, the numerical symbol of the special symbol 400 does not perform a temporary stop display as a form of variable display. For example, even when the decorative symbol is executing a symbol determination suggestion emphasis effect in a temporarily stopped state, it is variably displayed. Note that the numerical symbol of the special symbol 400 may also be temporarily stopped, similar to the decorative symbol.

[0398] As described above, in the present embodiment, while displaying the decorative symbols DI1 to DI3 on the left, right, and center that emphasize the production effect, the special symbol 400 is displayed to clearly suggest (notify) the result of the special symbol lottery. And in the special symbol 400, a light emission effect (light emission effect) or the like is not executed, and it is not affected by the light emission effect or the like.

[0399] [Comparison table of emphasis effects] Figs. 57 to 66 are comparison tables of various emphasis effects described in each embodiment and the like. As shown in Figs. 57 to 66, the production effect of the notification effect can be multiplicatively enhanced by the characteristics of the various emphasis effects described in each embodiment and the like.

[0400] For example, the reach establishment emphasis effect (see Fig. 59) may include a horizontal line-shaped light emission effect with a narrow width of the light emission area connecting the left and right decorative symbols, as compared with the SP development emphasis effect (see Fig. 63) or the SPSP development emphasis effect (see Fig. 63) in which the background screen that can be executed thereafter can emit light as a whole. Also, for example, the reach establishment emphasis effect (such as Fig. 40(1)) may include a horizontal line-shaped light emission effect with a narrow width of the light emission area connecting the left and right decorative symbols, as compared with the chance eye light emission (Fig. 36) in which the left, right, and center decorative symbols forming the chance eyes and the surroundings thereof can emit light. Also, for example, the reach establishment emphasis effect includes the above-described linear light emission effect, and is different from the pattern determination suggestion emphasis effect (Figs. 61, 46, etc.) in which the light emission effect moves upward from the bottom, for example, only on the surface of each decorative pattern, in terms of the light emission area and the light emission range. Also, for example, the reach establishment emphasis effect includes the above-described linear light emission, and is different from the pattern determination suggestion emphasis effect (see Figs. 61, 47) in which the light emission effect spreads from the middle decorative pattern to the entire screen, in terms of the light emission area and the light emission range. Also, for example, the variation start emphasis effect (see Figs. 57, 31) and the temporary stop emphasis effect (see Figs. 57, 32) subtly (weakly) emphasize the decorative pattern and its surroundings, and are smaller in scale and have a narrower light emission range compared to the flashy emphasis effects aiming for a large effect (such as the chance point emphasis effect, SP development emphasis effect, SPSP development emphasis effect, double success emphasis effect, etc.). Also, for example, in the SP victory emphasis effect (see Fig. 63), the entire screen of the SP reach background strongly emits light, while in the SP defeat emphasis effect (see Fig. 63), the entire screen of the SP reach background weakly emits light. It may also be configured such that the light emission range of the SP defeat emphasis effect is narrower than that of the SP victory emphasis effect. The relationship between the SPSP victory light emission and the SPSP defeat light emission is the same.

[0401] Also, as shown in Figs. 57 to 66, depending on each emphasis effect, the "ratio (maximum value) of the emphasized area to the entire decorative pattern", the "ratio (maximum value) of the area occupied by the emphasized area in the entire decorative pattern", and the "ratio (maximum value) of the emphasized area to the entire screen" (hereinafter sometimes referred to as the "three ratios") vary. Here, in the above three ratios, the "emphasized area" may be considered, for example, as the area where the character movement and the light emission effect occur, or as the area where the light emission effect occurs. Note that in the description of these ratios (%) in Figs. 57 to 66, relatively desirable ratios (%) are underlined, but this is not restrictive. For example, the swaying emphasis effect may have smaller three ratios than the temporary stop emphasis effect, the variation start emphasis effect, the reach establishment emphasis effect, the double success emphasis effect, etc. Also, for example, the miss reach emphasis effect may have three ratios smaller than those of the reach success emphasis effect and the matching success emphasis effect. Also, for example, the temporary stop emphasis effect and the variation start emphasis effect may have three ratios smaller than those of the reach success emphasis effect and the matching success emphasis effect. Here, since the chance occurrence emphasis effect is an emphasis effect executed at the time of variation stop (accurately, before the definite stop of the decorative symbol), it can be considered a type of temporary stop emphasis effect. Also, since the variation start preview emphasis effect described later is an emphasis effect executed at the time of variation start, it can be considered a type of variation start emphasis effect. In that case, the chance occurrence emphasis effect and the variation stop preview emphasis effect may have three ratios larger than those of the normal temporary stop emphasis effect and variation start emphasis effect.

