Pachinko machine

The gaming machine addresses the lack of engaging effects by implementing special games with varied presentation and sound effects, enhancing player interest and entertainment value.

JP7709204B2Active Publication Date: 2025-07-16KYORAKU IND CO LTD
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Patent Information

Application Number
JP2022105298
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-30
Publication Date
2025-07-16
Estimated Expiration
2042-06-30

AI Technical Summary

Technical Problem

Conventional gaming machines lack engaging and entertaining effects, which can enhance player interest.

Method used

The gaming machine incorporates a determination means for executing special games with enhanced presentation control, including operation prompting images, emphasis presentations, and specific notifications with varying sound effects to increase player engagement.

Benefits of technology

The enhanced presentation and sound effects improve the entertainment value of the gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of increasing excitement and enjoyment of performance.SOLUTION: A game machine can execute an operation performance that displays an operation promotion image prompting an operation, and execute an emphasis performance that emphasizes the operation promotion image when an operation is performed during the display of the operation promotion image. The operation performance includes a first operation performance prompting an operation in a first mode and a second operation performance prompting an operation in a second mode. The emphasis performance includes a first emphasis performance according to the operation during the first operation performance and a second emphasis performance according to the operation during the second operation performance. The game machine can execute a specific notification regarding the operation of operation means, make the sound during the emphasis performance different when the first emphasis performance is executed and when the second emphasis performance is executed, and make a notification sound related to the specific notification common during the execution of the first emphasis performance and during the execution of the second emphasis performance.SELECTED DRAWING: Figure 22
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Description

Technical Field

[0001] The present invention relates to a gaming machine that determines whether to execute a special game and executes an effect based on the determination result.

Background Art

[0002] In a conventional gaming machine, when it is determined whether a special game is executed when a game ball wins in a start port, in a special symbol display device, after the special symbol is variably displayed, a special symbol in a mode indicating the determination result is stopped and displayed. In the gaming machine described in Patent Document 1, in a predetermined image display device, an effect symbol is variably displayed along with the variable display of the special symbol, and when the special symbol is stopped and displayed, the effect symbol is stopped and displayed in a mode indicating the determination result.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In the conventional gaming machine, there is room for improvement in terms of improving the interest of the effect.

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

Means for Solving the Problems

[0006] The present invention has adopted the following configuration to solve the above problems.

[0007] The gaming machine according to the present invention is a gaming machine capable of executing a special game advantageous to a player, and includes a determination means for making a determination and a presentation control means for controlling a presentation, the presentation control means being capable of setting either a first mode or a second mode, and being capable of executing an operation presentation for displaying an operation prompting image for prompting an operation on a first operation means based on a result of the determination, and being capable of executing an emphasis presentation for highlighting the operation prompting image when an operation is performed on the first operation means while the operation prompting image is being displayed, the operation presentation includes a first operation presentation for prompting an operation of a first aspect and a second operation presentation for prompting an operation of a second aspect, the emphasis presentation includes a first emphasis presentation corresponding to the operation during the first operation presentation and a second emphasis presentation corresponding to the operation during the second operation presentation, and being capable of executing a third emphasis presentation for highlighting the operation prompting image during the operation presentation when no operation is performed on the first operation means, and the third emphasis presentation is a presentation for periodically changing the operation presentation, and being capable of executing a specific notification regarding the operation of a second operation means, No. 1 The specific notification can be executed during the emphasis performance, the specific notification has a first aspect and a second aspect different from the first aspect, the specific notification of the second aspect can be executed after the specific notification of the first aspect is executed, the specific notification image displayed in conjunction with the specific notification can be continuously displayed from the specific notification of the first aspect to the specific notification of the second aspect, the sound during execution of the emphasis performance can be made different when the first emphasis performance is executed and when the second emphasis performance is executed, and the notification sound related to the specific notification can be made the same when the first emphasis performance is executed and when the second emphasis performance is executed. Effect of the Invention

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

[0009]

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MODE FOR CARRYING OUT THE INVENTION

[0010] <First Embodiment> Hereinafter, the gaming machine 1 of the first embodiment will be specifically described with reference to the drawings. The gaming machine 1 of the present embodiment is a type of gaming machine called a so-called one-two hybrid machine.

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

[0012] The gaming machine 1 includes 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 part in the front-rear direction, and is fixed to the island equipment in the game parlor via fixing members (such as nails and fasteners).

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

[0015] The glass frame 4 is detachably connected to the game board mounting frame 3 via a second hinge mechanism portion 7 on one end side in the horizontal direction, and is rotatably supported with the second hinge mechanism portion 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.

[0016] An opening 8 (window portion) that opens in the front-rear 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, making the game area 5a visible through the opening 8 and the transparent member 8a.

[0017] An audio output device 9 composed of a speaker and a frame lighting device 10 having a plurality of decorative LEDs are provided above the opening 8 of the glass frame 4. Also, below the opening 8 of the glass frame 4, an upper tray 11 for storing a plurality of game balls such as game balls paid out based on the establishment of the giving conditions from a payout device 95 described later, a lower tray 12 for receiving and storing game balls that have flowed into an overflow ball flow path described later because they cannot fit into the upper tray 11, and a launch operation device 13 capable of performing an operation for launching game balls are provided.

[0018] The sound output device 9 performs an effect using sound (such as music and voice) by outputting BGM (background music), sound effects, and the like. Further, a plurality of frame lighting devices 10 are provided around the opening 8, and perform an effect by lighting by changing the irradiation direction and emission color of the light of each lamp (LED). Further, the frame lighting device 10 includes a notification LED 10a that is controlled to light / blink when a payout abnormality occurs where the glass frame 4 cannot be opened or the game balls cannot be paid out from the payout device 95.

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

[0020] Further, an effect button device 16 and a selection button device 18 (see FIG. 1 or FIG. 2), which function as input devices for performing determination operations and selection operations related to various effects described later, are provided at a portion near the center of the upper tray 11 on the front side.

[0021] The effect button device 16 includes an effect button 17 capable of performing a determination operation or the like (operation input), an effect button detection switch 17a for detecting the operation of the effect button 17, a button drive motor for changing the effect button 17 from a normal state to a protruding state positioned above the normal state, and a button vibration motor for changing the effect button 17 from the normal state to a vibrating state vibrating in a predetermined mode, and a button drive device 17b including an effect button lighting LED 17c for changing the effect button 17 from a turned-off state to a lit state emitting light in a predetermined mode. The player can input predetermined information to the gaming machine 1 using the effect button device 16.

[0022] The selection button device 18 includes a cross key 19 (up button 191A, left button 192A, down button 193A, right button 194A) capable of performing operations such as selection operations, and a cross key detection switch 19a (see FIG. 4) for detecting operations of the cross key 19, enabling a player to input predetermined information into the gaming machine 1. Also, the cross key 19 is used to adjust the volume of sounds related to the effect, or to adjust the light amount of each LED (LEDs of the frame lighting device 10, LEDs of the board lighting device 74, effect button emission LEDs 17c, etc.) used in the effect. For example, the volume value can be set from "1" to "5", and the volume value can be increased by "1" in response to one press of the up button 191A, and decreased by "1" in response to one press of the down button 193A. Also, for example, the light amount value can be set from "1" to "5", and the light amount value can be increased by "1" in response to one press of the right button 194A, and decreased by "1" in response to one press of the left button 192A.

[0023] Between the upper tray 11 and the lower tray 12, an overflow ball flow path (not shown) for receiving gaming balls that do not fit into the upper tray 11 and guiding them to the lower tray 12 is formed. Also, in the middle of the overflow ball flow path, a full cup detection switch 32a (see FIG. 4) for detecting the occurrence of a dish full error where the lower tray 12 is full of gaming balls is provided, and while the full cup of the lower tray 12 is detected by the full cup detection switch 32a, the payout of gaming balls by the payout device 95 described later is stopped.

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

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

[0026] 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 provided on the back side of the game board 5 face the rear of the gaming machine 1 through this opening.

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

[0028] The locking mechanism 27 is provided on the right side of the game board mounting portion 25, and the front end of a cylinder in which a keyhole is formed is exposed on the front side of the glass frame 4. 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.

[0029] 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 where the game balls can flow down is formed in the portion surrounded by the inner rail 35 and the outer rail 36. Also, a launch ball guide path 38 for guiding the game balls launched by the launching device 26 to the upstream portion of the game area 5a is formed between the inner rail 35 and the outer rail 36. Further, an out port 39 for guiding the game balls that have flowed down to the outside of the game area (the recovery portion of the game board mounting frame 3) is formed at the most downstream portion of the game area 5a.

[0030] At approximately the center of the game area 5a, a frame-shaped decorative frame 40 that regulates the entry of game balls into the interior, known as the so-called center case, is provided. The decorative frame 40 divides the game area 5a into a left game area where game balls launched with the first launch force flow down, and a right game area where game balls launched with a second launch force stronger than the first launch force flow down. The left game area and the right game area communicate with each other below the decorative frame 40.

[0031] On the left side of the decorative frame 40, a warp device 41 is provided to introduce game balls flowing down in the left game area into the interior of the decorative frame 40. Below the decorative frame 40, a stage section 42 is provided to roll the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and let them flow down below the decorative frame 40.

[0032] Below the left side of the decorative frame 40, three general winning holes 43 into which game balls can always win (enter) are provided at intervals. Below the right side of the decorative frame 40, one general winning hole 43 into which game balls can always win (enter) is provided. When a game ball wins (enters) the general winning hole 43 and is detected by the general winning hole detection switch 43a (see FIG. 4) (the granting condition is satisfied), a predetermined number (for example, 5) of game balls are paid out from the payout device 95 (see FIG. 3) as prize balls (granting of prize value) onto the upper tray 11.

[0033] Below the stage section 42, a first start hole 45 (start winning area for the first special symbol) into which game balls can always win (enter) is provided. When a game ball wins (enters) the first start hole 45, the right to determine whether to execute a special game (big win game or small win game) is granted (the special drawing determination information described later is stored). Also, when a game ball wins (enters) the first start hole 45, a predetermined number of game balls (for example, 3) are paid out from the payout device 95 (see FIG. 3) as prize balls (granting of prize value) onto the upper tray 11. Inside the first start hole 45, a first start hole detection switch 45a (see FIG. 4) for detecting game balls that have won (entered) the first start hole 45 is provided.

[0034] In the game area 5a diagonally below and to the right of the first starting port 45, a variable starting section 46 is provided. The variable starting section 46 is configured to be changeable from a closed state in which winning (entry of the game ball) of the game ball is impossible or difficult based on winning in a hit determination (normal symbol determination) described later to an open state in which winning of the game ball is possible or easy.

[0035] Specifically, the variable starting section 46 includes a second starting port opening / closing member 48 whose upper surface slopes downward in the left-right direction (left side in FIG. 1) to form a flow path for the game ball and is movable in the front-rear direction, a second starting port 47 (starting winning area for the second special symbol) that opens upward directly below the second starting port opening / closing member 48, a second starting port detection switch 47a (see FIG. 4) for detecting a game ball that has won (entered) the second starting port 47, and a second starting port opening / closing solenoid 48b (see FIG. 4) for converting the second starting port 47 to the closed state by moving the second starting port opening / closing member 48 forward (winning restriction position) and converting the second starting port 47 to the open state by moving the second starting port opening / closing member 48 rearward (winning allowable position).

[0036] When a game ball wins the second starting port 47 that has become open during the auxiliary game described later and is detected by the second starting port detection switch 47a (see FIG. 4) (the granting condition is satisfied), the right to perform a big win determination for whether to execute a special game (big win game or small win game) is granted (the special symbol determination information described later is stored). Also, when a game ball wins the second starting port 47 and is detected by the second starting port detection switch 47a, 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.

[0037] In the right game area in the game area 5a, a normal symbol gate 44 (normal symbol starting area) through which the game ball can always pass is provided. When a game ball passing through the normal symbol gate 44 is detected by the gate detection switch 44a, no prize balls are granted, but the right to perform a normal symbol determination (hit determination) for whether to execute a hit game is granted (the normal symbol determination information described later is stored).

[0038] Below the normal winning gate 44, a first variable winning section 49 (first variable winning device) is provided that can change from a closed state where winning (entering the ball) of the game ball is impossible or difficult to an open state where winning is possible or easy, based on being determined as a minor win in the jackpot determination.

[0039] The first variable winning section 49 (first variable winning device) forms a flow path for the game ball (forms a part of the bottom surface of the central flow path 91b) by having its upper surface inclined downward in the left - right direction (right side in the figure), and includes a first large winning opening opening - closing member 51 that can move in the front - rear direction, a first large winning opening 50 (winning area) that opens upward directly below the first large winning opening opening - closing member 51, a first large winning opening detection switch 50a that detects a game ball that has won (entered the ball) in the first large winning opening 50, and a first large winning opening opening - closing solenoid 51b (see Fig. 4) for converting the first large winning opening 50 to a closed state by moving the first large winning opening opening - closing member 51 forward (winning restriction position) and changing the first large winning opening 50 to an open state by moving the first large winning opening opening - closing member 51 backward (winning allowable position).

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

[0041] Also, a specific area 52 is provided inside the first large winning opening 50. When a game ball enters the first large winning opening 50 during the minor win game, the game ball passes through the specific area 52. When a specific area detection switch 52a provided in the specific area 52 detects the passage of the game ball, a jackpot game is conducted. Here, the jackpot corresponding to the passage of the game ball through the specific area 52 may be called a "two - type jackpot".

[0042] Below the first variable winning section 49, there is provided a second variable winning section 55 (second variable winning device) that can change from a closed state where it is impossible or difficult for a game ball to win (enter the winning area) to an open state where it is possible or easy for the game ball to win, based on the fact that a jackpot has been determined in the jackpot determination or that the game ball has passed through a specific area 52 during a minor winning game.

[0043] The second variable winning section 55 (second variable winning device) has an upper surface that slopes downward in the left - right direction (left side in the figure) to form a flow path for the game ball (forming a part of the bottom surface of the first downstream flow path 91e), and includes a second large winning opening opening / closing member 57 that can move in the front - rear direction, a second large winning opening 56 (winning area) that opens upward directly below the second large winning opening opening / closing member 57, a second large winning opening detection switch 56a that detects a game ball that has won (entered) the second large winning opening 56, and a second large winning opening opening / closing solenoid 57b (see FIG. 4) that converts the second large winning opening 56 to a closed state by moving the second large winning opening opening / closing member 57 forward (winning restriction position), and changes the second large winning opening 56 to an open state by moving the second large winning opening opening / closing member 57 rearward (winning allowable position).

[0044] Then, during the jackpot game, when the second large winning opening opening / closing member 57 moves rearward and the second large winning opening 56 is converted from a closed state to an open state, the game balls flowing down the upper surface of the second large winning opening opening / closing member 57 or the game balls that have reached the second large winning opening 56 become eligible to win in the second large winning opening 56. When a game ball that has won in the second large winning opening 56 is detected by the second large winning opening detection switch 56a, 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.

[0045] In addition, the game balls launched into the left - hand game area will either win in one of the three general winning openings 43 provided below the decorative frame 40 or the first start opening 45, or flow into the out - opening 39. Therefore, the game balls launched into the left - hand game area will not win (pass through) the general diagram gate 44, the general 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 - hand game area.

[0046] In addition, the game balls launched into the right game area pass through the upstream flow path 91a, pass through the general gate 44 in the general drawing, etc., and win in one of the general winning holes 43, variable starting part 46 (second starting hole 47), first variable winning part 49 (first big winning hole 50), and second variable winning part 55 (second big winning hole 56) provided in the right game area, or flow into the out hole 39. Therefore, the game balls launched into the right game area do not win in the general winning hole 43 and the first starting hole 45 provided in the left game area.

[0047] On the back side of the game board 5, there is provided an out ball flow path for receiving and collecting out balls composed of game balls that have won in the general winning hole 43, the first starting hole 45, the second starting hole 47, the first big winning hole 50, and the second big winning hole 56, and game balls that have flowed into the out hole 39, and flowing them down while collecting them. At the most downstream part of the out ball flow path, an out ball detection switch 39a (see FIG. 4) is provided. The game balls detected by the out ball detection switch 39a are discharged from the discharge port on the back side of the game machine 1 to the outside of the game machine 1 (island equipment).

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

[0049] 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 based on the winning (entry) of the game ball into the first starting hole 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 based on the winning (entry) of the game ball into the second starting hole 47. The normal symbol display 62 is a variable display for displaying (notifying) the result of the hit determination of the normal symbol based on the passing (entry) of the game ball through the general drawing gate 44.

[0050] The jackpot determination is to obtain special figure determination information (jackpot random value, jackpot symbol random value, minor win symbol random value, special loss symbol random value, reach random value, special figure variation pattern random value, etc.) when a game ball wins (enters the hole) at the first start port 45 or the second start port 47, and based on the obtained special figure determination information, determine whether to execute a jackpot game, the jackpot symbol when a jackpot is determined, the minor win symbol when a minor win is determined, the variation pattern of the special symbol, etc. Note that the jackpot determination is sometimes referred to as the special symbol determination. The jackpot determination based on the winning at the first start port 45 (jackpot determination related to the first special symbol) is sometimes called the first special symbol determination, and the jackpot determination based on the winning at the second start port 47 (jackpot determination related to the second special symbol) is sometimes called the second special symbol determination.

[0051] The first special symbol display 60 and the second special symbol display 61 are each composed of a plurality (specifically, 8) of LEDs. When a jackpot determination is made based on the winning of a game ball at the first start port 45, the first special symbol is variably displayed and stops displaying after a predetermined time has elapsed. The result of the jackpot determination is notified by the stop mode of this first special symbol. Specifically, in the first special symbol display 60, the lighting mode of the LEDs changes (moving lighting) at a predetermined cycle (32 milliseconds) to perform the variable display of the first special symbol, and each LED of the first special symbol display 60 lights up in a mode (jackpot mode, or loss mode (normal loss mode or special loss mode)) that notifies the result of the jackpot determination to perform the stop display of the first special symbol. Also, when a jackpot determination is made based on the winning of a game ball at the second start port 47, the second special symbol is variably displayed and stops displaying after a predetermined time has elapsed. The result of the jackpot determination is notified by the stop mode of this second special symbol. Specifically, in the second special symbol display 61, the lighting mode of the LEDs changes (moving lighting) at a predetermined cycle (32 milliseconds) to perform the variable display of the second special symbol, and each LED of the second special symbol display 61 lights up in a mode (jackpot mode, minor win mode, or loss mode) that notifies the result of the jackpot determination to perform the stop display of the second special symbol.

[0052] In addition, in this embodiment, "big win" means a state in which it is determined to execute a big win game (special game) in the big win determination. "Big win game" means a round game in which the big winning openings (the first big winning opening 50 and the second big winning opening 56) are converted from the closed state to the open state in a predetermined manner, and are performed a predetermined number of times (for example, 4 times, 10 times, etc.) with an interval in between. It means a state advantageous to a player who can easily obtain prize balls. Note that the period of the "big win game" may mean from the time when the first special symbol or the second special symbol stops displaying in the big win mode and the opening starts, to the time when the round game ends and the ending ends.

[0053] In addition, although the maximum number of openings and the maximum opening time of the big winning openings (the first big winning opening 50 and the second big winning opening 56) in each round game are determined in advance, even before reaching the maximum number of openings and the maximum opening time, if a predetermined number of game balls (for example, 10) enter the big winning opening (enter the ball), one round game ends. In this embodiment, it is possible to execute any of a plurality of types of big win games (special games) with different degrees of advantage for the player.

[0054] Also, "small win" means a state in which it is determined to execute a small win game in the small win determination. "Small win game" means that the first big winning opening 50 is converted from the closed state to the open state in a predetermined manner, and the game ball can pass through the specific area 52.

[0055] Normal symbol determination means obtaining normal symbol determination information (hit determination random value, normal symbol determination random value, normal symbol variation pattern determination random value, etc.) based on the passage (entry of the ball) of the game ball into the normal symbol gate 44, and based on the obtained normal symbol determination information, determining whether to execute a hit game (auxiliary game) to open the second start opening 47. When the normal symbol determination is performed, the normal symbol display device 62 displays the normal symbol in a variable manner, and after a predetermined time has elapsed, a stop display of the normal symbol is performed to notify the determination result.

[0056] The normal symbol display 62 is composed of three LEDs, and in the variable display of the normal symbol, the LEDs blink at a predetermined interval or order. When the normal symbol is stopped and displayed, the LEDs light up in a manner (winning mode or losing mode) that notifies the result of the normal symbol determination. The normal symbol display 62 also changes the lighting mode of the LEDs (moving lighting) at the same cycle (32 msec) as the first special symbol display 60 and the second special symbol display 61.

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

[0058] Although the maximum number of openings and the maximum opening time of the second start port 47 in the auxiliary game (winning game) are determined in advance, even before reaching the maximum number of openings or the maximum opening time, if a predetermined number of game balls (for example, 10) enter the second start port 47 (enter the ball), the auxiliary game (winning game) ends. That is, the "auxiliary game" is in a state where the start condition of the variable display of the second special symbol is likely to be satisfied. In this embodiment, a plurality of types of auxiliary games (winning games) with different degrees of advantage for the player may be provided.

[0059] The first special symbol hold display 63 is composed of two LEDs and is for displaying the number of first holds (U1), which is the number of special symbol determination information (first hold) stored when a game ball enters the first start port 45, and lights up or blinks in a manner indicating the number of first holds. Although the maximum number of first holds that can be stored is up to 4, it may be less than 4 or more than 4.

[0060] The second special symbol hold indicator 64 is composed of two LEDs and is for displaying the second hold number (U2), which is the number of special symbol 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. Although the maximum number of the second holds that can be stored is four, it may be less than four, more than four, or the second holds may not be stored at all.

[0061] The normal symbol hold indicator 65 is composed of two LEDs and is for displaying the normal symbol hold number, which is the number of normal symbol determination information (normal symbol hold) stored when a game ball wins (passes through) the normal symbol gate 44, and lights up or blinks in a manner indicating the number of the normal symbol holds. Although the maximum number of the normal symbol holds that can be stored is four, it may be less than four, more than four, or the normal symbol holds may not be stored at all.

[0062] 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 a jackpot is determined in the jackpot determination, numbers such as "3" or "7" are stopped and displayed, when a loss is determined, "-" is stopped and displayed, and during the variable display, the LEDs are turned off and "-" is repeated.

[0063] The round number display 66 is composed of six LEDs and is for displaying the round number when a jackpot state (special game) occurs. At the start of the jackpot game, the LEDs start lighting in a predetermined manner indicating the round number, during the jackpot game, the LEDs continue to light, and at the end of the jackpot game, the LEDs are turned off. For example, if it is a jackpot game with three rounds, only the leftmost LED lights up, and if it is a jackpot game with ten rounds, all the LEDs light up.

[0064] The right-shot display 67 is composed of one LED and is for displaying a right-shot display that prompts the player to shoot a game ball toward the right game area (so-called right shot). During the jackpot state (jackpot game), the small jackpot state (small jackpot game), and the time-saving game state described later, the LED continuously lights up.

[0065] The state confirmation display 68 is composed of one LED and is for indicating that it is set to the setting change mode or the setting confirmation mode described later. When shifting to the setting change mode or the setting confirmation mode, the LED starts to light up, and when the setting change mode or the setting confirmation mode ends, the LED turns off. Thus, since the state confirmation display 68 is provided on the front (surface) of the gaming machine, it is possible to easily confirm whether it is set to the setting change mode or the setting confirmation mode. Note that the installation position of the state confirmation display 68 may be the front (surface) of the gaming machine 1, or it may be installed in other places.

[0066] Also, in the present embodiment, it is set to the same display mode (lighting display) whether it is set to the setting change mode or the setting confirmation mode, but it may be displayed so that it is recognizable which mode it is set to. For example, in the setting change mode, the state confirmation display 68 may be lit, and in the setting confirmation mode, the state confirmation display 68 may be made to blink, or vice versa.

[0067] Also, in the present embodiment, the state confirmation display 68 is provided as a dedicated display for indicating that it is set to the setting change mode or the setting confirmation mode, but it may be used in combination with other displays. For example, in the setting change mode and the setting confirmation mode, since the first special symbol display 60, the second special symbol display 61, the first special symbol hold display 63, the second special symbol hold display 64, the round number display 66, the right-shot display 67, etc. are turned off, one or more LEDs of these displays may be lit.

[0068] In addition, a sub-information display 80 is provided inside the game area 5a. The sub-information display 80 includes 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-ordinary pattern variable display 85, a sub-ordinary pattern hold display 86, and a sub-right hit display 87. Note that the sub-information display 80 is not provided with a display indicating that it is set in a setting change mode or a setting confirmation mode described later, such as the state confirmation display 68 described above, but a display corresponding to these may be provided.

[0069] The sub-first variable display 81 is for displaying (notifying) whether or not the first special symbol is in variable display, and the sub-second variable display 82 is for displaying (notifying) whether or not the second special symbol is in variable display. Each is composed of one LED. When the variable display of the corresponding special symbol starts, the LED blinks at a predetermined period (for example, lights up for 0.25 seconds and then goes out for 0.25 seconds), and when the corresponding special symbol stops being displayed, it stops displaying (goes out or lights up).

[0070] Note that the sub-first variable display 81 or the sub-second variable display 82 may be configured to notify the result of the jackpot determination of the special symbol. In this case, the LED may be lit in the case of a jackpot and go out in the case of a miss.

[0071] The sub-first hold display 83 is for displaying the hold number (first hold number) of the jackpot determination of the first special symbol, and the sub-second hold display 84 is for displaying the hold number (second hold number) of the jackpot determination of the second special symbol. Each is composed of two LEDs. When the hold number is "0", the left and right LEDs go out. When the hold number is "1", the left LED lights up and the right LED goes out. When the hold number is "2", the left and right LEDs light up. When the hold number is "3", the left LED blinks at a predetermined period (lights up for 0.25 seconds and then goes out for 0.25 seconds) and the right LED lights up. When the hold number is "4", the left and right LEDs blink at a predetermined period (lights up for 0.25 seconds and then goes out for 0.25 seconds).

[0072] The sub-ordinary symbol variation display 85 is for displaying (notifying) the result of a winning lottery, and is composed of one LED. When the variation display of the ordinary symbol starts, the LED blinks (varies in display) at a predetermined interval. When the ordinary symbol stops being displayed, the mode indicating the result of the winning lottery (lighting up in the case of a win and going out in the case of a loss) stops being displayed.

[0073] In the sub-ordinary symbol variation display 85, it may be configured to blink during the variation display of the ordinary symbol and light up or go out when the display stops, so that only whether the variation display of the ordinary symbol is in progress can be grasped.

[0074] The sub-ordinary symbol hold display 86 is for displaying the number of ordinary symbol holds (the number of ordinary symbol holds), and is composed of two LEDs. When the number of ordinary symbol holds is "0", both the left and right LEDs go out. When the number of ordinary symbol holds is "1", the left LED lights up and the right LED goes out. When the number of ordinary symbol holds is "2", both the left and right LEDs light up. When the number of ordinary symbol holds is "3", the left LED blinks at a predetermined period and the right LED lights up. When the number of ordinary symbol holds is "4", both the left and right LEDs blink at a predetermined period.

[0075] The sub-right shot display 87 is for prompting the firing of a game ball toward the right area of the game area 5a (so-called right shot), and is composed of one LED. During the jackpot state (jackpot game), the small win state (small win game), or the time-saving game state, the LED continuously lights up, and in other game states, the LED goes out.

[0076] A first image display device 70 is provided at the back of the production space 40a defined inside the decorative frame 40. Further, a second image display device 71, which has a display area smaller than that of the first image display device 70, is provided below the production space 40a and in front of the first image display device 70. The first image display device 70 and the second image display device 71 may be liquid crystal displays or organic EL displays. Also, a movable production device 73 for performing accessory production is provided above the production space 40a.

[0077] On the first image display device 70 and the second image display device 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 special symbols, a variable production (variable production by the production symbol 701) performed during execution of the variable display of special symbols, a variable display (update variation) of the small symbol 702 performed during execution of the variable display of special symbols, and a jackpot production performed during execution of the jackpot game.

[0078] Further, the second image display device 71 can perform a movement production by moving by a movable device (not shown) composed of a solenoid, a motor, etc. during execution of the variable production on the first image display device 70.

[0079] Specifically, the second image display device 71 performs a movement production by moving (ascending, descending) in the vertical direction between a standby position (lower position) located closer to the end of the first image display device 70 and a production position (upper position) located closer to the center of the first image display device 70. Note that the moving direction of the second image display device 71 may be the left-right direction or the front-back direction, or it may be configured to perform a movement production by operating the production button 17.

[0080] On the display unit (display area) of the first image display device 70, three effect symbols 701 (which may be referred to as the left symbol, the middle symbol, and the right symbol in order from the left) and a small symbol 702 are displayed. The effect symbols 701 and the small symbol 702 are symbols for effects that vary according to the variation of the special symbol and stop according to the stop of the special symbol. Whether or not it is a big win is notified according to the stop mode of the effect symbols 701 and the small symbol 702.

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

[0082] The movable effect device 73 has an operable first movable member 73a and a second movable member 73b, and it is possible to execute a prop effect by causing the first movable member 73a and the second movable member 73b to perform a predetermined operation during the execution of the variation display of the effect symbol 701 executed by the first image display device 70. In addition, a board lighting device 74 having a plurality of decorative LEDs is provided on the first movable member 73a and the second movable member 73b, and it is possible to emit light in a predetermined manner during the execution of the prop effect.

[0083] Specifically, the first movable member 73a moves (ascends and descends) between a standby position (first position) located above the upper end of the first image display device 70, an appearance position (second position) located below the upper end and covering a part of the screen of the first image display device 70, and a production position (third position) located at the center (lower part) of the screen of the first image display device 70. The second movable member 73b moves between a standby position (first position) covering a part in front of the first movable member 73a and a production position retracting from in front of the first movable member 73a. The first movable member 73a and the second movable member 73b are hidden behind the game board surface at the standby position, and are not visible or are difficult to be visually recognized by the player. That is, normally, the first movable member 73a and the second movable member 73b are hidden behind the game board surface. When the accessory production is performed, when the first movable member 73a and the second movable member 73b are moved to the second position, a part of them becomes visible, and when they are moved to the third position, all of them become visible.

[0084] As shown in FIG. 3, on the back side of the game board mounting frame 3 and the game board 5, there are provided a payout device 95 for paying out game balls based on the establishment of predetermined payout conditions (bonus balls, ball loans), 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 section 100, a payout control device 120A incorporating a payout control section 120, an effect control device 130A incorporating an effect control section 130, a power supply device 160A incorporating a power supply board 160, a game information output terminal board 90 etc. for outputting game information to the outside of the gaming machine (information collection devices such as a hall computer).

[0085] In addition, a cover member 23 in the form of an opening / closing door that opens and closes in the left - right direction with a rotation axis set on one side in the left - right direction so as to cover the upper part of the main control device and the whole of the effect control device from the rear is provided. On the effect control device 130A, there is provided a change - over switch 22 for switching adjustment modes related to adjusting the volume of the effect sound output from the sound output device 9, the light amounts of display devices (the first image display device, the second image display device) and various lighting devices (frame lighting device 10, board lighting device 74) so as to be covered by the cover member 23.

[0086] On the front side of the main control device 110A, there are a main control unit 100 for controlling the game, an RWM clear switch 111a for inputting a signal to clear the stored content of the main RAM 100c of the main control unit 100 or update a set value (the probability of being determined as a big win) which is a degree of advantage of the game, a setting key switch 112a for inputting a signal to shift to a setting change mode or a setting confirmation mode described later by an operation using a setting key, an information display 113 (see FIG. 4) for displaying performance information and set values that enable grasping of the actual performance of the gaming machine, and other electronic components and the like are mounted.

[0087] The information display 113 is composed of four 7-segment displays (113a to 113d) 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 113a and 113b from the left, and a numeric segment for displaying numeric information indicating the set value and the numerical value of the performance information is constituted by the two 7-segment displays 113c and 113d from the right.

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

[0089] As the control configuration of the present embodiment, there are a main control unit 100 that comprehensively controls the progress (basic operation) of the game, a payout control unit 120 that controls the payout of game balls based on the reception of a payout control command from the main control unit 100, an effect control device 130A (effect control unit 130) that controls the effects related to the game based on the reception of an effect control command from the main control unit 100, and a power supply board 160 that supplies power to the payout control unit 120 and the effect control device 130A.

[0090] Note that the communication between the main control unit 100 and the payout control unit 120 is configured to be able to transmit and receive commands bidirectionally, and the communication between the main control unit 100 and the effect control device 130A (effect control unit 130) is configured to be able to transmit commands only in one direction from the main control unit 100 to the effect control device 130A (effect control unit 130).

[0091] The main control unit 100 includes a main CPU 100a that performs arithmetic processing, a main ROM 100b that stores a game control program and the like, a main RAM 100c that serves as a work area during arithmetic processing, and an input / output port.

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

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

[0094] "Game information" includes a start port winning signal output each time a game ball wins in the first start port 45 or the second start port 47, a symbol determination signal output each time the variable display of the first special symbol or the second special symbol ends, a jackpot signal output during the jackpot game, a minor win signal output during the minor win game, an open signal output during the round game (opening of the big winning port), a signal output during the time-limited game state described later, a security signal output when a situation (such as RWM clear or error) that poses a problem (threat) in terms of the security of the gaming machine 1 occurs, and the like.

[0095] In the memory area of the main ROM 100b, a game ROM area for storing programs and data related to the progress of the game and an information ROM area for storing programs and data related to the performance display of the gaming machine are arranged in order.

[0096] In the game ROM area, a game program area for storing programs related to the progress of the game and a game data area for storing data related to the progress of the game are arranged.

[0097] In the information ROM area, an information program area for storing programs related to the performance display of the gaming machine and an information data area for storing data related to the performance display of the gaming machine are arranged.

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

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

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

[0101] In the information RWM area, there are arranged an information work area that the information program uses as work and an information stack area for temporarily storing data being processed by the information program.

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

[0103] Hereinafter, the relationship between the game area (game ROM area, game RWM area) that performs processing based on the game program and the information area (information ROM area, information RWM area) that performs processing based on the information program will be described.

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

[0105] However, in the processing based on the game program, the content of the information RWM area cannot be updated but can be referred to. Also, in the processing based on the information program, the content of the game RWM area cannot be updated but can be referred to.

[0106] When performing processing based on the information program, after saving the flag register in the game RWM area during the processing based on the game program, the information program is called to execute the processing based on the information program, and the flag register is restored from the game RWM area immediately after the processing based on the information program ends and the game program resumes.

[0107] Also, immediately after the start of the information program, the stack pointer of the game stack area is saved in the information RWM area, then the stack pointer of the information stack area is set, all the registers used in the game program are saved in the information RWM area, and all the registers used in the game program are restored from the information RWM area and the stack pointer of the game stack area is restored immediately before the end of the information program.

[0108] By doing so, when performing processing based on the information program, the data used by the game program can be protected, and no inconvenience will occur when resuming from the information program to the game program.

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

[0110] The payout control unit 120 includes a payout CPU 121a that performs arithmetic processing, a payout ROM 121b that stores a payout program and the like, a payout RAM 121c that serves as a work area during arithmetic processing, and input / output ports and the like.

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

[0112] The payout CPU 121a reads out a payout control program stored in the payout ROM 121b upon receiving an operation clock from a crystal oscillator, and performs arithmetic processing related to the payout of game balls while utilizing the payout RAM 121c as a work area. Thereby, control processing for paying out game balls from the payout device 95 in response to a payout control command from the main control unit 100, control processing for transmitting a command based on the result of the arithmetic processing to the main control unit 100, and the like are performed.

[0113] Connected to the payout control unit 120 are a ball feed solenoid, a touch sensor, a firing volume, a firing solenoid, and the like.

[0114] When the payout control unit 120 detects that the player's hand is touching the firing handle 15 based on a touch signal input from the touch sensor, it permits energization of the ball feed solenoid and the firing solenoid. When it detects that the rotation angle of the firing handle 15 has changed based on a detection signal from the firing volume, it drives the ball feed solenoid and drives the firing solenoid so as to obtain a firing intensity corresponding to the rotation angle of the firing handle 15, thereby firing the game balls (99.9 balls / minute).

[0115] The effect control device 130A includes an effect control unit 130 that comprehensively controls the progress of effects based on reception of an effect control command from the main control unit 100, an image and sound control unit 140 that performs control processing for image display and sound output based on reception of an effect control command from the effect control unit 130, and a lamp control unit 150 that performs control processing for various light emitting members (such as LEDs) and various drive sources (such as motors) based on reception of an effect control command from the effect control unit 130.

[0116] The effect control unit 130 includes a sub CPU 130a that performs arithmetic processing, a sub ROM 130b in which an effect control program is stored, a sub RAM 130c that serves as a work area during arithmetic processing, an RTC 130d that measures the date and time, and an input / output port.

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

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

[0119] The audio-visual control unit 140 receives a command from the performance control unit 130 and performs control to display a predetermined image on the first image display device 70 and the second image display device 71, or performs control to output a predetermined voice or sound to the voice output device 9.

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

[0121] The overall CPU 141a receives the operation clock from the crystal oscillator, reads out the overall control program stored in the overall ROM 141b, and performs arithmetic processing related to the production while utilizing the overall RAM 141c as a work area. Thereby, control processing for generating a display control command (display list) instructing the production image to be displayed on the first image display device 70 and the second image display device 71 and transmitting it to the VDP 145, control processing for generating an audio control command instructing the production sound to be output from the audio output device 9 and transmitting it to the audio control unit 148 (audio LSI), etc. are performed.

[0122] Also, the first image display device 70, the second image display device 71, and the audio output device 9 are connected to the audio-visual control unit 140. The VDP 145 of the audio-visual control unit 140 generates an image at intervals of a predetermined frame time (for example, 1 / 30 second), and outputs the generated image to the first image display device 70 and the second image display device 71. Thereby, an image including, for example, the production symbol 701, etc. is displayed on the first image display device 70 and the second image display device 71. Also, when the audio signal generated by the audio control unit 148 of the audio-visual control unit 140 is output to the audio output device 9 (speaker), sound is output.

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

[0124] Note that the changeover switch 22 may be provided at a predetermined position on the front surface of the gaming machine 1 instead of on the back surface. For example, as a changeover switch capable of adjusting the volume and light quantity, a tiltable lever or a rotatable dial volume may be provided on the left side of the lower tray 11 on the front surface of the gaming machine.

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

[0126] The lamp control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b that stores a lamp control program, a lamp RAM 150c that serves as a work area during arithmetic processing, and an input / output port.

[0127] Connected to the input / output port of the lamp control unit 150 are a frame lighting device 10, a movable effect device 73, a panel lighting device 74, a sub-information display 80, an effect button drive device 17b (an effect button drive motor, an effect button vibration motor), and an effect button light-emitting LED 17c.