[0402] Note that the various features of the emphasis effects described in the comparison tables of FIGS. 57 to 66 and other figures are examples and are not limited thereto. For example, emphasis effects that expect a high effect (for example, reach success emphasis effect, SP development emphasis effect, etc.) may have features such as emitting strong light, emitting light over a wide range, being accompanied by an effect sound with a large volume, or being accompanied by a showy action. Also, for example, the light emission of emphasis effects that do not expect a high effect (for example, variation start emphasis effect, temporary stop emphasis effect, etc.) may have features such as being weakened, emitting light in a narrow range, being accompanied by an effect sound with a small volume (or having no effect sound), or being accompanied by a plain action (or having no action). Also, the mode of each emphasis effect may be varied depending on the game state, the performance stage (performance mode), or the performance scene (for example, before and after a specific performance (reach success performance, SP reach development performance, etc.)).

[0403] (Fourth Embodiment) Hereinafter, with reference to FIGS. 67 to 69, the fourth embodiment will be described. In the fourth embodiment, in the gaming machine 1 according to each embodiment, when the operation button 16 is subjected to a predetermined operation during an operation valid period (for example, 5 seconds) for accepting the operation of the operation button 16, a predetermined effect (for example, a predetermined preview effect, a movable accessory effect, etc.) is performed. An operation response effect for enabling execution is executed. Further, in order to execute the operation response effect and improve the effect of the effect, an operation promotion effect for causing the player to perform a predetermined operation on the operation button 16 is executed during the operation valid period. The operation promotion effect includes the display of an operation promotion image 351 (specifically, an image including a button image imitating the operation button 16, a gauge image dynamically indicating the remaining amount of the operation valid period, and a character image ("Press it!" etc.)). Hereinafter, the operation promotion image including the gauge image etc. may be referred to as a button image. Note that the operation promotion effect may include an audio output ("Press it!" etc.). Further, in the present embodiment, a single-push operation response effect for executing an operation response effect in response to the operation button 16 being pressed once during the operation valid period, and a predetermined number of times (for example, 10 times) of the operation button 16 being pressed during the operation valid period. There are a continuous-push operation response effect for executing an operation response effect in response to this, and a long-push operation response effect for executing an operation response effect in response to the operation button 16 being pressed for a predetermined time (for example, 2 seconds) during the operation valid period.

[0404] With reference to FIG. 67, an example in the case of the single-push operation response effect will be described. First, as shown in FIG. 67(1), a button image highlighting effect for highlighting the button image 351 is executed (see FIG. 65 etc.). Specifically, at the position where the button image 351 for prompting the player to operate the operation button 16 is displayed, a light emission effect 350 that preliminarily highlights the button image 351 and suggests that the button image 351 will be displayed is displayed for a predetermined time (for example, 0.5 seconds). Note that a unique sound effect may be output as part of the button image highlighting effect.