[0128] The lamp CPU 150a receives an operation clock from a crystal oscillator, reads out the lamp control program stored in the lamp ROM 150b, and performs arithmetic processing related to effects while using the lamp RAM 150c as a work area. Thereby, control processing of the frame lighting device 10, the effect button drive device 17b, the effect button light-emitting LED 17c, the movable effect device 73, and the panel lighting device 74 is performed.

[0129] The power supply board 160 generates the main power supply (operating power supply) necessary for the operation of the gaming machine from the power supply supplied from outside the gaming machine, and supplies the main power supply to the gaming machine 1 (main control unit 100, payout control unit 120, effect control device 130A, and various electronic components) (corresponding to the power supply means). The power supply board 160 is provided with a power-off detection circuit 162 that detects whether or not the supplied power supply voltage has dropped (a power outage has occurred) and outputs a voltage drop signal to the main control unit 100 based on the drop in the power supply voltage (occurrence of a power outage), and a backup power supply circuit 163 for supplying a backup power supply to the main control unit 100 when a power cut (power outage) occurs.

[0130] In addition, the power supply board 160 is provided with a power switch that can be operated by a store clerk of the game parlor to switch between an ON state in which the main power supply to the gaming machine 1 (main control unit 100, payout control unit 120, effect control device 130A, and various electronic components) is supplied and an OFF state in which it stops. When the power switch is turned to the ON state, the supply of the main power supply is started and the operation of the gaming machine 1 is started. Note that the supply of the backup power supply to the main control unit 100 is maintained even when the power switch is in the OFF state.

[0131] The power-off detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and when the power supply voltage becomes equal to or lower than a predetermined value, outputs a voltage drop detection signal to the main control unit 100, and stops the output of the voltage drop detection signal when the power supply voltage becomes higher than the predetermined value during the output of the voltage drop detection signal.

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

[0133] Note that although backup power is not supplied to the payout control unit 120 and the effect control unit 130, backup power may be supplied to the payout control unit 120 and the effect control unit 130 so that the stored contents of the payout RAM 121c and the sub-RAM 130c are retained even during a power failure (blackout). Also, backup power may be supplied to only one of the payout control unit 120 and the effect control unit 130.

[0134] (Game state) Here, the game states of the gaming machine 1 according to the first embodiment will be described. In the first embodiment, as the game states of the gaming machine 1, there are a normal game state, a time-saving game state A, and a time-saving game state B.

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

[0136] The time-saving game state A is a state in which the normal pattern winning probability is the same as that in the normal game state, i.e., 1 / 1.1, the normal pattern variation time is about 59.5 seconds, and the special second start opening time is set to 0.051 seconds. In the time-saving game state A, the variation time of the normal pattern is slightly shorter than that in the normal game state, and the opening time of the second start opening 47 is slightly longer. Therefore, it can be said that the time-saving game state A is a more advantageous state for the player than the normal game state. However, the ease of winning a prize at the second start opening 47 is almost the same as that in the normal game state, and it is difficult for a game ball to win a prize at the second start opening 47. Hereinafter, the time-saving game state A in which the ease of winning a prize at the second start opening 47 is almost the same as that in the normal game state may be referred to as a "low base time-saving state" or a "slight time-saving state".

[0137] The short-time game state B is a state in which the normal pattern winning probability is the same as that in the normal game state, i.e., 1 / 1.1, the normal pattern variation time is about 1 second, and the opening time of the second start port 47 (special second start port opening time) when winning a hit is set to 3 seconds. In the short-time game state A, the variation time of the normal symbol is shorter than that in the normal game state, and the opening time of the second start port 47 is longer. Therefore, the short-time game state B is a state more advantageous to the player than the normal game state and the short-time game state A, and is a state in which it is easy for the game ball to win a prize at the second start port 47. Hereinafter, the short-time game state B in which it is easy for the game ball to win a prize at the second start port 47 is referred to as the "high base short-time state".

[0138] Note that the short-time game state A and the short-time game state B are set so that the normal pattern variation time and the special second start port opening time are more advantageous to the player than the normal game state. However, it may be configured such that only any one of the normal pattern variation time, the special second start port opening time, and the normal pattern winning probability becomes advantageous.

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

[0140] (Big win determination table) Next, the jackpot in the gaming machine 1 of the present embodiment will be described. FIG. 5 is a diagram showing an example of a jackpot determination table for the gaming machine 1 of the first embodiment. When the first special symbol determination is made based on the winning of a game ball in the first start port 45, the first special symbol (denoted as "Special 1" in the figure) varies. Also, when the second special symbol determination is made based on the winning of a game ball in the second start port 47, the second special symbol (denoted as "Special 2" in the figure) varies. As shown in FIG. 5, when the jackpot random value obtained at the time of winning of a game ball in the first start port 45 is a value indicating a jackpot (0 to 199), it is determined as a jackpot. The probability of being determined as a jackpot in the first special symbol determination is 1 / 300. When it is determined as a jackpot, after a predetermined variation time has elapsed, a special symbol indicating a jackpot (jackpot symbol) stops being displayed, and a special game is played. Also, in the first special symbol determination, when the obtained jackpot random value is a value indicating a special loss (200 to 799), it is determined as a special loss. The probability of being determined as a special loss as a result of the first special symbol determination is 1 / 100. Although details will be described later, when it is determined as a special loss, after a predetermined variation time has elapsed, a special loss symbol with time shortening is stopped, and the game state shifts to a time shortening game state. Also, when the obtained jackpot random value is neither of the above, it is determined as a normal loss.

[0141] Also, when the jackpot random value obtained at the time of winning of a game ball in the second start port 47 is a value indicating a jackpot (0 to 199), it is determined as a jackpot, and after a predetermined variation time has elapsed, a special symbol indicating a jackpot stops being displayed, and a special game is played. Also, in the second special symbol determination, when the obtained jackpot random value is a value indicating a minor jackpot (200 to 799), it is determined as a minor jackpot. The probability of being determined as a minor jackpot in the second special symbol determination is 1 / 80. When it is determined as a minor jackpot, a minor jackpot game is played, and when a game ball passes through the specific area 52 during the minor jackpot game, it becomes a jackpot (two types of jackpots), and a special game is played.

[0142] (Symbol Determination Table) FIG. 6 is a diagram showing an example of a symbol determination table of the gaming machine 1 in the first embodiment. FIG. 6(a) is an example of a jackpot symbol determination table for determining a jackpot symbol (type of jackpot) when the result of the special symbol determination is determined to be a jackpot. FIG. 6(b) is an example of a minor win symbol determination table for determining a minor win symbol (type of minor win) when the result of the special symbol determination is determined to be a minor win. FIG. 6(c) is an example of a special loss symbol determination table for determining a special loss symbol (type of special loss) when the result of the special symbol determination is determined to be a special loss. FIG. 6(d) is an example of a normal loss symbol determination table for determining a normal loss symbol when the result of the special symbol determination is determined to be a normal loss.

[0143] As shown in FIG. 6(a), when the result of the special symbol determination is determined to be a jackpot, a special symbol (jackpot symbol) indicating a jackpot is determined based on the jackpot symbol random value obtained at the time of winning of the game ball into the start port. Specifically, when it is determined to be a jackpot in the first special symbol determination, if the obtained jackpot symbol random value is 0 to 39, special symbol A is determined. The probability that special symbol A is determined when it is determined to be a jackpot in the first special symbol determination is 40%. When special symbol A is stopped and displayed, as a special game, a round game in which the second big winning port 56 is converted from a closed state to an open state in a predetermined mode is performed 4 times. The jackpot in which special symbol A is stopped and displayed is sometimes referred to as "one type 4R jackpot A". Also, when it is determined to be a jackpot in the first special symbol determination, if the obtained jackpot symbol random value is 40 to 99, special symbol B is determined. The probability that special symbol B is determined when it is determined to be a jackpot in the first special symbol determination is 60%. When special symbol B is stopped and displayed, as a special game, a round game in which the second big winning port 56 is converted from a closed state to an open state in a predetermined mode is performed 4 times. The jackpot in which special symbol B is stopped and displayed is sometimes referred to as "one type 4R jackpot B".

[0144] Also, when a big win is determined in the second special symbol determination, if the obtained big win symbol random value is between 0 and 44, special symbol C is determined. The probability that special symbol C is determined when a big win is determined in the second special symbol determination is 45%. When special symbol C stops being displayed, as a special game, a round game in which the second big winning port 56 is converted from a closed state to an open state in a predetermined manner is performed 10 times. The big win in which special symbol C stops being displayed is sometimes referred to as "Type 1 10R Big Win C". Also, when a big win is determined in the second special symbol determination, if the obtained big win symbol random value is between 45 and 99, special symbol D is determined. The probability that special symbol D is determined when a big win is determined in the second special symbol determination is 55%. When special symbol D stops being displayed, as a special game, a round game in which the second big winning port 56 is converted from a closed state to an open state in a predetermined manner is performed 3 times. The big win in which special symbol D stops being displayed is sometimes referred to as "Type 1 3R Big Win D".

[0145] Also, when a small win is determined in the second special symbol determination, if the obtained small win symbol random value is between 0 and 54, special symbol Ka is determined. The probability that special symbol Ka is determined when a small win is determined in the second special symbol determination is 55%. When special symbol Ka stops being displayed, a small win game in which the first big winning port 50 is converted from a closed state to an open state in a predetermined manner is performed. When a game ball passes through the specific area 52 during the small win game, a round game in which the second big winning port 56 is converted from a closed state to an open state in a predetermined manner is performed 9 times, and a two-type big win game is performed. Combining this small win game and the two-type big win game, a big win game of substantially 10R is performed. Therefore, the big win associated with the stop display of special symbol Ka is sometimes referred to as "Two-Type Substantially 10R Big Win Ka". Note that if the game ball does not pass through the specific area 52 during the small win game, the two-type big win game is not performed.

[0146] Also, when it is determined as a small win in the second special symbol determination, if the obtained small win symbol random value is between 55 and 89, the special symbol Kb is determined. The probability that the special symbol Kb is determined when it is determined as a small win in the second special symbol determination is 35%. When the special symbol Kb is stopped and displayed, a small win game in which the first big winning port 50 is converted from a closed state to an open state in a predetermined manner is performed. When a game ball passes through the specific area 52 during the small win game, a round game in which the second big winning port 56 is converted from a closed state to an open state in a predetermined manner is performed twice, and a two-kind big win game is performed. Combining this small win game and the two-kind big win game, a big win game with substantially 3R is performed. The big win associated with the stop display of the special symbol Kb may be referred to as the "two-kind substantially 3R big win Kb".

[0147] Also, when it is determined as a small win in the second special symbol determination, if the obtained small win symbol random value is between 90 and 99, the special symbol Kc is determined. The probability that the special symbol Kc is determined when it is determined as a small win in the second special symbol determination is 10%. When the special symbol Kc is stopped and displayed, a small win game in which the first big winning port 50 is converted from a closed state to an open state in a predetermined manner is performed. When a game ball passes through the specific area 52 during the small win game, a round game in which the second big winning port 56 is converted from a closed state to an open state in a predetermined manner is performed twice, and a two-kind big win game is performed. Combining this small win game and the two-kind big win game, a big win game with substantially 3R is performed. The big win associated with the stop display of the special symbol Kc may be referred to as the "two-kind substantially 3R big win Kc".

[0148] Also, when it is determined as a special loss in the first special symbol determination, if the obtained special symbol random number value is 0 to 49, special symbol TH1 is determined; if the obtained special symbol random number value is 50 to 79, special symbol TH2 is determined; if the obtained special symbol random number value is 80 to 99, special symbol TH3 is determined. When it is determined as a special loss in the first special symbol determination, the probability that special symbol TH1 is determined is 50%, the probability that special symbol TH2 is determined is 30%, and the probability that special symbol TH3 is determined is 20%. When special symbols TH1 to 3 are stopped and displayed, the special game is not performed, and the game state shifts to the time-saving game state. The loss in which special symbol TH1 is stopped and displayed is sometimes referred to as "special loss TH1", the loss in which special symbol TH2 is stopped and displayed is sometimes referred to as "special loss TH2", and the loss in which special symbol TH3 is stopped and displayed is sometimes referred to as "special loss TH3".

[0149] Also, when it is determined as a normal loss in the first special symbol determination, special symbol H1 indicating a normal loss H1 is stopped and displayed with a probability of 100%. When it is determined as a normal loss in the second special symbol determination, special symbol H2 indicating a normal loss H2 is stopped and displayed with a probability of 100%.

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

[0151] In the normal gaming state, the game is basically played by hitting the left button, and the first special symbol determination is made. As shown in FIGS. 7 and 8, when winning the first type 4R big win A (special symbol A) in the normal gaming state, after the special game, it shifts to the high base short state. In this case, "100" is set for the short time count J in the high base short state. When the special symbol fluctuates 100 times without a big win in the high base short state, it returns to the normal gaming state. On the other hand, when winning the first type 4R big win B (special symbol B) in the normal gaming state, after the special game, it shifts to the normal gaming state.

[0152] Also, as shown in FIGS. 7 and 9, when any one of the special symbols TH1 to 3 (special losing TH1 to 3) stops and is displayed in the normal gaming state, it shifts to the low base short state. When the special symbol TH1 stops, "500" is set for the short time count B in the low base short state. When the special symbol TH2 stops, "300" is set for the short time count B. When the special symbol TH3 stops, "100" is set for the short time count B.

[0153] In the low base short state, the game is basically played by hitting the left button, and the first special symbol determination is made. When winning the first type 4R big win A (special symbol A) in the low base short state, after the special game, it shifts to the high base short state. In this case, "100" is set for the short time count J in the high base short state. Also, when winning the first type 4R big win B (special symbol B) in the low base short state, after the special game, it shifts to the normal gaming state. Note that in the high base short state, when the player hits the left button or there is a hold on the first special symbol determination, the first special symbol determination may be made. When winning the first type 4R big win A (special symbol A) in the high base short state, after the special game, it shifts to the high base short state. Also, when winning the first type 4R big win B (special symbol B) in the high base short state, after the special game, it shifts to the high base short state.

[0154] In addition, when the special symbol TH1 stops and is displayed in the low base short time state, "100" is set for the short time count J, and the game shifts to the high base short time state. Also, when the special symbol TH1 stops and is displayed in the high base short time state, the gaming state is maintained (Figure 9). On the other hand, when the special symbol TH2 or TH3 stops and is displayed in the low base short time state, the low base short time state is maintained. In the low base short time state, if it is not determined as a big win and the special symbol TH1 does not stop and is displayed, the game returns to the normal gaming state at the end of the B-th variation of the special symbol. Also, when the special symbol TH2 or TH3 stops and is displayed in the high base short time state, the high base short time state is maintained (Figure 9).

[0155] On the other hand, in the high base short time state, the game is played by hitting to the right, and the second special symbol determination is repeated in a short time. In the high base short time state, if a win is obtained for the first type 10R big win C (special symbol C) or the first type 3R big win D (special symbol D) in the second special symbol determination, after the special game, "100" is set for the short time count J, and the game shifts to the high base short time state.

[0156] Also, in the high base short time state, if a win is obtained for the small win Ka or the small win Kb in the second special symbol determination, after the special game, "100" is set for the short time count J, and the game shifts to the high base short time state. Also, in the high base short time state, if a win is obtained for the small win Kc in the second special symbol determination, after the special game, the game shifts to the normal gaming state.

[0157] As is clear from the figure, in the normal gaming state, the game shifts to the advantageous high base short time state only when a win is obtained for the first type 4R big win A in the first special symbol determination. On the other hand, in the low base short time state, the game shifts to the high base short time state when a win is obtained for the first type 4R big win A in the first special symbol determination or when the special symbol TH1 stops and is displayed. For this reason, it can be said that the low base short time state is a state where it is easier to shift to the high base short time state than the normal gaming state, and it is an advantageous state for the player.

[0158] In addition, the gaming machine 1 of the present embodiment is set to the high base short-time state when the number of fluctuations of the special symbol reaches a specified number (for example, 800 times) after the RWM clear process or the setting change process described later, or after a big win game is performed. In this case, for example, 500 times may be set as the short-time number. The RWM clear process is a process for returning the gaming machine 1 to the state at the time of shipment. The setting change process is a process for changing the setting values of the gaming machine.

[0159] (Presentation mode) In the gaming machine 1 of the present embodiment, a presentation mode corresponding to the gaming state is set. The presentation mode is a mode such as a presentation symbol that fluctuates according to the fluctuation of the special symbol, a background image, a hold icon and the icon, a hold pedestal indicating the display area of the hold icon and / or the icon, and a mode display indicating the presentation mode. These modes differ depending on the presentation mode.

[0160] In the present embodiment, there are a normal mode set in the normal gaming state, a special mode set in the low base short-time state (short-time gaming state A), and a short-time mode set in the high base short-time state (short-time gaming state B).

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

[0162] As shown in FIG. 10, a background image 700 is displayed on the screen of the first image display device 70 (hereinafter referred to as the "main screen"). The background image is an image that serves as the background for each image (presentation symbol 701, small symbol 702, first hold icon HA, the icon TI, first numeric hold SHA, second numeric hold SHB, and other preview images displayed during variable presentations) displayed on the screen, and is an image with a lower display priority than each image. The images displayed on the screen are managed by a plurality of layers, and the background image is drawn on the deepest layer (the layer with the lowest display priority).

[0163] The background images displayed vary depending on the performance mode. For example, in the normal mode, the background image for the normal mode is displayed. In the normal mode, as the background image, for example, an image of a riverside or a street scene during the daytime is displayed. Also, in the special mode, the background image for the special mode is displayed. In the special mode, as the background image, an image of a riverside or a street scene similar to that in the normal mode, but an image of the evening scenery is displayed. Further, in the short-time mode, the background image for the short-time mode is displayed. In the short-time mode, as the background image, a background image different from those in the normal mode and the special mode (for example, an image of a night scene) is displayed. Note that in each mode, a plurality of background images may be prepared. For example, in the normal mode, the special mode, and the short-time mode, there are a plurality of modes (stages) respectively, and the background images may be different for each stage.

[0164] In the substantially central region of the main screen, an effect symbol 701 corresponding to the special symbol is displayed. The effect symbol 701 is displayed in front of the background image (with priority over the background image). The effect symbol 701 is composed of three effect symbols 701. The three effect symbols 701 are, in order from the left, the left symbol 701L, the middle symbol 701C, and the right symbol 701R. The effect symbol 701 includes, for example, a numeric symbol indicating numbers from "1" to "9" and a character image displayed as the background of the numeric symbol. Note that in addition to (or instead of) the numeric symbol, a character symbol represented by letters such as "A" to "F", Chinese characters, kana characters, etc. may be used. The plurality of effect symbols 701 start the variable display in response to the start of the variable display of the special symbol and stop the display in response to the stop of the variable display of the special symbol. During the variable performance using the effect symbol 701, the character image among the effect symbols 701 may be separated to become a state with only the numeric symbol.

[0165] Performance patterns 701 of different modes are used according to the performance mode. For example, in the normal mode, the performance pattern for the normal mode is used. In the special mode, the performance pattern for the special mode is used. In the time-saving mode, the performance pattern for the time-saving mode is used. Note that in each mode, a plurality of performance patterns to be displayed may be prepared. For example, in the normal mode, special mode, and time-saving mode, there are a plurality of modes (stages) respectively, and the display mode of the performance pattern may be different for each stage.

[0166] The performance pattern 701 is stopped and displayed in a mode (a losing mode, a big win mode) that notifies the result of the special pattern determination according to the stop display of the special pattern. When the result of the special pattern determination is a big win, a specific pattern combination that is a combination of the same performance pattern 701, such as "777" or "555", is stopped and displayed. When the result of the special pattern determination is a loss (normal loss or special loss), a combination of patterns in which at least one of the three performance patterns 701 is different from the others (for example, "121" or "248") is stopped and displayed. Note that different modes of performance patterns may be stopped and displayed depending on whether the result of the special pattern determination is a normal loss or a special loss. For example, in the case of a special loss, the performance pattern may be stopped and displayed in a mode that allows the player to easily recognize that it is a special loss (for example, a specific combination that suggests a special loss, or a combination that includes a specific pattern that suggests a special loss). Conversely, the same mode of performance pattern may be stopped and displayed depending on whether the result of the special pattern determination is a normal loss or a special loss.

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

[0168] In addition, a hold pedestal 703 is displayed in the lower area of the screen. The hold pedestal 703 indicates the hold icon and the display position of the icon. On the hold pedestal 703, the first hold icons HA (HA1 to HA4) corresponding to the number of the first holds (U1) of the first special symbol are displayed. A maximum of 4 first hold icons HA are displayed. The first hold icons HA1 to HA4 are consumed in order from the right.

[0169] Note that in the normal gaming state, the second hold icon HB corresponding to winning in the second start port 47 is not displayed. Note that even in the normal gaming state, when a game ball wins in the second start port 47, the second hold icon HB indicating the hold of the second special symbol may be displayed in an area different from the display area of the first hold icon HA (for example, an area on the right side of the icon TI).

[0170] When the variation of the first special symbol starts, each first held icon HA shifts to the right, and the first held icon HA1 is displayed as the icon TI. The icon TI is an icon corresponding to the special symbol in variation. The icon TI has the same display mode as the first held icon HA, but the icon TI has a larger image than the first held icon HA.

[0171] The first held icon HA and the icon TI are displayed in different display modes according to the effect mode. Also, the held pedestal 703 may be displayed in different display modes according to the effect mode.

[0172] The first held icon HA and the icon TI can change from a normal mode (white) that does not suggest a jackpot expectation degree to a special mode (blue, red, gold, rainbow color) that suggests a jackpot expectation degree. The special mode indicates that the jackpot expectation degree is higher than that of the normal mode, and the expectation degrees are in the order of blue, red, gold, and rainbow color. Specifically, the first held icon HA is changed based on the result of the pre-determination. Also, the icon TI is changed based on the result of the pre-determination and / or the special symbol determination.

[0173] Also, in the lower right area of the main screen, a first numerical held SHA representing the first held number (U1) indicating the held number of the first special symbol in numbers and a second numerical held SHB representing the second held number (U2) indicating the held number of the second special symbol in numbers are displayed.

[0174] The first digit-retained SHA and the second digit-retained SHB are displayed in the same manner (digital image, size, display position) regardless of the production mode. Depending on the production mode, the positions and sizes of the first digit-retained SHA and the second digit-retained SHB may be different, or at least one of the first digit-retained SHA and the second digit-retained SHB may be hidden depending on the production mode. For example, in the normal mode and the special mode, only the first digit-retained SHA is displayed, and in the time-saving mode, both the first digit-retained SHA and the second digit-retained SHB may be displayed, or only the second digit-retained SHB may be displayed. Also, in the normal mode and the special mode, the first digit-retained SHA and the second digit-retained SHB are displayed, and in the time-saving mode, neither the first digit-retained SHA nor the second digit-retained SHB needs to be displayed.

[0175] Also, in the upper right area of the main screen, a fourth symbol 705a corresponding to the first special symbol and a fourth symbol 705b corresponding to the second special symbol are displayed. The fourth symbol 705a changes its display (flashing display) according to the changing display of the first special symbol and stops its display according to the stopped display of the first special symbol. Also, the fourth symbol 705b changes its display (flashing display) according to the changing display of the second special symbol and stops its display according to the stopped display of the second special symbol.

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

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

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

[0179] Here, the adjustment of the volume and light quantity (adjustment of the production effect) using the cross keys 19 and the adjustment of the volume and light quantity (adjustment of the production effect) using the changeover switch 22 will be described. The gaming machine 1 of the present embodiment can adjust various production sounds related to the production using the cross keys 19 or the changeover switch 22. For example, during the variation of the special symbol, the volume can be adjusted for the BGM during the variation production, the sound related to the preview production, the sound related to the emphasis production described later, and the sound during the operation of the production accessory. Also, during the waiting for customers (a state where neither the special symbol is varying nor a big win game is in progress), the volume of the production sound can be adjusted.

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

[0181] When a volume adjustment operation is performed using the cross keys 19 while waiting for a customer, a volume operation sound is output, and a volume gauge 720 indicating the volume value starts to be displayed. Each time a volume adjustment operation is performed using the cross keys 19, the same volume operation sound is output, and the volume gauge 720 changes by "1". Note that the pitch of the volume operation sound may vary according to the volume. Also, the volume gauge 720 is displayed, for example, superimposed on the effect symbol 701 on the right side of the screen. The volume gauge 720 is not superimposed on the small symbol 702 and the fourth symbol. The volume gauge 720 is hidden after a predetermined time (e.g., 5 seconds) has elapsed since the volume adjustment operation was performed. On the other hand, when a volume adjustment operation is performed using the changeover switch 22 while waiting for a customer, no volume operation sound is output, and a volume gauge indicating the volume value is not started to be displayed. Note that when a volume adjustment operation is performed using the changeover switch 22 while the volume gauge is being displayed, the displayed volume gauge changes.

[0182] Also, when a light quantity adjustment operation is performed using the cross keys 19 while waiting for a customer, a light quantity operation sound is output, and a light quantity gauge indicating the light quantity value starts to be displayed. Note that the light quantity operation sound may be different from or the same as the volume operation sound. Also, the display mode of the light quantity gauge may be different from or the same as the display mode of the volume gauge 720. Each time a light quantity adjustment operation is performed using the cross keys 19, the same light quantity operation sound is output, and the light quantity gauge changes by "1". Note that the pitch of the light quantity operation sound may vary according to the light quantity. Also, the light quantity gauge is displayed superimposed on the effect symbol, and is hidden after a predetermined time (e.g., 5 seconds) has elapsed since the light quantity adjustment operation was performed. On the other hand, when a light quantity adjustment operation is performed using the changeover switch 22 while waiting for a customer, no light quantity operation sound is output, and a light quantity gauge indicating the light quantity value is not started to be displayed. Note that when a light quantity adjustment operation is performed using the changeover switch 22 while the light quantity gauge is being displayed, the displayed light quantity gauge changes.

[0183] Also, when a volume adjustment operation is performed using the cross keys 19 during the variation of the special symbol, a volume operation sound is output and the volume gauge 720 starts to be displayed. Note that while the output of the volume operation sound is restricted during the variation of the special symbol, the display of the volume gauge may not be restricted. Conversely, while the display of the volume gauge is restricted during the variation of the special symbol, the output of the volume operation sound may not be restricted. Also, each time a volume adjustment operation is performed using the cross keys 19, the same volume operation sound is output and the volume gauge changes by "1". Note that the pitch of the volume operation sound may vary according to the volume value. Also, the volume gauge 702 is displayed superimposed on the effect symbol (Fig. 10(b)) and is made non-displayed after a predetermined time (e.g., 5 seconds) has elapsed since the volume adjustment operation was performed. Note that the volume gauge 720 may be made non-displayed when the special symbol starts to vary and when it stops being displayed. In this case, the volume operation sound may be output. Also, when the special symbol starts to vary and when it stops being displayed, the volume gauge 720 may be made non-displayed and the output of the volume operation sound may also be restricted. Also, when the special symbol starts to vary and when it stops being displayed, volume adjustment may be impossible. Also, when the special symbol stops being displayed and when it starts to vary, volume adjustment may be possible, but the display of the volume gauge and the output of the volume operation sound may be restricted. Also, when the special symbol starts to vary and when it stops being displayed, the effect symbol 701 may be displayed preferentially (in the front layer) over the volume gauge 720. On the other hand, when a volume adjustment operation is performed using the changeover switch 22 during the variation of the special symbol, the volume operation sound is not output and the volume gauge 720 also does not start to be displayed. When a volume adjustment operation is performed using the changeover switch 22 during the display of the volume gauge 720, the displayed volume gauge 720 changes. Note that when a volume adjustment operation is performed using the changeover switch 22 during the variation of the special symbol, the volume gauge 720 may start to be displayed. Also, when a volume adjustment operation is performed using the changeover switch 22 during the display of the volume gauge, the displayed volume gauge 720 may not change.

[0184] Also, when a light amount adjustment operation is performed using the cross keys 19 during the variation of the special symbol, a light amount operation sound is output and a light amount gauge starts to be displayed. Note that while the output of the light amount operation sound is restricted during the variation of the special symbol, the display of the light amount gauge may not be restricted. Conversely, while the display of the light amount gauge is restricted during the variation of the special symbol, the output of the light amount operation sound may not be restricted. Also, while the output of the light amount operation sound is restricted during the variation of the special symbol, a volume adjustment operation may be output. Also, each time a light amount adjustment operation using the cross keys 19 is performed, the same light amount operation sound is output and the light amount gauge changes by "1". Note that the pitch of the light amount operation sound may vary according to the light amount value. Also, the light amount gauge is displayed superimposed on the effect symbol and is made non-displayed after a predetermined time (for example, 5 seconds) has elapsed since the light amount adjustment operation was performed. Note that when the special symbol stops being displayed and when the variation starts, the light amount gauge may be made non-displayed. Also, when the special symbol stops being displayed and when the variation starts, the effect symbol may be preferentially displayed over the light amount gauge. On the other hand, when a light amount adjustment operation is performed using the changeover switch 22 during the variation of the special symbol, the light amount operation sound is not output and the light amount gauge indicating the light amount value also does not start to be displayed. Note that when a light amount adjustment operation is performed using the changeover switch 22 during the variation of the special symbol, the light amount gauge may start to be displayed. Also, when a light amount adjustment operation is performed using the changeover switch 22 during the display of the light amount gauge, the displayed light amount gauge changes. Note that when a light amount adjustment operation is performed using the changeover switch 22 during the display of the light amount gauge, the displayed light amount gauge may not change.

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

[0186] Note that the display modes of the volume gauge and / or the light quantity gauge may be different between during the variation of the special symbol and while waiting for customers. The display modes of the volume gauge and / or the light quantity gauge may be the same between during the variation of the special symbol and while waiting for customers.

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

[0188] Also, the number of steps of volume / light quantity adjustment using the cross key 19 and the number of steps of volume / light quantity adjustment using the changeover switch 22 may be different.

[0189] For example, if there are "5 steps" in the display steps of the volume gauge / light quantity gauge, the number of steps of volume / light quantity adjustment using the changeover switch 22 may be "10 steps", which is more than this. In this case, one display step of the volume gauge / light quantity gauge corresponds to a plurality of steps of volume / light quantity adjustment using the changeover switch 22.

[0190] Also, when a volume adjustment operation of raising (or lowering) the volume by one step using the cross key 19 is performed and then a volume adjustment operation of raising (or lowering) the volume by one step using the changeover switch 22 is performed, the volume may change by two steps (or more) in one operation.

[0191] Also, when a volume adjustment operation of increasing (or decreasing) the volume by one step is performed using the cross key 19 in a state where a volume adjustment operation of increasing (or decreasing) the volume by one step is performed using the changeover switch 22, the volume may change by only one step in one operation.

[0192] In the present embodiment, the variable display of the effect symbol 701 is performed on the first image display device 70, but the variable display of the effect symbol 701 may be performed on either one, or both of the first image display device 70 and the second image display device 71. Also, the variable display of the effect symbol 701 may be performed on the first image display device 70, and the variable display of the small symbol 702 may be performed on the second image display device 71. Further, the variable display of the effect symbol 701 and the small symbol 702 may be performed on the first image display device 70, and the first hold icon HA, the second hold icon HB, and the hold icon TI may be displayed on the second image display device 71.

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

[0194] In the present embodiment, as the reach effect, there are a normal reach effect (hereinafter, may be referred to as "N-reach"), an SP reach effect, and an SPSP reach effect. Also, the gaming machine 1 of the present embodiment can execute a full rotation reach effect suggesting a big win.

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

[0196] The SP-reach effect is an effect with a higher jackpot expectation than the N-reach effect and a longer display time than the N-reach effect. For example, the jackpot expectation of the SP-reach effect is 5 - 10%. Note that there may be multiple SP-reach effects. The jackpot expectations and display times may vary for each SP-reach effect. It may be configured such that the longer the display time of the SP-reach effect, the higher the jackpot expectation.

[0197] The SPSP-reach effect is an effect with a higher jackpot expectation than the SP-reach effect and a longer display time than the SP-reach effect. For example, the jackpot expectation of the SPSP-reach effect is 30 - 50%. Note that there may be multiple SPSP-reach effects. The jackpot expectations and display times may vary for each SPSP-reach effect. It may be configured such that the longer the display time of the SPSP-reach effect, the higher the jackpot expectation.

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

[0199] In addition, the full-rotation reach effect is an effect that suggests that a big win game is being played, and the big win expectancy is 100%. The full-rotation reach effect is an effect in which a plurality of combinations of specific symbol combinations that are combinations of three symbol patterns suggesting a big win are displayed, and the plurality of combinations of specific symbol combinations are variably displayed. The probability of executing the full-rotation reach effect is lower than that of the SPSP reach effect.

[0200] (Example of SPSP reach effect) Hereinafter, an example of the SPSP reach effect will be described. In the normal mode or the special mode, the variable effect including the SPSP reach effect is performed when a specific variable pattern corresponding to the SPSP reach is selected when it is determined as a big win or a loss in the special symbol determination.

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

[0202] As shown in FIG. 11, a normal background is displayed as a background image in the normal mode. Also, the effect symbol 701 also uses an effect symbol for the normal mode. At time t1, when the variation of the first special symbol starts, a start action is performed in which the three effect symbols 701 that have been stopped from being displayed operate in a predetermined manner (FIG. 12(a)). In the start action, a state in which the three effect symbols 701 start to vary simultaneously or in sequence is displayed. For example, the character image included in the effect symbol 701 moves, the background image of the numerical symbol moves, the effect symbol 701 rotates, or vibrates up and down. Also, during the start action, the first hold icon HA shifts to the right, and the first hold icon HA1 is displayed as the icon TI. Also, the small symbol 702 and the fourth symbol 705a also perform a variable display. After the start action of the effect symbol 701, a variable display effect in which the effect symbol 701 varies at high speed is performed (times t2 to t3, FIG. 12(b)). In the variable display effect, for example, in each of the left region, the middle region, and the right region, a plurality of types of effect symbols (for example, effect symbols of "1" to "9") are scrolled downward from top at high speed (in a manner that makes it difficult to recognize the type of each effect symbol).

[0203] After the variable display effect, a pseudo-variation effect (pseudo-link) using a plurality of effect symbols 701 may be performed one or more times. The pseudo-variation effect is an effect in which at least one of the plurality of effect symbols 701 temporarily stops in a predetermined area and then varies again. For example, at time t3, a pseudo-link development effect is performed that suggests that a pseudo-link is performed by the "7" symbol temporarily stopping in the middle region (FIG. 12(c)). Note that the pseudo-link development effect may be performed by a pseudo-link symbol dedicated to the pseudo-link stopping in a predetermined area, not limited to the "7" symbol. When the pseudo-link development effect is performed, the effect symbol that has temporarily stopped starts to vary again, and a second variable display effect (pseudo-2 variable display effect) is performed. Also, the pseudo-link may be executed a plurality of times. For example, in the figure, after the pseudo-2 variable display effect, a pseudo-3 variable display effect is further performed. The higher the number of pseudo-links, the higher the expectation of a big win. Note that even when the effect symbol pseudo-stops in the pseudo-link, the small symbol 702 and the fourth symbol continue to perform a variable display without pseudo-stopping.

[0204] After the pseudo-3 variable display effect is performed for a predetermined time, the same type of effect symbols temporarily stop in the left and right areas and a reach is established (time point t4, Fig. 12(d)). After the reach is established, an N-reach effect is performed.

[0205] Note that various pre-warning effects may be performed during the variable display effect. The pre-warning effect is an effect that suggests the possibility of a big win, and the degree of expectation of a big win is suggested by the form of the pre-warning effect. For example, as the pre-warning effect, there may be a dialogue pre-warning in which a character utters a line, a step-up pre-warning in which the degree of expectation gradually increases, a group pre-warning in which a large number of characters are displayed, a cut-in pre-warning in which a predetermined image is displayed on the entire screen or a part thereof, an icon hold or an icon change pre-warning in which the icon changes. The pre-warning effect may be executed in response to the pressing of the effect button 17. Also, the pre-warning effect may be performed during the reach effect.

[0206] During the N-reach effect, the same type of effect symbols temporarily stop in the left and right areas, and the effect symbols are variably displayed in the middle area. The N-reach effect is performed for a predetermined time (for example, 8 to 10 seconds). Thereby, it is expected that the player will expect that the same type of effect symbol as the left and right effect symbols will stop in the middle area and a big win will be notified. During this time, the normal background image is displayed, and the first hold icon HA and the icon TI are displayed. Also, during the N-reach effect, the effect symbol 701 is displayed in a form including a character image and a numerical symbol.

[0207] Note that a predetermined music (BGM) is continuously output from the execution of the above start action (or before the execution of the start action) until the end of the N-reach effect.

[0208] Next, after the SP development effect is performed during the N reach effect, the SP reach effect is executed (time point t5, Fig. 12(e)). In the SP development effect, a display indicating that the SP reach effect is to start is performed. For example, a title display suggesting the type of SP reach effect to be executed is performed. For example, any one of a plurality of title displays including a first title display corresponding to the first SP reach effect and a second title display corresponding to the second SP reach effect is displayed. The big win expectancy differs according to the type and display mode (e.g., the color of characters and backgrounds) of these title displays. Also, in the SP development effect, the left symbol and the right symbol are shown moving to the left and right regions above the main screen while shrinking. Note that in the N reach effect, a middle symbol of a type different from the left symbol and the right symbol may be temporarily stopped, an N reach miss may be notified, and then the SP development effect and the SP reach effect may be performed.

[0209] During the SP reach effect, an effect symbol in the SP reach mode is temporarily stopped on the left and right of the screen, and an effect in which the middle symbol fluctuates is performed. The effect symbol in the SP reach mode is an effect symbol that includes a numeric symbol and does not include a character image, and is smaller than the effect symbol in the normal mode. Also, in the central region of the main screen, for example, a scene where the player-side character and the enemy character are fighting is displayed. Also, as a background image, a background image for the SP reach effect is displayed. Also, during the SP reach effect, the BGM for the SP reach is continuously output. Also, during the SP reach effect, the icon TI is displayed, but the first held icon HA is not displayed. Note that in other embodiments, the first held icon HA may be displayed during the SP reach effect.

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

[0211] After the SP reach effect is performed for a predetermined time (e.g., 20 seconds), the SPSP reach effect may be performed (time point t6). Specifically, after the SPSP development effect that suggests the development from the SP reach effect to the SPSP reach effect is performed, the SPSP reach effect is started (Fig. 12(f)). In addition, after the middle symbol different from the left and right temporarily stops and a reach miss is temporarily notified as a result of the SP reach effect, the SPSP development effect may be performed and the SPSP reach effect may be performed. In the SPSP development effect, a display indicating that the SPSP reach effect is to be started is performed. For example, a title display suggesting the type of the SPSP reach effect to be executed is performed. The jackpot expectation degree varies according to the type and display mode (e.g., the color of characters and background) of the title display.