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

[0406] Next, as shown in Fig. 67(3), when the effect button 16 is pressed (pressed once) within the operation valid period, a button image highlighting effect that highlights the button image 351 is executed (see Fig. 65, etc.) when the button image 351 disappears (becomes non-displayed) accordingly, and the effect button highlighting effect ends. Also, the operation valid period ends (even if it is before expiration). Specifically, a light emission effect 352 that highlights the button image 351 (highlights the disappearance of the button image 351) is displayed for a predetermined time (e.g., 0.7 seconds) at the position where the button image 351 is displayed. Here, the button image 351 becomes non-displayed immediately after the display of the light emission effect 352 starts (e.g., after 0.2 seconds). That is, the button image 351 and the light emission effect 352 are displayed simultaneously for an instant. Here, since the light emission effect 352 is semi-transparent (e.g., 50% transmittance) and larger than the button image 351, the button image 351 can be seen through the light emission effect 352 on the back side. Note that a specific sound effect may be output as part of the button image highlighting effect. Also, by continuing the effect button highlighting effect even after the button image 351 disappears, it may be possible to suggest that the jackpot reliability is high.

[0407] Next, as shown in Fig. 67(4), an operation response effect (preview effect, etc.) is executed in response to the operation of the effect button 16. Note that the gauge image and character image ("Press!") shown in Fig. 67(2) can also be considered as part of a button image highlighting effect that highlights the operation promotion image (i.e., the button image) instead of the operation promotion image. Also, the effect button highlighting effect may be started at the timing of displaying the light emission effect 350, or may be started at a timing earlier than that.

[0408] Next, with reference to Fig. 68, an example of the case of a rapid-fire operation response effect will be described. First, as shown in Fig. 68(1), similar to Fig. 67(1), a button image highlighting effect that highlights the button image 351 is executed (see Fig. 65, etc.). Note that a specific sound effect may be output as part of the button image highlighting effect.

[0409] Next, in the case of the rapid-fire operation response effect of type 1, as shown in FIG. 68(2-1), the same effect as that in FIG. 67(2) is performed, and the button image 351 is displayed. However, in FIG. 68(2-1), the character image "Rapid Fire!" is displayed. Note that other light emission effects (light emission effects different from the light emission effect 350) for emphasizing the button image 351 may be displayed on the displayed button image 351. Also, as shown in FIG. 68(2-1), similar to FIG. 67(2), an effect for emphasizing the effect button 16 (effect button emphasis effect) is executed in conjunction with the display of the button image 351 (in conjunction with the display of the button image 351) (see FIG. 65 and the like). Note that since the vibration of the effect button 16 is accompanied by a physical vibration sound, this vibration sound can also be considered as part of the effect button emphasis effect. Also, a unique sound effect (sound effect output from the speaker) specific to the effect button emphasis effect may be included.

[0410] Next, as shown in FIG. 68(3-1), when the effect button 16 is rapidly fired (or long pressed) within the operation valid period, a button image emphasis effect for emphasizing the button image 351 is executed accordingly (see FIG. 65 and the like). Specifically, during the period when the effect button 16 is rapidly fired (or long pressed), a semi-transparent light emission effect 353 (a light emission effect 353 larger than the button image 351) for emphasizing the button image 351 is displayed at the position where the button image 351 is displayed, and a button image rapid-fire operation display that repeatedly performs a vertical movement periodically as if the button image 351 is rapidly fired is performed. Note that the button image may blink and emit light as part of the button image emphasis effect together with this button image rapid-fire operation display. Also, a unique sound effect may be output as part of the button image emphasis effect. Also, the button image rapid-fire operation display can also be considered as part of the button image emphasis effect. Also, as shown in FIG. 68(3-1), the effect button emphasis effect for emphasizing the effect button 16 continues in a different emphasis mode (for example, with a different light emission color) or in the same emphasis mode.

[0411] On the other hand, in the case of the rapid-fire operation response effect of type 2, after the button image 351 is displayed as shown in Fig. 68(2-1), as shown in Fig. 68(2-2), the rapid-fire operation display of the button image is performed. In addition, other light-emitting effects (light-emitting effects different from the light-emitting effect 350) that emphasize the button image 351 may be displayed on the button image 351 for which the rapid-fire operation display of the button image is performed. Further, as shown in Fig. 68(2-2), similar to Fig. 67(2), an effect for emphasizing the effect button 16 (effect button emphasis effect) is executed in conjunction with the display of the button image 351 (in conjunction with the display of the button image 351) (see Fig. 65 and the like). Note that since the vibration of the effect button 16 is accompanied by a physical vibration sound, this vibration sound can also be considered as part of the effect button emphasis effect. In addition, a unique sound effect (sound effect output from the speaker) specific to the effect button emphasis effect may be included.