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

[0213] When a predetermined time (e.g., 30 seconds) has elapsed since the start of the SPSP reach effect, at time t7 which is the end stage of the SPSP reach effect, an operation effect prompting an operation on the operation button 17 is performed (Fig. 13(g)). In the operation effect, a button image 710 imitating the operation button 17 and an operation valid period image 711 indicating the operation valid period are displayed. In the operation effect, a state where the button image 710 alternately changes between being pressed and not being pressed is displayed, prompting the player to press the operation button 17. Also, in the operation effect, the operation valid period image 711 changes according to the passage of time in a manner that allows the remaining time of the operation valid period to be recognized. For example, the remaining time of the operation valid period may be indicated by a change in the length of the gauge image.

[0214] Then, in response to an operation on the operation button 17 during the operation effect, or in response to the passage of the operation valid period, the middle symbols of the same type as the left and right symbols stop (time t8, Fig. 13(h)). Thereby, a big win is notified using the effect symbol 701. After that, the background image changes to a big win background indicating a big win, and three effect symbols 701 of the same type (here, "666") are aligned and temporarily stopped at the center of the screen (Fig. 13(i)). During the temporary stop, the three effect symbols 701 do not completely stop and, for example, swing up and down.

[0215] The period from the establishment of the reach until the big win (or loss) is notified (time t4~t8) is configured to be longer than the period from the start of the variation until the reach is established via the pseudo-3 variation display effect (time t1~t4). Conversely, the period of time t1~t4 may be configured to be longer than the period of time t4~t8.

[0216] Next, a re-drawing performance is carried out (at time t9-1, Fig. 13(j)). In the re-drawing performance, the three performance symbols 701 that were temporarily stopped in Figs. 13(h) and (i) fluctuate again, and a plurality of specific symbol combinations, which are combinations of three performance symbols of the same type, are displayed. For example, specific symbol combinations from "111" to "999" are variably displayed in the downward direction from top to bottom in order. In Fig. 13(j), specific symbol combinations of "666" and "777" are displayed, and the state of their downward movement is shown. The three performance symbols 701 that were temporarily stopped in Figs. 13(h) and (i) may be changed by the re-drawing performance.

[0217] As a result of the re-drawing performance, one of the plurality of specific symbol combinations is temporarily stopped (at time t9-2). After the elapse of a predetermined temporary stop period, in response to the stop display of the special symbol, the temporarily stopped specific symbol combination is stopped and displayed (at time t10, Fig. 13(k)). Here, the three performance symbols 701 stop completely without swaying. Also, the small symbols 702 and the fourth symbol 705a are stopped and displayed. In the example shown in Fig. 13(k), an example is shown where the specific symbol combination of "666" is changed to the specific symbol combination of "777" by the re-drawing performance, but the specific symbol combination may not be changed by the re-drawing performance.

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

[0219] When a specific combination of symbols is stopped and displayed, it switches to the background dedicated to the opening, and an opening effect indicating the start of a big win game is performed (immediately after time point t10). Then, a big win game in which the big winning opening is opened is started. During the big win game, the big win background is displayed and the big win game effect is performed.

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

[0221] Specifically, when a big win is notified as a result of the SPSP reach effect, a big win symbol emphasis effect that emphasizes the effect symbol suggesting a big win is performed. FIG. 14 is a diagram showing an example of the big win symbol emphasis effect when an effect symbol suggesting a big win is displayed in the SPSP reach effect in the normal mode.

[0222] As shown in FIG. 14, for example, during the period from time t8 to t9-1, as the big win symbol emphasis effect A, an emphasis image 850a is added to the three effect symbols 701 that suggest a big win. The three emphasis images 850a may be added so as to be superimposed on each of the three effect symbols 701, or one emphasis image 850a may be added so as to be superimposed on the three effect symbols 701. Also, during the display of the emphasis image 850a, a sound corresponding to the big win symbol emphasis effect A (big win symbol emphasis effect sound A) is output. The big win symbol emphasis effect sound A is a sound that suggests a big win. The big win symbol emphasis effect sound A may start being output during the display of the emphasis image 850a, or the big win symbol emphasis effect sound A may start being output at the display start timing of the emphasis image 850a, or the emphasis image 850a may start being displayed during the output of the sound after the big win symbol emphasis effect sound A starts being output. Also, in the big win symbol emphasis effect A, at least one of the three effect symbols 701 that suggest a big win may be enlarged and displayed. Also, with the execution of the big win symbol emphasis effect A, a light emitting means (each LED included in the frame lighting device 10, the effect button emitting LED 17c, the movable effect device 73, the board lighting device 74, etc.) emits light in a predetermined light emission pattern. Thereby, it is possible to appeal to the player that it is a big win.

[0223] Here, during the big win game, the game is played by hitting the right button, but during the period from time t8 to t9-1, the first special symbol is still changing and the big win game has not started. During this period, the small symbol and the fourth symbol are changing, but due to the effect symbol 701 and the emphasis image 850a, the player may have difficulty recognizing that the first special symbol is changing, and may hit the right button at this time. Also, since the emphasis image 850a is displayed so as to be superimposed on at least a part of the effect symbol 701, the player has difficulty recognizing that the three effect symbols 701 that suggest a big win are swinging. Also, due to the emphasized effect symbol 701, the player may be impatient and hit the right button. If the player hits the right button before the big win game starts in this way, specific notification is performed.

[0224] For example, when it is detected that a game ball has passed through the general-purpose gate 44 during the display of the effect symbol 701 suggesting a big win (when the passage of a predetermined number of game balls is detected), specific notification regarding the operation of the launch handle 15 is given to the player. For example, as the specific notification, a specific notification image 880 prompting the player to make a left hit is displayed in a predetermined area (for example, the center of the screen). The specific notification image 880 is displayed so as to overlap at least a part of the effect symbol 701 suggesting a big win and the emphasis image 850a. The specific notification image 880 is displayed preferentially (in the front layer) over the effect symbol 701 suggesting a big win and the emphasis image 850a. Note that the specific notification image 880 may be displayed over substantially the entire screen so that the effect symbol 701 and the emphasis image 850a are difficult or impossible to visually recognize. For example, the specific notification image 880 may be displayed semi-transparently over substantially the entire screen. In this way, although the specific notification image 880 is displayed preferentially over the effect symbol 701 and the emphasis image 850a, the effect symbol 701 and the emphasis image 850a are displayed in a recognizable manner. Also, the specific notification image 880 may be displayed, for example, on the left side of the screen so as not to cover the effect symbol (or so as to cover a part of it).

[0225] Also, as the specific notification, a specific notification sound (for example, a voice such as "Please make a left hit" or a warning sound) prompting the player to make a left hit is output. Thereby, the player can be prompted to make a left hit, and unnecessary right hits can be prevented. Note that the specific notification is not limited to notification by an image, voice, and light emission of a light emission means, and may include, for example, notification by vibration. Also, the specific notification is not limited to outputting an image and voice prompting a left hit, and may be performed by outputting an image and voice suppressing a right hit.

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

[0227] Also, the specific notification is performed in a first mode and a second mode. For example, when the notification condition is satisfied, during a predetermined execution period, after a first notification sound is output as the specific notification in the first mode for a first time, a second notification sound is output as the specific notification in the second mode for a second time. During this period, the specific notification image 880 is continuously displayed at a predetermined position on the screen. Also, when the notification condition is satisfied, the specific notification may be performed in the first mode during a predetermined execution period, and when the notification condition is satisfied again, the specific notification may be performed in the second mode during a predetermined execution period. Note that the second notification sound may be output at a volume larger than, the same as, or smaller than the first notification sound.

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

[0229] During the temporary stop period (the period from time t9-2 to t10) of the three performance symbols 701 after the jackpot symbol emphasis performance B has ended, the jackpot symbol emphasis performance C is carried out. The jackpot symbol emphasis performance C is a performance with a different performance mode from the above-mentioned jackpot symbol emphasis performances A and B. For example, in the jackpot symbol emphasis performance C, an emphasis image 852a that emphasizes each of the three performance symbols 701 suggesting a jackpot is displayed. The emphasis image 852a is an image that is superimposed on each performance symbol 701 and is superimposed on a part or all of each performance symbol 701. Each performance symbol 701 operates (oscillates) periodically during the temporary stop, and the emphasis image 852a changes in conjunction with the periodic operation of the performance symbol 701. Also, the emphasis image 852a is displayed in a manner that allows the player to recognize the numerical symbol among the performance symbols 701. Further, in the jackpot symbol emphasis performance C, while the emphasis image 852a is displayed, a jackpot symbol emphasis performance sound C different from the jackpot symbol emphasis performance sounds A and B is output. Also, with the execution of the jackpot symbol emphasis performance C, the light-emitting means emits light in a light-emitting pattern corresponding to the jackpot symbol emphasis performance C. Note that when this jackpot symbol emphasis performance C is executed, the performance symbol may be displayed in a mode including a numerical symbol and a character image. Even during the execution of this jackpot symbol emphasis performance C, if the above-mentioned notification condition is satisfied, the above-mentioned specific notification is performed. Note that in the jackpot symbol emphasis performance C, the three performance symbols 701 suggesting a jackpot are not enlarged.

[0230] Then, after the jackpot symbol emphasis performance C has ended, after a predetermined temporary stop period has elapsed, the three performance symbols 701 are stopped and displayed in response to the stop display of the special symbol (time t10). It is also possible to execute the specific notification during this temporary stop period.

[0231] In this way, when a winning-suggesting display symbol is shown, the winning-symbol emphasizing effects A to C are executed. During the execution of any of the winning-symbol emphasizing effects A to C, the specific notification can be executed in the same manner. The winning-symbol emphasizing effects A to C may be executed while the specific notification is being continuously performed. Also, during the execution period of the winning-symbol emphasizing effects A to C, when the notification condition is satisfied and the first specific notification is executed and then ends, and further when the notification condition is satisfied again, the second specific notification may be executed. Thus, the winning-symbol emphasizing effects A to C and the specific notification can be executed simultaneously. Note that "the emphasizing effect and the specific notification are executed simultaneously" means that the execution period of the emphasizing effect and the execution period of the specific notification overlap at least partially, and the start timing of the emphasizing effect and the start timing of the specific notification may or may not coincide. That is, "the emphasizing effect and the specific notification are executed simultaneously" includes the case where the specific notification is started during the execution of the emphasizing effect, the case where the emphasizing effect is started during the execution of the specific notification, and the case where the emphasizing effect and the specific notification are started simultaneously.

[0232] The specific notification ends at the timing when the big win game starts (the timing when the special symbol stops), even before the elapse of the predetermined execution period. That is, the specific notification image is made invisible at the timing when the big win game starts, even before the elapse of the predetermined execution period, and the output of the specific notification sound also ends at the timing when the big win game starts. Note that during the execution of the specific notification, after the first notification sound is output for the first time, the second notification sound is output for the second time. In this case, if the big win game starts during the output of the first notification sound (or the second notification sound), the playback of the first notification sound (or the second notification sound) being output may be terminated midway, and the output of the first notification sound (or the second notification sound) may be stopped. Also, if the big win game starts during the output of the first notification sound, the first notification sound being output may continue to be output until the end (output for the first time), and the second notification sound may not be output. That is, ending the output of the specific notification sound includes stopping the sound being output midway and outputting the sound being output until the end (predetermined playback time) and then stopping the output of the subsequent sound.

[0233] For example, the specific notification may end in response to receiving a variation stop command or in response to receiving an opening command. The specific notification is not executed during a jackpot game. Also, when shifting to the time-saving mode after the end of a jackpot game, the specific notification is not executed.

[0234] In addition, when a special symbol suggesting a loss stops, the specific notification does not end at the timing when the special symbol stops.

[0235] In addition, after the jackpot symbol emphasis effect C is executed, the execution of the specific notification may be restricted for a predetermined period. For example, the execution of the specific notification may be restricted during the period from when the jackpot symbol emphasis effect C is executed until a jackpot game in which the big winning opening is opened starts.

[0236] In addition, in FIGS. 12 to 14, the description is based on the premise that after displaying an effect symbol suggesting a jackpot at the end of the SPSP reach effect, a re-drawing effect for re-varying the effect symbol suggesting a jackpot is performed. The re-drawing effect may or may not be executed. When the re-drawing effect is not executed, the effect symbol suggesting a jackpot is temporarily stopped and the jackpot symbol emphasis effect A is performed at the end of the SPSP reach effect, and then the jackpot symbol emphasis effect C is performed on the temporarily stopped effect symbol, and the effect symbol is stopped and displayed.

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

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

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

[0240] Also, in the special mode, during the SP reach effect, the same background image for the SP reach effect as in the normal mode is displayed, the same SP reach effect (video display for the SP reach effect) as in the normal mode is performed, and the same effect symbols as in the normal mode are used. Note that the effect symbols used during the SP reach effect may be different between the special mode and the normal mode. Also, during the SPSP reach effect, the same background image for the SPSP reach effect as in the normal mode is displayed, the same SPSP reach effect (video display for the SPSP reach effect) as in the normal mode is performed, and the same effect symbols as in the normal mode are used. Note that the effect symbols used during the SPSP reach effect may be different between the special mode and the normal mode. And, similar to the normal mode, as a result of the SPSP reach effect, a big win is notified using the effect symbols.

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

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

[0243] After the jackpot symbol emphasis effect B ends, the jackpot symbol emphasis effect C is performed on the three effect symbols 701 during the temporary stop period (the period from time t9-2 to t10). Specifically, in the special mode, the jackpot symbol emphasis effect C is performed in a manner different from the jackpot symbol emphasis effect C in the normal mode. For example, in the jackpot symbol emphasis effect C in the special mode, an emphasis image 852b that emphasizes each of the three effect symbols 701 suggesting a jackpot is displayed. The emphasis image 852b is an image that is superimposed on each effect symbol 701 and is superimposed on part or all of each effect symbol 701. The emphasis image 852b displays the numeric symbol among the effect symbols 701 in a manner recognizable to the player. Also, during the display of the emphasis image 852b, a jackpot symbol emphasis effect sound C (a sound corresponding to the emphasis image 852b) is output. The jackpot symbol emphasis effect sound C in the special mode is a sound different from the jackpot symbol emphasis effect sound C in the normal mode and is a sound suggesting a jackpot. Note that also in the special mode, with the execution of the jackpot symbol emphasis effect C, the light emitting means emits light in a predetermined light emission pattern. The light emission pattern may be the same as or different from the light emission pattern in the normal mode. Also, in the jackpot symbol emphasis effect C in the special mode, the three effect symbols 701 suggesting a jackpot are not enlarged.

[0244] Note that for the jackpot symbol emphasis effect C, the effect mode may be the same in the normal mode and the special mode.

[0245] During the execution of any of the jackpot symbol emphasis effects A to C in the special mode, when the notification condition is satisfied, specific notification can be executed. Also, the specific notification is performed in the same manner in the special mode as in the normal mode.

[0246] Thus, the presentation mode (images, sounds, light emission patterns of light emission means, etc.) of the jackpot symbol emphasis presentation that emphasizes the jackpot suggesting presentation symbol is different between when the presentation is executed in the normal mode (when the normal mode is set) and when the presentation is executed in the special mode (when the special mode is set). Thereby, variations can be provided to the presentation, and the interestingness can be improved. Also, depending on the mode of the jackpot symbol emphasis presentation, the player can recognize which mode is set. In the gaming machine 1 of the present embodiment, a common SP reach presentation and an SPSP reach presentation are performed between when the normal mode is set and when the special mode is set, and at least the background image is common after the SP reach presentation. For this reason, for example, when a jackpot is notified in the SPSP reach presentation, it may be difficult for the player to recognize in which mode the jackpot has occurred, but the mode can be recognized by the presentation mode of the jackpot symbol emphasis presentation. Note that even after the SP reach presentation, the background image and the mode of the presentation symbol may be different between the normal mode and the special mode.

[0247] Note that there may be a case where the presentation mode of the jackpot symbol emphasis presentation is the same between when the presentation is executed in the normal mode and when the presentation is executed in the special mode. For example, in any one of a plurality of normal modes, a jackpot symbol emphasis presentation in a mode executable in the special mode may be performed. Also, in any one of a plurality of special modes, a jackpot symbol emphasis presentation in a mode executable in the normal mode may be performed.

[0248] While an effect is being executed in the normal mode and while an effect is being executed in the special mode, a highlighting image that highlights a winning symbol is common, but the sound output while the highlighting image is being displayed may be different. Conversely, while an effect is being executed in the normal mode and while an effect is being executed in the special mode, the highlighting images that highlight the winning symbols may be different, while the sound output while the highlighting image is being displayed may be common. Also, in the normal mode and the special mode, the light emission pattern of the light emitting means may be common, but the highlighting image and the sound may be different. Also, in the normal mode and the special mode, the light emission pattern of the light emitting means may be different, but the highlighting image and the sound may be common.

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

[0250] Thus, since the specific notification is performed in a common manner in both the normal mode and the special mode, it is possible to prompt the player to operate in an easy-to-understand manner.

[0251] In the above, the case where the SPSP reach effect is performed has been described, but there may be a case where a win is notified in the SP reach effect. In this case, the winning symbol that suggests a win in the SP reach effect is temporarily stopped, and the above-mentioned winning symbol highlighting effect A is performed. Then, after passing through (or without passing through) the re-drawing effect, the winning symbol highlighting effect C is performed on the winning symbol that was temporarily stopped. Alternatively, when a win is notified in the SP reach effect, either one of the winning symbol highlighting effects A and C may be omitted. Even when the winning symbol highlighting effect is executed in the SP reach effect, when the above-mentioned notification conditions are satisfied, the specific notification is performed in the same manner.

[0252] Also, there may be a case where a jackpot is notified during the N-reach effect. In this case, the effect symbol suggesting the jackpot in the N-reach effect is temporarily stopped, and the jackpot symbol emphasis effect A is performed. Then, after passing through (or without passing through) the re-drawing effect, the jackpot symbol emphasis effect C is performed on the effect symbol that is temporarily stopped. Alternatively, when a jackpot is notified during the N-reach effect, either one of the jackpot symbol emphasis effects A and C may be omitted. Even when the jackpot symbol emphasis effect is executed during the N-reach effect, when the above notification conditions are satisfied, the specific notification is performed in the same manner.

[0253] Also, there may be a case where the effect symbol suggesting the jackpot stops temporarily without passing through the reach effect from the variable display effect using the effect symbol. Even in this case, the jackpot symbol emphasis effects A to C may be executed. For example, the effect symbol suggesting the jackpot stops temporarily from the variable display effect, and the jackpot symbol emphasis effect A is executed. Then, a re-variable effect is performed, and as a result of the re-variable effect, another or the same effect symbol suggesting the jackpot stops temporarily and the jackpot symbol emphasis effect B is executed, and the jackpot symbol emphasis effect C may be executed on the effect symbol suggesting the jackpot that is temporarily stopped. Such an effect cannot be executed in the normal mode and the special mode, and may be executable in the time-saving mode. Also, the probability of executing such an effect may be higher in the time-saving mode than in the normal mode and the special mode. Conversely, such an effect may be configured to be executed (or easily executed) in the normal mode and the special mode and not to be executed (or difficult to be executed) in the time-saving mode.

[0254] Also, the timings at which the big win symbol emphasis effects A to C are executed may vary depending on the variable effect. Also, the time from when the big win symbol emphasis effects A to C are executed until the effect symbol stops being displayed may vary depending on the variable effect. For example, in a variable effect based on a certain variable pattern, the time from when the big win symbol emphasis effect A is executed until the effect symbol stops being displayed is the first time, and in a variable effect based on another variable pattern, the time from when the big win symbol emphasis effect A is executed until the effect symbol stops being displayed may be a second time that is longer (or shorter) than the first time. Note that the time from when the big win symbol emphasis effects A to C are executed until the effect symbol stops being displayed may be the same regardless of which variable effect is executed.

[0255] Also, the timings at which the big win symbol emphasis effects A to C are executed and the time from when the big win symbol emphasis effects A to C are executed until the effect symbol stops being displayed may vary depending on the mode. For example, the respective execution timings when the big win symbol emphasis effects A to C are executed in the normal mode and the respective execution timings when the big win symbol emphasis effects A to C are executed in the special mode may be different. Also, the time from when the big win symbol emphasis effects A to C are executed until the effect symbol stops being displayed in the normal mode may be different from the time from when the big win symbol emphasis effects A to C are executed until the effect symbol stops being displayed in the special mode.

[0256] The emphasis effect that emphasizes the above effect symbol is not limited to the effect symbol that suggests a big win, and may be performed at various timings during the variation of the effect symbol. Also, the emphasis effect may be performed on the effect symbol not only when a big win is notified, but also when a loss is notified.

[0257] FIG. 16 is a diagram showing an example of a timing chart from the start of variation to the N-reach effect in the normal mode. FIG. 17 is an example of an effect from the start of variation to the N-reach effect in the normal mode, and is a diagram showing an example of an image displayed on the screen at each timing in FIG. 16. Note that in FIG. 17, the mode display 708 is omitted for simplification of the figure.

[0258] As shown in FIG. 16, in the normal mode, when the variation of the special symbol starts, the start action of the effect symbol is performed and an icon movement effect is performed in which the hold icon is shifted to the right and displayed as the icon. During the execution of the start action of the effect symbol, an emphasis effect (start-time emphasis effect) for emphasizing the effect symbol may be performed (time point t1-1, FIG. 17(a)). For example, the start-time emphasis effect may be performed for each of the three effect symbols. Also, the start-time emphasis effect may be performed for a part of the three effect symbols. For example, in the normal mode, it is possible to perform a start-time emphasis effect in which the emphasis image 800a is added to the effect symbol that is executing the start action. Also, together with the display of the emphasis image 800a, a start-time emphasis effect sound may be output. Note that the same type of start-time emphasis effect may be performed for the effect symbols in the left area, the middle area, and the right area, respectively. Also, different types of start-time emphasis effects may be performed for the effect symbols in the left area, the middle area, and the right area, respectively. Also, a first-type start-time emphasis effect (display of the first-type emphasis image 800a) may be performed for the effect symbols in the left area and the right area, and a second-type start-time emphasis effect (display of the second-type emphasis image 800a) may be performed for the effect symbol in the middle area.

[0259] When the start-time emphasis effect is performed, the jackpot expectation degree may be higher than when the start-time emphasis effect is not performed. Also, there are a plurality of effect modes for the start-time emphasis effect, and the jackpot expectation degree may differ depending on the effect mode. Also, the start-time emphasis effect may be an effect suggesting that a jackpot game is being performed.

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

[0261] After the start action, a specific symbol emphasis effect may be performed to emphasize the effect symbol that has stopped (temporarily stopped) in a specific area among the three areas (time point t2-1, FIG. 17(b)). For example, in the case where the effect symbols stop in the order of the left area, the right area, and the middle area, when the "6" symbol stops as the left symbol, a specific symbol emphasis effect is performed in which an emphasis image 802a is added to the "6" symbol. Also, a specific symbol emphasis effect sound is output along with the display of the emphasis image 802a. The timing at which the specific symbol emphasis effect is executed may be the same as the timing when the left symbol stops, or may be the timing immediately before the left symbol stops, or may be the timing immediately after the left symbol stops. Also, the timing at which the specific symbol emphasis effect sound starts to be output may be the same as the timing when the emphasis image 802a starts to be displayed, or may be the timing immediately after the emphasis image 802a starts to be displayed, or may be the timing immediately before the emphasis image 802a starts to be displayed.

[0262] After that, a pseudo-consecutive development effect may be performed (at time t3, Fig. 17(c)). In the pseudo-consecutive development effect, a pseudo-consecutive symbol emphasizing effect is performed in which an emphasizing image 803a different from the emphasizing image 802a is added to a symbol suggesting a pseudo-consecutive (the "7" symbol in the middle area in the figure). During the display of this emphasizing image 803a, a pseudo-consecutive symbol emphasizing effect sound (a sound corresponding to the emphasizing image 803a) is output. Also, the light emitting means emits light in a predetermined pattern suggesting a pseudo-consecutive. Also, the effect props (the first movable member 73a, the second movable member 73b) may operate. For example, the first movable member 73a and the second movable member 73b may move from the standby position to the effect position, or move from the standby position to the second position and then return to the standby position. When the pseudo-consecutive development effect is performed, the temporarily stopped effect symbol starts to vary again (at time t3-1, Fig. 17(d)). As shown in Fig. 17(d), a pseudo-consecutive image 706 suggesting that the pseudo-variation effect has been performed and the number of times thereof is displayed. The pseudo-consecutive may be performed multiple times (pseudo-2 to pseudo-4), and the higher the number of pseudo-consecutive times, the higher the jackpot expectation. Here, it is assumed that after pseudo-2, it further develops into pseudo-3.

[0263] In addition, as shown in Fig. 17(d), a preview effect may be performed in which a preview image 707 suggesting the possibility of a jackpot is displayed during the variation of the effect symbol. For example, the preview image 707 is an image that gets larger as the steps progress, and the higher the number of steps, the higher the jackpot expectation. Also, a preview emphasizing effect may be performed in which an emphasizing image 807a (an example of a preview emphasizing image) that emphasizes the preview image 707 is displayed around the preview image 707. When the preview emphasizing image is displayed, the expectation may be higher (or lower) or the same as when the preview emphasizing image is not displayed. During the display of this preview emphasizing image, a preview emphasizing effect sound is output. Note that there are a plurality of modes with different expectations for the preview emphasizing image, and the sound output when the first preview emphasizing image is displayed is different from the sound output when the second preview emphasizing image is displayed, and the output time of the sound is also different. Also, even after a reach is established, a preview effect or other preview effects as shown in Fig. 17(d) may be executed.

[0264] Also, as shown in FIG. 17(d), an icon change effect may be performed in which the display mode of the icon TI changes during the variation of the effect symbol. When the display mode of the icon TI changes, an icon emphasis image 808a that emphasizes the icon TI may be displayed around (or superimposed on) the changed icon TI. Also, a sound is output along with the display of the icon emphasis image 808a. For example, when the icon TI changes to a display mode with a predetermined degree of expectation or higher (e.g., red or higher), the icon emphasis image 808a may be added to the icon TI. The icon emphasis image 808a may be continuously displayed while the icon TI is displayed, or may be displayed for a predetermined time from the timing when the icon TI changes. The sound associated with the display of the icon emphasis image 808a may be output only for a predetermined time at the start of the display of the icon emphasis image 808a, or may be continuously output while the icon emphasis image 808a is displayed. Also, the display mode of the icon emphasis image 808a varies depending on the display mode of the icon TI. For example, when the icon TI is displayed in the first display mode (e.g., red), the icon emphasis image 808a in the first mode is added and the first sound is output for the first time, and when the icon TI is displayed in the second display mode (e.g., gold), the icon emphasis image 808a in the second mode is added and the second sound (a sound different from the first sound) is output for the second time. The same applies when an icon change effect in which the display mode of the hold icon HA changes is performed. The hold icon HA may change its display mode based on the result of a preliminary determination at a predetermined timing when winning or after winning at the start port. When the hold icon HA changes, an icon emphasis image 808a in a mode corresponding to the display mode of the hold icon HA is added and a sound is output. Note that the icon change effect in which the icon TI or the hold icon HA changes is not limited to the timing shown in the figure, and may be performed at any timing such as when a hold wins, at the start of the variation of the effect symbol, before a pseudo continuous development, or after a reach is established.

[0265] In the variable display effect of pseudo 3, after the first effect symbol (for example, the "6" symbol) stops as the left symbol, a reach suggestion effect that suggests the establishment of a reach may be performed (time point t3-2, FIG. 17(e)). The reach suggestion effect is an effect that causes a symbol of the same type as the stopped left symbol to move downward from above while decelerating in the right area, and makes it expected that the symbol of the same type stops in the right area. In the reach suggestion effect, in addition to the effect of the symbol of the same type moving while decelerating in the right area, an effect that suggests the possibility of a reach being established may be performed using characters or sounds. During the execution of the reach suggestion effect, a reach suggestion emphasis effect that emphasizes the reach suggestion effect is performed. Specifically, as the reach suggestion emphasis effect, an emphasis image 804a that emphasizes the right symbol moving at a low speed is added to the right symbol. Along with the display of this emphasis image 804a, a sound corresponding to the reach suggestion emphasis effect (reach suggestion emphasis effect sound) is output. Note that when the reach suggestion emphasis effect is being performed on the right symbol, the reach suggestion emphasis effect may also be performed on the left symbol.

[0266] After the reach suggestion effect, the first effect symbol (the "6" symbol) stops as the right symbol, and a reach is established (time point t4, Fig. 17(f)). When this right symbol stops, a specific symbol emphasis effect may be performed in which an emphasis image 802a is added to the right symbol. Along with the display of this emphasis image 802a, a specific symbol emphasis effect sound is output. For example, when the left symbol stops and an effect symbol of the same type as the left symbol stops in the right area, a specific symbol emphasis effect in the same manner as the left symbol may be performed on the right symbol. Also, when the left symbol stops and an effect symbol different from the left symbol stops in the right area, the emphasis effect may not be performed on the right symbol, or a specific symbol emphasis effect in a manner different from the specific symbol emphasis effect performed when the left symbol stopped may be performed. Also, the specific symbol emphasis effect may be started at the timing when the right symbol stops, or the specific symbol emphasis effect may be started immediately before the right symbol stops, and the right symbol may stop during the execution of the specific symbol emphasis effect. Also, the specific symbol emphasis effect may be started at the timing immediately after the right symbol stops. Note that there are a plurality of aspects that suggest the jackpot expectation level in the specific symbol emphasis effect performed when the right symbol stops. For example, the jackpot expectation level may vary depending on the type of color, shape, pattern, etc. of the emphasis image 802a. Also, the jackpot expectation level may vary depending on the specific symbol emphasis effect sound during the display of the emphasis image 802a. Note that an emphasis image 802a may be added to the right symbol when the reach is established, and an emphasis image 802a may also be added to the stopped left symbol.

[0267] Immediately after a reach is established, a reach symbol emphasizing effect is performed in which an emphasizing image 810a that emphasizes the reach symbols (the left symbol and the right symbol) is added (time point t4-1, FIG. 17(g)). In the reach symbol emphasizing effect, the emphasizing image 810a that overlaps across the left symbol and the right symbol is displayed. At least a part of the left symbol and the right symbol is hidden by the emphasizing image 810a. Also, along with the display of the emphasizing image 810a, a sound corresponding to the reach symbol emphasizing effect (reach symbol emphasizing effect sound) is output. Also, along with the display of the emphasizing image 810a, the light emitting means may emit light in a predetermined manner. Note that there are a plurality of modes of the reach symbol emphasizing effect with different jackpot expectations. The jackpot expectation may vary depending on the color, shape, and pattern of the emphasizing image 810a. Also, there are a plurality of types of sounds for the reach symbol emphasizing effect sound, and the jackpot expectation may vary depending on the type of the reach symbol emphasizing effect sound. As the reach symbol emphasizing effect, characters or characters superimposed on the left and right symbols may be displayed, and the jackpot expectation may vary depending on the characters or characters.

[0268] Thereafter, the emphasizing image 810a is erased and the reach symbol emphasizing effect ends, and an N-reach effect is performed. In the N-reach effect, an effect is performed in which the left symbol and the right symbol stop and the effect symbol fluctuates in the middle area.

[0269] During the N-reach effect, an in-N-reach emphasizing effect in which an emphasizing image 811a is added to the reach symbols (the temporarily stopped left symbol and right symbol) may be performed (time point t4-2, FIG. 17(h)). Also, along with the display of the emphasizing image 811a, a sound corresponding to the in-N-reach emphasizing effect (in-N-reach emphasizing effect sound) is output. Note that the in-N-reach emphasizing effect may be performed on the fluctuating middle symbol instead of (or in addition to) the reach symbols. After the N-reach effect, there are cases where it is notified whether or not it is a jackpot, and cases where it further develops into an SP-reach effect.

[0270] Note that when the variation of the special symbol starts, a predetermined BGM starts to be output, and the predetermined BGM continues until a reach is achieved (start of the N-reach effect) and also during the N-reach effect. That is, the BGM does not change before and after the start of the N-reach effect. The predetermined BGM may continue to be output during the reach symbol emphasis effect, or the output of the BGM may be temporarily interrupted during the reach symbol emphasis effect and the same BGM may resume output after the start of the N-reach effect. Also, during the output of the reach symbol emphasis effect sound, the volume of the predetermined BGM may be decreased, and the volume of the predetermined BGM may be restored after the end of the reach symbol emphasis effect. Note that the predetermined BGM is output from the start action until a reach is achieved, the output of the predetermined BGM ends with the execution of the reach symbol emphasis effect, and a BGM for N-reach may be output during the subsequent N-reach effect.

[0271] Note that a first specific symbol emphasis effect may be performed when the effect symbol stops in the left area, and a second specific symbol emphasis effect may be performed when the effect symbol stops in the right area. In the first specific symbol emphasis effect, an emphasis image 802a is added to the effect symbol and the effect symbol operates in a first mode. In the second specific symbol emphasis effect, an emphasis image different from the emphasis image 802a is added to the effect symbol and the effect symbol may operate in a second mode. That is, the display modes may be different between the first specific symbol emphasis effect and the second specific symbol emphasis effect. On the other hand, the same sound (common specific symbol emphasis effect sound) may be output whether the first specific symbol emphasis effect is performed or the second specific symbol emphasis effect is performed. Note that different specific symbol emphasis effect sounds may be output depending on whether the first specific symbol emphasis effect is performed or the second specific symbol emphasis effect is performed.

[0272] In addition, when the effect symbol stops in the middle area, a third specific symbol emphasis effect for emphasizing the middle symbol may be performed. The first specific symbol emphasis effect and the third specific symbol emphasis effect may have different display modes and different specific symbol emphasis effect sounds. Also, the first specific symbol emphasis effect and the third specific symbol emphasis effect may have different display modes while having a common specific symbol emphasis effect sound. Further, the first specific symbol emphasis effect and the third specific symbol emphasis effect may have a common display mode and different specific symbol emphasis effect sounds.

[0273] FIG. 18 is an example of the effect from the start of variation to the N-reach effect in the normal mode, and shows an example of the effect when a different effect symbol is used as the reach symbol. Even when a reach is established using a different effect symbol, basically the same effect as in FIG. 17 is executed, but the mode of the emphasis effect before and after the reach is established is different from that in FIG. 17.

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

[0275] Also, as shown in FIG. 18(e), after the second effect symbol (e.g., the "1" symbol) stops as the left symbol, a reach suggestion effect that suggests the establishment of a reach is performed using the second effect symbol (time point t3-2). During the execution of the reach suggestion effect using the second effect symbol, a reach suggestion emphasis effect that emphasizes the reach suggestion effect is performed. Specifically, as the reach suggestion emphasis effect, an emphasis image 806a that emphasizes the second effect symbol moving at a low speed in the right area is added to the second effect symbol. The emphasis image 806a is an image different from the emphasis image 804a added in the reach suggestion effect using the first effect symbol. Along with the display of this emphasis image 806a, a reach suggestion emphasis effect sound (a sound different from the reach suggestion emphasis effect sound when the emphasis image 804a is displayed) is output. When the reach suggestion emphasis effect is being performed on the right symbol, the reach suggestion emphasis effect may also be performed on the left symbol. Note that the display mode (emphasis image) of the emphasis effect in the reach suggestion effect when the reach suggestion effect is performed using the first effect symbol and the reach suggestion effect when the reach suggestion effect is performed using the second effect symbol are different, but the reach suggestion emphasis effect sound may be the same. Also, the display mode (emphasis image) of the emphasis effect in the reach suggestion effect when the reach suggestion effect is performed using the first effect symbol and the reach suggestion effect when the reach suggestion effect is performed using the second effect symbol may be the same, and the reach suggestion emphasis effect sound may also be the same. Also, the display mode (emphasis image) of the emphasis effect in the reach suggestion effect when the reach suggestion effect is performed using the first effect symbol and the reach suggestion effect when the reach suggestion effect is performed using the second effect symbol may be the same, and the reach suggestion emphasis effect sound may be different.

[0276] After the reach suggestion effect, the second effect symbol (e.g., the "1" symbol) stops as the right symbol, and a reach is established (time point t4, Fig. 18(f)). When this right symbol stops, a specific symbol emphasis effect is performed in which the emphasis image 805a is added to the right symbol as described above. Thus, the specific symbol emphasis effect performed on the right symbol when a reach is established differs depending on the symbol at the time of reach establishment. Note that the display mode (emphasis image) of the specific symbol emphasis effect may be different when a reach is established with the first effect symbol (e.g., the "6" symbol) and when a reach is established with the second effect symbol (e.g., the "1" symbol), but the specific symbol emphasis effect sound may be the same. Also, the display mode of the specific symbol emphasis effect may be the same and the specific symbol emphasis effect sound may also be the same when a reach is established with the first effect symbol and when a reach is established with the second effect symbol. Further, the display mode of the specific symbol emphasis effect may be the same when a reach is established with the first effect symbol and when a reach is established with the second effect symbol, but the specific symbol emphasis effect sound may be different.

[0277] Immediately after reach establishment, a reach symbol emphasis effect is performed in which the emphasis image 812a that emphasizes the reach symbol (the second effect symbol that has stopped left and right) is added (time point t4-1, Fig. 18(g)). The emphasis image 812a is an image different from the above-described emphasis image 810a when the first effect symbol is displayed in the reach mode. Also, accompanying the display of the emphasis image 812a, a reach symbol emphasis effect sound (a sound different from the reach symbol emphasis effect sound during the display of the emphasis image 810a) is output. Thus, the reach symbol emphasis effect performed on the reach symbol after reach establishment differs depending on the reach symbol. Note that the display mode (emphasis image) of the reach symbol emphasis effect may be different when a reach is established with the first effect symbol and when a reach is established with the second effect symbol, but the reach symbol emphasis effect sound may be the same. Also, the display mode of the reach symbol emphasis effect may be the same and the reach symbol emphasis effect sound may also be the same when a reach is established with the first effect symbol and when a reach is established with the second effect symbol. Further, the display mode of the reach symbol emphasis effect may be the same when a reach is established with the first effect symbol and when a reach is established with the second effect symbol, but the reach symbol emphasis effect sound may be different.

[0278] During the N-reach effect, for each of the reach symbols (the second effect symbol that is temporarily stopped), an N-reach in-emphasis effect may be performed in which the emphasis image 813a is added (time point t4-2, Fig. 18(h)). The emphasis image 813a is an image different from the above-mentioned emphasis image 811a when the first effect symbol is displayed in the reach mode. Also, along with the display of the emphasis image 813a, an N-reach in-emphasis effect sound (a sound different from the N-reach in-emphasis effect sound during the display of the emphasis image 811a) is output. Thus, the N-reach in-emphasis effect performed on the effect symbol during the N-reach varies depending on the reach symbol. Note that when the N-reach effect is performed with the first effect symbol and when the N-reach effect is performed with the second effect symbol, the display mode (emphasis image) of the N-reach in-emphasis effect may be different, but the N-reach in-emphasis effect sound may be the same. Also, when the N-reach effect is performed with the first effect symbol and when the N-reach effect is performed with the second effect symbol, the display mode of the N-reach in-emphasis effect may be the same, and the N-reach in-emphasis effect sound may also be the same. Also, when the N-reach effect is performed with the first effect symbol and when the N-reach effect is performed with the second effect symbol, the display mode of the N-reach in-emphasis effect may be the same, but the N-reach in-emphasis effect sound may be different.