[0412] Next, as shown in Fig. 68(3-2), when the effect button 16 is rapidly fired (or long pressed) during the operation valid period, a button image emphasis effect that emphasizes the button image 351 is executed accordingly (see Fig. 65 and the like). Specifically, during the period when the effect button 16 is rapidly fired (or long pressed), a semi-transparent light-emitting effect 353 that emphasizes the button image 351 is displayed at the position where the button image 351 is displayed, and the rapid-fire operation display of the button image continues. In addition, together with this rapid-fire operation display of the button image, the button image may blink and emit light as part of the button image emphasis effect. Also, a unique sound effect may be output as part of the button image emphasis effect. Further, as shown in Fig. 68(3-2), the effect button emphasis effect that emphasizes the effect button 16 continues in a different emphasis mode (for example, with a different light-emitting color) or in the same emphasis mode.

[0413] Next, as shown in FIG. 68(4), following FIGS. 68(3-1) or (3-2), in response to the execution conditions of the operation response effect (for example, 10 consecutive presses or a 3-second long press) being satisfied, the button image 351, the button image emphasis effect, and the effect button emphasis effect end, and the operation response effect (such as a preview effect) is executed. Also, at this time, the operation valid period ends (even if it is before expiration). Note that the gauge image and character image (such as "Consecutive Press!") shown in FIG. 68 can also be considered as part of the button image emphasis effect that emphasizes the operation promotion image (i.e., the button image) rather than the operation promotion image. Also, the button image consecutive press motion display can also be considered as part of the button image emphasis effect.

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

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

[0416] Next, as shown in FIG. 69(3), when the operation button 16 is long-pressed for a predetermined time (e.g., 3 seconds) within the operation effective period, a button image highlighting effect that highlights the button image 351 is executed accordingly (see FIGS. 65, etc.). Also, the operation effective period ends (even before expiration). Specifically, during the period when the operation button 16 is being long-pressed, a semi-transparent light-emitting effect 353 (a light-emitting effect 353 larger than the button image 351) that highlights the button image 351 is displayed at the position where the button image 351 is displayed, and the button image 351 is pushed in as if it were being long-pr...

Claims

Claim 1 A gaming machine capable of executing a special game advantageous to a player, comprising: judgment means for making a judgment; production control means for controlling a predetermined game production; display means capable of displaying the game production, wherein the production control means: is capable of displaying on the display means a display production in which a specific image is variably displayed, temporarily stopped, and then stopped; is capable of executing a first emphasis production for emphasizing the specific image when the specific image in the first column is temporarily stopped; is capable of executing a second emphasis production for emphasizing the specific image when the specific image in the second column is temporarily stopped after the specific image in the first column is temporarily stopped; is capable of executing a third emphasis production, which is a production for periodically changing the specific image during the temporary stop to emphasize the specific image; after executing the second emphasis production on the specific image in the second column after executing the first emphasis production on the specific image in the first column and then executing the third emphasis production, it is possible to execute the third emphasis production on the specific image in the first column and the third emphasis production on the specific image in the second column in synchronization; the third emphasis production can be restricted while the specific image is stopped; the display production can be executed in any one of a plurality of production modes; is capable of executing an operation production for prompting an operation on an operation means operable by a player; is capable of executing an operation response production when an operation is performed on the operation means in response to the operation production; the operation production includes a predetermined operation image; it is possible to periodically change the predetermined operation image in the operation production; A gaming machine capable of making the period of the third emphasis production different from the period of the predetermined operation image.

Citation Information

Patent Citations

  • Pattern display method for pachinko machine

    JP2002000837A

  • Game machine

    JP2017184821A

  • Game machine

    JP2020127505A

  • Game machine

    JP2022028128A