[0279] After the N-reach effect, there may be a case where it is notified whether it is a big win or not, and there may also be a case where it further develops into an SP-reach effect.

[0280] Next, the effect when the special mode is set will be described. When the special mode is set, an emphasis effect different from that in Figs. 17 and 18 is performed.

[0281] Fig. 19 is a diagram showing an example of the effect from the start of variation to the N-reach effect in the special mode. Fig. 20 is an example of the effect from the start of variation to the N-reach effect in the special mode, and shows an example of the effect when a different effect symbol is used as the reach symbol.

[0282] As shown in FIGS. 19 and 20, in the special mode, a special background image is displayed as the background image. Also, in the special mode, production symbols in a form different from that in the normal mode are used. Note that in the special mode, the display mode of either the background image or the production symbol may be different from that in the normal mode. Also, a part of the background image and / or a part of the production symbol may be different between the normal mode and the special mode. Although illustration is omitted, in the special mode, the mode display 708 becomes the mode display 708 for the special mode.

[0283] Also, when comparing FIG. 17 and FIG. 19, the emphasized images used for each emphasized production are different. Also, when comparing FIG. 18 and FIG. 20, the emphasized images used for each emphasized production are different.

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

[0285] Note that while the display mode (emphasized image) of the emphasized production is different between when the production is being executed in the normal mode and when the production is being executed in the special mode, the sound during the display of the emphasized image may be common. Also, while the display mode of the emphasized production is common between when the production is being executed in the normal mode and when the production is being executed in the special mode, the sound during the display of the emphasized image may be different. Also, the display mode (emphasized image) of the emphasized production may be common and the sound during the display of the emphasized image may also be common between when the production is being executed in the normal mode and when the production is being executed in the special mode.

[0286] As described above, the gaming machine 1 of the present embodiment is capable of executing an emphasis effect (e.g., start-time emphasis effect) that emphasizes an effect symbol (e.g., the right symbol) during the variable display of an effect symbol (e.g., the left symbol). The display mode of the emphasis effect is different between when the effect is executed in the normal mode and when the effect is executed in the special mode, and the sound during the execution of the emphasis effect is also different. Also, the output time of the sound is different. That is, in the normal mode, a first emphasis effect can be executed on the effect symbol, and in the special mode, a second emphasis effect can be executed on the effect symbol. The first emphasis effect and the second emphasis effect differ in display mode, display time, type of sound, and output time (length) of the sound.

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

[0288] Also, while the display mode (emphasis image) of the specific symbol emphasis effect for the first effect symbol is different between when the effect is executed in the normal mode and when the effect is executed in the special mode, the specific symbol emphasis effect sound may be made common. Also, while the display mode of the specific symbol emphasis effect for the second effect symbol is different between when the effect is executed in the normal mode and when the effect is executed in the special mode, the specific symbol emphasis effect sound may be made common.

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

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

[0291] That is, while the display mode of the specific symbol emphasis effect is different between when the first effect symbol stops in the normal mode, when the second effect symbol stops in the normal mode, when the first effect symbol stops in the special mode, and when the second effect symbol stops in the special mode, the sound during the execution of the specific symbol emphasis effect may be made common.

[0292] Note that while making the display mode (highlight image) of the specific symbol emphasis effect for the first performance symbol common when the effect is executed in the normal mode and when the effect is executed in the special mode, the specific symbol emphasis effect sound may be made different. Also, while making the display mode of the specific symbol emphasis effect for the second performance symbol common when the effect is executed in the normal mode and when the effect is executed in the special mode, the specific symbol emphasis effect sound may be made different.

[0293] Also, when the specific symbol emphasis effect is performed for the third performance symbol (for example, the "2" symbol) and when the specific symbol emphasis effect is performed for the first performance symbol (for example, the "6" symbol), the display mode (highlight image) of the specific symbol emphasis effect may be made different, and the specific symbol emphasis effect sound may be made different. Also, the output time (length) of the sound may be made different. Also, while making the sound during the execution of the specific symbol emphasis effect common when the first performance symbol stops and when the second performance symbol stops, the sound during the execution of the specific symbol emphasis effect may be made different when the first performance symbol stops and when the third performance symbol stops. In this case, when any of the first to third performance symbols stop, the modes of specific notification (specific notification image and specific notification sound) when the notification condition is satisfied are common.

[0294] Also, the specific symbol emphasis effect sound may be made different when the specific symbol emphasis effect is performed for the first performance symbol in the normal mode, when the specific symbol emphasis effect is performed for the third performance symbol in the normal mode, when the specific symbol emphasis effect is performed for the first performance symbol in the special mode, and when the specific symbol emphasis effect is performed for the third performance symbol in the special mode.

[0295] Also, when the normal mode and the special mode, the display mode (highlight image) of the specific symbol emphasis effect for the third performance symbol may be made different, and the specific symbol emphasis effect sound may be made different. Also, while making the display mode (highlight image) of the specific symbol emphasis effect for the third performance symbol common when the normal mode and the special mode, the specific symbol emphasis effect sound may be made different.

[0296] In addition, the gaming machine 1 of the present embodiment is capable of executing an icon change effect that changes a hold icon or the icon (corresponding display corresponding to the acquired information) (FIG. 17(d)). In the icon change effect, the icon is changed to any one of a plurality of display modes including a first display mode and a second display mode. Further, when the icon change effect is performed, it is possible to execute an icon emphasis effect that displays an icon emphasis image (808a) around the icon. It is possible to make the display mode of the icon emphasis effect different between when the icon is displayed in the first display mode and when it is displayed in the second display mode, and also to make the sound during the execution of the icon emphasis effect different. That is, when the icon is displayed in the first display mode, the icon emphasis effect in the first display mode is displayed and the first sound is output for the first time, and when the icon is displayed in the second display mode, the icon emphasis effect in the second display mode is displayed and the second sound is output for the second time may be. On the other hand, the mode of specific notification when the notification condition is satisfied is common between when the icon is displayed in the first display mode and when it is displayed in the second display mode.

[0297] In addition, the gaming machine 1 of the present embodiment can make the display mode of the icon emphasis image different between the normal mode and the special mode. When the icon change effect is performed, when the normal mode is set, it is possible to display the first icon emphasis image or the second icon emphasis image, and when the special mode is set, it is possible to display the third icon emphasis image or the fourth icon emphasis image. Different sounds can be output while each icon emphasis image is being displayed. Also, regardless of which icon emphasis image is displayed, when the notification condition is satisfied, specific notification is performed in the same manner.

[0298] Also, before the N-reach effect is performed, a reach suggestion effect that suggests the N-reach effect is performed. In the reach suggestion effect, an effect is performed to determine whether an effect symbol of the same type as the effect symbol that has stopped in the left area stops in the right area (an effect that makes the player expect that an effect symbol of the same type as the effect symbol that has stopped in the left area will stop in the right area). In the reach suggestion effect, a reach suggestion emphasis effect that emphasizes the effect symbol is performed. When the reach suggestion effect is performed using the first effect symbol and when the reach suggestion effect is performed using the second effect symbol, the performance modes (emphasis images and sounds associated with the display of the emphasis images) of the reach suggestion emphasis effect are different (FIGS. 17(e) and 18(e)). Also, the performance modes of the reach suggestion emphasis effect are different between the normal mode and the special mode. Specifically, in the normal mode, when the reach suggestion effect is performed using the first effect symbol, the reach suggestion emphasis effect is performed in the first mode, and when the reach suggestion effect is performed using the second effect symbol, the reach suggestion emphasis effect is performed in the second mode. Also, in the special mode, when the reach suggestion effect is performed using the first effect symbol, the reach suggestion emphasis effect is performed in the third mode, and when the reach suggestion effect is performed using the second effect symbol, the reach suggestion emphasis effect is performed in the fourth mode. Note that in the normal mode or the special mode, when the reach suggestion effect is performed using the first effect symbol and when the reach suggestion effect is performed using the second effect symbol, while the display modes (emphasis images) of the reach suggestion emphasis effect are different, the reach suggestion emphasis effect sounds may be common. Also, in the normal mode or the special mode, the display modes (emphasis images) of the reach suggestion emphasis effect may be made common when the reach suggestion effect is performed using the first effect symbol and when the reach suggestion effect is performed using the second effect symbol, and the reach suggestion emphasis effect sounds may be made different.

[0299] In addition, as a result of the reach suggestion effect, when two effect symbols are displayed in the reach mode (that is, when the reach is established), a specific symbol emphasis effect is performed on the stopped right symbol. Specifically, in the normal mode, when the first effect symbol is displayed in the reach mode, the specific symbol emphasis effect is performed in the first mode, and when the second effect symbol is displayed in the reach mode, the specific symbol emphasis effect is performed in the second mode (FIGS. 17(f) and 18(f)). Also, in the special mode, when the first effect symbol is displayed in the reach mode, the specific symbol emphasis effect is performed in the third mode, and when the second effect symbol is displayed in the reach mode, the specific symbol emphasis effect is performed in the fourth mode (FIGS. 19(f) and 20(f)).

[0300] In addition, in the present embodiment, when the effect symbol is displayed in the reach mode, an emphasis effect (specific symbol emphasis effect at the time of reach establishment or reach symbol emphasis effect) for emphasizing the effect symbol is performed. There are a plurality of effect modes for the emphasis effect when the effect symbol is displayed in the reach mode. For example, there are cases where the specific symbol emphasis effect in the first display mode is performed on the right symbol at the time of reach establishment, and cases where the specific symbol emphasis effect in the second display mode with a higher expectation level than the first display mode is performed. Also, after the reach is established, there are cases where the reach symbol emphasis effect on the left symbol and the right symbol is performed in the first display mode, and cases where it is performed in the second display mode with a higher expectation level than the first display mode. The sound corresponding to the emphasis effect is different when the emphasis effect (specific symbol emphasis effect at the time of reach establishment or reach symbol emphasis effect) is performed in the first display mode and when it is performed in the second display mode. Note that while making the display modes of the emphasis effect different, the sound corresponding to the emphasis effect may be made common. Also, while making the display modes of the emphasis effect common, the sound corresponding to the emphasis effect may be made different.

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

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

[0303] As shown in FIG. 22, when the SP-reach effect is started at time t5, a title display showing the title of the SP-reach effect is performed (FIG. 22(a)). There are a plurality of types of SP-reach effects with different expectation levels, and there is a title display corresponding to each SP-reach effect. At time t5, the title corresponding to the SP-reach effect to be executed is displayed. Here, although not shown in the figure, a title emphasis image for emphasizing the title of the SP-reach effect may be added and a sound may be output. The title emphasis image may be an image superimposed on part or all of the title display, or an image added around the title display. Also, the display mode of the title emphasis image may be different depending on the title display. Also, when the title emphasis image is added to the title display, the jackpot expectation level may be higher (or lower) than when it is not added. Also, the expectation levels may be the same when the title emphasis image is added and when it is not added. Also, the BGM for the SP-reach effect starts being output in response to the start of the SP-reach effect.

[0304] Also, during the SP reach effect, the icon TI is continuously displayed. If the icon TI has changed from the normal mode to the special mode before the start of the SP reach effect, the icon TI in the special mode is continuously displayed. Also, if the icon emphasis image 808a has been added to the icon TI before the start of the SP reach effect, the icon emphasis image 808a is also added during the SP reach effect. Note that the display mode of the icon TI may change at the start of the SP reach effect or during the SP reach effect.

[0305] After the SP reach effect is started, during the SP reach effect, a roulette effect in which a plurality of effect symbols fluctuate in the middle area is performed. For example, as shown in FIG. 22(b), in the middle area, a roulette effect using the same type of effect symbols (the "6" symbol) as the left and right, the effect symbols different from the left and right (the "7" symbol), and the development symbol suggesting the development to the SP reach effect is performed. In the roulette effect, an SP in-emphasis effect that emphasizes the effect symbol fluctuating in the middle area may be performed for each effect symbol. In the SP in-emphasis effect, an emphasis image is added to each symbol constituting the roulette effect. Note that there may be times when the SP in-emphasis effect is not performed in the roulette effect. In the roulette effect, the big win expectation degree may be different when an emphasis image is added to each symbol and when it is not added.

[0306] For example, as shown in FIG. 22(b), in the middle area, the emphasis image 820a is added to the fluctuating "6" symbol, the emphasis image 821a is added to the fluctuating "7" symbol, and the emphasis image 822a is added to the fluctuating development symbol. Each emphasis image is moved so as to follow the movement of the effect symbol. Each emphasis image may be displayed so as to overlap each effect symbol, for example, or may be displayed around each effect symbol. Also, a part of each emphasis image is displayed so as to overlap each other. During the display of each emphasis image, a common sound (SP in-emphasis effect sound) is output. Note that even during this effect, if the notification condition is satisfied, specific notification is performed.

[0307] Next, as a result of the roulette performance, an SPSP development suggestion performance that suggests the development to the SPSP reach performance is executed (time point t5-2, FIG. 22(c)). In the SPSP development suggestion performance, a performance is carried out in which the development symbol stops in the middle area. In addition, a development suggestion emphasis performance may be carried out in which an emphasis image 823a is added to the development symbol. During the display of this emphasis image 823a, a sound corresponding to the development suggestion emphasis performance is output. When the development suggestion emphasis performance is carried out, the jackpot expectation degree may be higher than when the development suggestion emphasis performance is not carried out. Also, the development suggestion emphasis performance may have a plurality of modes with different expectation degrees. In the SPSP development suggestion performance, the development symbol may stop in the middle area and an emphasis image (for example, the emphasis image 825a in FIG. 22(e)) may be added to the reach symbol (the performance symbol temporarily stopped on the left and right). Also, when the development symbol stops and the development suggestion emphasis performance is executed, the BGM for SP reach is stopped. When a jackpot is notified in the SP reach performance, if the same performance symbol as on the left and right stops in the middle area as a result of the roulette performance, it is a jackpot. In this case, the jackpot symbol emphasis performance is carried out as described above. Also, if a performance symbol different from the left and right stops in the middle area as a result of the roulette performance, it is a loss. Note that after a performance symbol different from the left and right stops in the middle area, it may develop into the SPSP reach performance. Also, when winning a special loss, when a performance symbol different from the left and right stops in the middle area, an emphasis performance may be carried out on the performance symbol suggesting a loss, and it may shift to the low base short state.

[0308] After the development symbol stops in the middle area, the accessory effect is performed (time point t5-3, FIG. 22(d)). In the accessory effect, the first movable member 73a and the second movable member 73b move from the standby position to the effect position in front of the screen (the center of the screen) and operate at the effect position. Also, along with the operation of the first movable member 73a and the second movable member 73b, a plurality of LEDs emit light in a predetermined light emission pattern so that the first movable member 73a and the second movable member 73b emit light. Further, on the screen behind the first movable member 73a, an accessory emphasis image 824a that emphasizes the first movable member 73a is displayed. The accessory emphasis image 824a is displayed around the first movable member 73a when viewed from the player. Also, along with the display of the accessory emphasis image 824a, an accessory operation sound is output. Note that there are a plurality of light emission modes of the first movable member 73a, and the display mode of the accessory emphasis image 824a may be different according to each light emission mode. As the light emission mode of the first movable member 73a and the display mode of the accessory emphasis image 824a, for example, there are blue, green, and red, and the jackpot expectation level may be high in this order. Even during this accessory effect, if the notification condition is satisfied, specific notification is performed. Note that the accessory effect at time point t5-3 may be executed immediately before time point t5 (that is, before the start of the SP reach effect).

[0309] Next, the title of the SPSP reach effect is displayed, and the SPSP reach effect is started (time point t6, Fig. 22(e)). Along with the start of the SPSP reach effect, BGM for SPSP reach is output. There are multiple types of SPSP reach effects with different levels of expectation, and there is a title display corresponding to each SPSP reach effect. At time point t6, the title corresponding to the executed SPSP reach effect is displayed. Here, although not shown in the illustration, a title emphasis image for emphasizing the title of the SPSP reach effect may be added and a sound may be output. The title emphasis image may be an image superimposed on part or all of the title display, or an image added around the title display. Also, the display mode of the title emphasis image may differ depending on the title display. Also, when a title emphasis image is added to the title display, the jackpot expectation level may be higher (or lower) than when the title emphasis image is not added. Also, the expectation levels may be the same when the title emphasis image is added and when it is not added.

[0310] Also, as shown in Fig. 22(e), in the SPSP reach effect, an emphasis effect may be performed in which an emphasis image 825a for emphasizing the reach symbol is added. This emphasis image 825a may also be added to the reach symbol during the SP reach effects in Figs. 22(a) to (c). When the emphasis image 825a is added to the reach symbol, the jackpot expectation level is higher than when the emphasis image 825a is not added to the reach symbol. Note that when the emphasis image 825a is added to the reach symbol, the jackpot expectation level may be lower or the same as when it is not added. Also, there may be multiple types of emphasis images 825a added to the reach symbol, and the jackpot expectation level may differ or be the same depending on the type of emphasis image 825a added.

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

[0312] During the SPSP reach effect, a background image corresponding to the SPSP reach effect is displayed, and a video display corresponding to the SPSP reach effect is performed. For example, a video effect in which characters fight each other is displayed. At the end of the video effect, in the middle area, a middle symbol effect using the same type of effect symbols ("6" symbols) on the left and right and different effect symbols ("7" symbols) on the left and right is performed (time point t6-1, FIG. 22(f)). For example, as the middle symbol effect, an effect in which two effect symbols push against each other is performed. In the middle symbol effect, a middle symbol emphasized effect in which an emphasized image emphasizing each effect symbol is added may be performed for each effect symbol. For example, when one of the two effect symbols pushes the other, an emphasized image is added to one of the effect symbols, and when the other pushes one, another emphasized image is added to the other effect symbol. Note that the jackpot expectation level may differ between when the emphasized image is added to the effect symbol and when it is not added.

[0313] Specifically, as shown in FIG. 22(f), different emphasis images are added to the two performance symbols used in the medium symbol performance. For example, an emphasis image 826a is added to the "6" symbol, and an emphasis image 827a is added to the "7" symbol. Each emphasis image may be displayed so as to overlap each performance symbol, or may be displayed around each performance symbol. When the emphasis image 826a is added to the "6" symbol, the emphasis image 827a is not added to the "7" symbol, and when the emphasis image 827a is added to the "7" symbol, the emphasis image 826a is not added to the "6" symbol. That is, the emphasis image 826a and the emphasis image 827a are not displayed simultaneously. In this case, a common sound (medium symbol emphasis performance sound) corresponding to the medium symbol emphasis performance is output when the emphasis image 826a is displayed and when the emphasis image 827a is displayed. Regardless of the type of performance symbol used in the medium symbol performance, the same emphasis images 826a and 827a are added. For example, in the SPSP reach performance shown in FIG. 22, the "6" symbol is used as the reach symbol, and in this SPSP reach performance, a medium symbol performance using the "6" symbol and the "7" symbol is performed. In this case, the emphasis image 826a is added to the "6" symbol, and the emphasis image 827a is added to the "7" symbol. In the SPSP reach performance in the variable performance related to another special symbol determination, the "2" symbol is used as the reach symbol, and a medium symbol performance using the "2" symbol and the "3" symbol may be performed. In this case, the same emphasis image 826a is added to the "2" symbol suggesting a big win, and the same emphasis image 827a is added to the "3" symbol suggesting a loss. That is, regardless of the type of reach symbol, the emphasis image 826a is added to the performance symbol same as the reach symbol, and the emphasis image 827a is added to the performance symbol different from the reach symbol. Note that emphasis images corresponding to each performance symbol are prepared, and the emphasis image corresponding to the performance symbol used in the medium symbol performance may be added to that symbol. For example, an emphasis image 826a corresponding to the "6" symbol, an emphasis image 827a corresponding to the "7" symbol, and another emphasis image corresponding to the "8" symbol may be prepared. Even during this performance, when the notification condition is satisfied, specific notification is performed in the same manner as described above.

[0314] Note that the medium symbol effect may be performed using not only two effect symbols but also three or more effect symbols. In this case, different emphasis images are added to each symbol. When an emphasis image is added to and displayed for one effect symbol, no emphasis image is added to the other effect symbols even if they are displayed. Alternatively, when an emphasis image is added to and displayed for one effect symbol, the other effect symbols may not be displayed, and the emphasis images corresponding to the other effect symbols may not be displayed either. Even in this case, a common sound is output while any one of the emphasis images is being displayed. Also, two or more emphasis images may be displayed simultaneously. For example, when the "6" symbol and the "7" symbol are simultaneously displayed in the middle area, the emphasis image 826a and the emphasis image 827a may be displayed simultaneously. In this case, for example, there are cases where the "6" symbol and its emphasis image 826a are mainly displayed, and cases where the "7" symbol and its emphasis image 827a are mainly displayed, and a common sound is output regardless of which symbol and its emphasis image are mainly displayed.

[0315] Next, at time t6-2 at the end of the SPSP reach effect, a button flashing effect is performed (Fig. 22(g)). The button flashing effect is an effect that is performed before the operation effect that prompts the pressing of the operation button 17, and is an effect that makes the user expect the operation effect to be performed. In the button flashing effect, an effect is performed in which the button partial image 712 imitating the operation button 17 moves from the left and right sides of the screen toward the center. The button partial image 712 is an image showing a part of the button image 710, and may be a part of the button image 710, or may be an image obtained by making the button image 710 semi-transparent. The button image 710 is formed by overlapping a plurality of button partial images 712. Also, in the button flashing effect, a button flashing emphasis effect of displaying an emphasis image 828a that emphasizes the button partial image 712 may be executed. During the display of the emphasis image 828a, a sound corresponding to the button flashing emphasis effect is output. The emphasis image 828a moves in accordance with the movement of the button partial image 712. The emphasis image 828a may be displayed around the button partial image 712, or may be displayed overlapping the button partial image 712. During this effect as well, when the notification condition is satisfied, specific notification is performed in the same manner as described above.

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

[0317] Also, there are a plurality of modes for the button flashing effect. For example, in the first button flashing effect, the state of the button partial image 712 moving from the left and right may be displayed, and in the second button flashing effect, the state of the button partial image 712 moving from the top and bottom may be displayed. Different emphasis images 828a may be displayed and different sounds may be output when the first button flashing effect is performed and when the second button flashing effect is performed.

[0318] When two button partial images 712 stop overlapping at the center of the screen, a button image 710 imitating the effect button 17 is completed, and the operation of the effect button 17 becomes effective. On the other hand, when the two button partial images 712 do not overlap and slip through, the button image 710 is not completed, and the operation of the effect button 17 does not become effective.

[0319] When the button image 710 is completed, an operation effect for prompting the pressing of the effect button 17 is performed (time point t7, Fig. 22(h)). When the operation effect is performed, the big win expectation degree is higher than when the operation effect is not performed. In addition, when the emphasized image 828a is displayed in the button flickering effect, the operation effect may be more likely to be performed than when it is not displayed. Also, when the emphasized image 828a is displayed in the button flickering effect, the operation effect may always be performed. There are multiple modes for the operation effect. For example, there is an operation effect of a first change mode in which the display mode of the button image changes in a first cycle by the button image 710 flashing. Also, there is an operation effect of a second change mode in which the display mode of the button image changes in a second cycle by the button image 710 moving up and down (changing between a non-operation state and an operation state). In addition, the modes of the operation effect include modes that suggest the expectation degree. For example, there are an operation effect of a normal color mode in which the button image 710 is displayed in a normal color, and an operation effect of a red color mode in which the button image 710 is displayed in a red color with a higher expectation degree than the normal color. There may be multiple other modes as well. Also, in the operation effect, an operation effective period image 711 representing the operation effective period is displayed.

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

[0321] In the present embodiment, as operation effects, there are a button short-press operation effect that prompts a single press of the effect button 17, a rapid-fire operation effect that prompts rapid-fire of the effect button 17, and a button long-press operation effect that prompts a long press of the effect button 17. FIGS. 22(h) and 23(h) show cases where the button short-press operation effect is performed.

[0322] When the continuous pressing operation effect is performed in FIG. 22(h), a button image 710 imitating the operation button 17 is displayed, and an image or character prompting the continuous pressing of the operation button 17 is displayed, or a voice prompting the continuous pressing is output. Further, in the continuous pressing operation effect, the display mode of the button image 710 changes at a predetermined cycle, and the cycle is shorter (or longer) than the cycle of the change in the display mode when the button short-press operation effect is performed. For example, in the continuous pressing operation effect, there are a continuous pressing operation effect of the first change mode and a continuous pressing operation effect of the second change mode. In the continuous pressing operation effect of the first change mode, the button image 710 may be blink-displayed at a third cycle shorter than the first cycle. Also, in the continuous pressing operation effect of the second change mode, the button image 710 may move up and down at a fourth cycle shorter than the second cycle. During the execution of the continuous pressing operation effect, a continuous pressing response effect is performed in response to one press of the operation button 17. For example, as the continuous pressing response effect, an effect of accumulating a gauge is performed in response to one press of the operation button 17. When the gauge accumulates to the maximum value by pressing the button multiple times, a big win is notified. When the operation valid period elapses without the gauge accumulating to the maximum value, a loss is notified. Further, when the continuous pressing operation effect is performed and the operation valid period elapses without the operation of the operation button 17 being performed, a big win or a loss is notified according to the result of the special symbol determination. When such a continuous pressing operation effect is performed, each time the operation button 17 is pressed once, an emphasis image different from the emphasis image 829a is added to the button image 710, and a sound corresponding to the emphasis image is output. Also, each time the operation button 17 is pressed once, the color of the button image 710 may change, the operation button 17 may emit light, or the operation button 17 may vibrate.

[0323] Also, when a long button press operation effect is performed in FIG. 22(h), a button image 710 imitating the operation button 17 is displayed, and an image or character prompting a long press of the operation button 17 is displayed, or a voice prompting a long press is output. When a long button press operation effect is performed, a long press response effect is performed in response to the long press of the operation button 17. For example, as a long press response effect, an effect in which a plurality of component images gather according to the press time of the operation button 17 is performed. When a specified number of component images gather by a long button press and one overall image is completed, a big win is notified. When the operation valid period elapses without the overall image being completed, a loss is notified. Also, when a long button press operation effect is performed and the operation valid period elapses without the operation button 17 being operated, a big win or a loss is notified according to the result of the special symbol determination. In such a case where a long button press operation effect is performed, according to the elapsed time since the operation button 17 was long pressed, an emphasized image (an image different from the emphasized image displayed in the above-described short button press operation effect and continuous tapping operation effect) is added to the button image 710, and a sound corresponding to the emphasized image is output. Also, according to the elapsed time since the operation button 17 was long pressed, the color of the button image 710 may change, the light emission mode of the operation button 17 may change, the operation button 17 may vibrate, or the vibration mode may change.

[0324] As shown in FIG. 22(i), when the result of the special symbol determination is a big win, a big win is notified (at time t8) in response to one press of the operation button 17 during the short button press operation effect or in response to the elapse of the operation valid period. Here, "6" symbols of the same type as those on the left and right stop in the middle area. When the middle symbol stops, a big win notification emphasized effect is performed in which an emphasized image 830a is added to the middle symbol and a sound is output. The emphasized image 830a is displayed so as to overlap the middle symbol suggesting a big win. Even during this effect, when the notification condition is satisfied, specific notification is performed in the same manner as described above.

[0325] In FIG. 22, the "6" symbol is used as the reach symbol. However, for example, when a reach effect is executed using the "7" symbol, as shown in FIG. 23(i), the same type of "7" symbols as on the left and right stop in the middle area. The "7" symbol stops as the middle symbol, and a jackpot notification emphasis effect is performed for the middle symbol. The jackpot notification emphasis effect when this "7" symbol stops and a jackpot is notified is different in the effect mode from the jackpot notification emphasis effect when the "6" symbol stops and a jackpot is notified. Specifically, for the "7" symbol, an emphasis image 831a different from the emphasis image 830a is added, and a different sound is output. For example, when a reach effect is performed using an even symbol and the even symbol stops in the middle area and a jackpot is notified, the emphasis image 830a is added to the middle symbol and the first sound is output. When a reach effect is performed using an odd symbol and the odd symbol stops in the middle area and a jackpot is notified, the emphasis image 831a may be added to the middle symbol and the second sound may be output. Also, different emphasis images may be added and different sounds may be output between the "7" symbol and symbols other than the "7" symbol. Also, when a jackpot is notified for a symbol other than the "7" symbol, the same emphasis image may be added and the same sound may be output.

[0326] After the middle symbol indicating a big win stops, a device performance is carried out (time point t8-1, Fig. 22(j)). In this device performance, the first movable member 73a and the second movable member 73b move from the standby position to the performance position in front of the screen (the center of the screen) and operate at the performance position. Also, along with the operations of the first movable member 73a and the second movable member 73b, a plurality of LEDs emit light in a specific light emission pattern so that the first movable member 73a and the second movable member 73b emit light. Also, along with the operations of the first movable member 73a and the second movable member 73b, a device operation sound is output. Here, the first movable member 73a and the second movable member 73b operate in the same operation mode as in Fig. 22(d), but the light emission pattern of the LEDs is different from the device performance in Fig. 22(d). Also, on the screen behind the first movable member 73a, a device emphasis image 835a that emphasizes the first movable member 73a is displayed. The device emphasis image 835a is an image different from the device emphasis image 824a displayed in Fig. 22(d). Also, along with the operations of the first movable member 73a and the second movable member 73b, a device operation sound is output. The device operation sound output here is a sound different from the device operation sound output in Fig. 22(d). Note that the operation modes of the first movable member 73a and the second movable member 73b may be different between Fig. 22(j) and Fig. 22(d). Also, the light emission patterns of the LEDs may be the same between Fig. 22(j) and Fig. 22(d). Also, the device emphasis images displayed may be the same between Fig. 22(j) and Fig. 22(d). Also, the device operation sounds output may be the same between Fig. 22(j) and Fig. 22(d). Also, during this device performance, if the notification condition is satisfied, specific notification is performed in the same manner as above.

[0327] Next, at time point t8-2, a big win symbol emphasis performance A is carried out in which a performance symbol indicating a big win is displayed and an emphasis image 850a is added (Fig. 22(k)). Along with the display of the emphasis image 850a, a big win symbol emphasis performance sound A is output. The big win symbol emphasis performance A at time point t8-2 is as described above.

[0328] Note that, as shown in FIG. 23(k), when a reach effect is executed using different effect symbols (e.g., the "7" symbol), in the big win symbol emphasis effect A, an emphasis image 856a different from the emphasis image 850a is displayed. Further, along with the display of the emphasis image 856a, a sound corresponding to the emphasis image 856a is output. Note that, regardless of which effect symbol is used for the reach effect, the same emphasis image 850a may be displayed and the same big win symbol emphasis effect sound A may be output in the big win symbol emphasis effect A.

[0329] Furthermore, afterwards, a re-drawing effect may be performed (time point t9-1, FIG. 22(l)). In the re-drawing effect, a plurality of combinations of three effect symbols suggesting a big win are variably displayed. In this re-drawing effect, a re-drawing symbol emphasis effect may be performed in which an emphasis image 855a is added to the effect symbol suggesting a big win. The emphasis image 855a is displayed so as to overlap the effect symbol. Also, a re-drawing symbol emphasis effect sound is output while the emphasis image 855a is being displayed. When the re-drawing symbol emphasis effect is performed, the effect symbol to which the emphasis image 855a is added may be more likely to stop being displayed than when the re-drawing symbol emphasis effect is not performed.

[0330] As a result of the re-drawing effect, the three effect symbols suggesting a big win are stopped, and a big win symbol emphasis effect B is performed (time point t9-2, FIG. 22(m)). Here, since the same "6" symbol as the effect symbol that stopped before the re-drawing effect is stopped, the same effect as the big win symbol emphasis effect A is performed as the big win symbol emphasis effect B.

[0331] On the other hand, when the "7" symbol suggesting a big win is displayed as a result of the re-drawing effect, in the big win symbol emphasis effect B, the emphasis image 856a is displayed (FIG. 23(m)). Also, along with the display of the emphasis image 856a, a sound corresponding to the emphasis image 856a is output.

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

[0333] Then, when the big win symbol emphasis effect C ends and at time point t10, the special symbol stops being displayed and the three performance symbols stop being displayed. The emphasis image 852a is not displayed when the three performance symbols stop being displayed. Note that the big win symbol emphasis effect sound C may be continuously output even while the three performance symbols are stopped being displayed.

[0334] After the three performance symbols stop being displayed, an opening effect indicating the start of the big win game is performed (time point t10-1, FIG. 22(o)). In the opening effect, an opening background image is displayed and a predetermined right strike notification prompting the player to strike right is performed. For example, as the right strike notification, a right strike notification sound (for example, a voice such as "Aim for the right") prompting the player to strike right is output and a right strike notification image 900 is displayed. The opening effect is performed for a predetermined opening time (for example, 15 seconds to 20 seconds), and during the execution of the opening effect, the right strike notification is continuously performed.

[0335] Then, when the opening performance ends and the first-round game play of the big winning opening is started, the big win game performance is started (time point t10-2, Fig. 22(p)). In the big win game performance, a video dedicated to the big win game is displayed in the center of the screen. Also, in the big win game performance, a right-hit notification image 901 prompting the player to hit the right button and a round number image 910 indicating the current round number are displayed. When the display of this right-hit notification image 901 starts, the above-mentioned right-hit notification sound prompting the right-hit is not output. In addition to or instead of the round number image 910, the number of prize balls paid out in response to winning the big winning opening may be displayed.

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

[0337] After the SP reach performance, a reach performance similar to that in the normal mode is performed in the special mode, but the form of each emphasized performance is different from that in the normal mode. As shown in Fig. 24, in the special mode, at time point t5-1, instead of the emphasized images 820a~822a, emphasized images 820b~822b with different display forms may be added to each performance symbol (Fig. 24(b)). Also, in the performance suggesting the development to the SP reach performance, instead of the emphasized image 823a, an emphasized image 823b with a different display form may be added to the development symbol (time point t5-2, Fig. 24(c)). Also, in the accessory performance before the start of the SP reach performance, instead of the emphasized image 824a, an emphasized image 824b may be displayed around the first movable member 73a (time point t5-3, Fig. 24(d)).

[0338] Also, during the SP reach performance, an emphasized image 825b different from the emphasized image 825a may be added to the reach symbol (time point t6, Fig. 24(e)). Also, during the SP reach performance, emphasized images 826b and 827b different from the emphasized images 826a and 827a may be added to the performance symbols displayed in the middle area (time point t6-1, Fig. 24(f)).

[0339] Also, in the button flickering effect, a button flickering emphasis effect may be executed to emphasize the button partial image 712 using an emphasis image 828b different from the emphasis image 828a (time point t6-2, Fig. 24(g)). Also, in the operation effect, a button emphasis effect may be executed to emphasize the button image 710 using an emphasis image 829b different from the emphasis image 829a (time point t7, Fig. 24(h)). While the emphasis image 829b is being displayed, a button emphasis effect sound different from that during the display of the emphasis image 829a is output.

[0340] Similarly, there may be cases where emphasis images 830b, 835b, 850b, 852b different from the normal mode are displayed and different sounds are output (time points t8 to t9-3, Figs. 24(i) to (n)).

[0341] In this way, when an emphasis effect is performed on the effect symbol or the effect prop (the first movable member 73a, the second movable member 73b) during the reach effect, the display mode of the emphasis effect differs between the normal mode and the special mode. As a result, the effects can be diversified and the interestingness can be improved. Even when the same reach effect is performed in both the normal mode and the special mode, the interestingness can be improved by making the display modes of the emphasis effects different.

[0342] Note that while making the display modes of the emphasis effects different between the normal mode and the special mode, the emphasis effect sound related to the emphasis effect may be made common. Also, while making the display modes of the emphasis effects common between the normal mode and the special mode, the emphasis effect sound related to the emphasis effect may be made different.

[0343] Even during the execution of each of the above-mentioned emphasized presentations, when the above-mentioned notification conditions are satisfied, specific notification is performed in the same manner. The specific notification image is displayed preferentially over the presentation symbol and the emphasized image that emphasizes the presentation symbol, and is displayed superimposed on the presentation symbol and the emphasized image. Also, the execution time of the specific notification is longer than the execution time of each emphasized presentation. For example, when the notification conditions are satisfied at the start of the variation of the presentation symbol, specific notification is executed during the execution of the presentation shown in Fig. 17(a), and the specific notification image is displayed superimposed on the presentation symbol 701 (numerical symbol and the character image behind it) and the emphasized image 800a. Also, at that time, a specific notification sound is output. The execution time of the specific notification is longer than the start-time emphasized presentation at the start of the variation. Also, when at least one of the three presentation symbols temporarily stops (e.g., Fig. 17(b)), if the notification conditions are satisfied, the specific notification image is displayed superimposed on the presentation symbol and its emphasized image. Specific notification can also be executed during the display of the preview image (Fig. 17(d)), and the specific notification image is displayed preferentially over the preview image and the emphasized image 807a. Also, when the reach suggestion presentation using the presentation symbol is executed (Fig. 17(e)), if the notification conditions are satisfied, the specific notification image is displayed superimposed on the presentation symbol and the emphasized image 804a and a specific notification sound is output. Also, when the presentation symbol is displayed in the reach mode (Fig. 17(f)(g)), if the notification conditions are satisfied, specific notification is executed, and the specific notification image is displayed superimposed on the reach symbol and a specific notification sound is output. Also, the execution time of the specific notification is longer than the execution time of the emphasized presentation for the reach symbol. Also, during the N-reach presentation (Fig. 17(h)), during the SP-reach presentation (Fig. 22(a)~(c)), and during the SPSP-reach presentation (Fig. 22(e)~(i)), specific notification can also be executed, and the specific notification image is displayed superimposed on each image (presentation symbol, emphasized image, button part image, button image, etc.).

[0344] Also, specific notification can be executed even during the display of the prop emphasized images 824 and 835 that emphasize the presentation props. When a prop presentation is executed during the execution of the specific notification, the presentation props (the first movable member 73a and the second movable member 73b) are operated and the prop emphasized image is displayed, but the specific notification image is preferentially displayed over the prop emphasized image.

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

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

[0347] As shown in FIG. 25, the same effect as in FIG. 22 is performed until the operation effect at time t7. Note that when a miss is notified, each highlighted image may be less likely to be displayed than when a jackpot is notified. After the operation effect, at time t8, a miss notification effect is performed in which an effect symbol different from the reach symbol stops in the middle area (FIG. 25(i)). Here, in the miss notification effect, an emphasized image 860a may be added to the middle symbol suggesting a miss. When the emphasized image 860a is added, the jackpot expectation level may be higher than when the emphasized image 860a is not added. Also, while the emphasized image 860a is being displayed, a sound corresponding to the emphasized image 860a is output.

[0348] Next, a switching image is displayed over the entire screen (FIG. 25(j)). This switching image is an image for switching from the background image for SPSP reach to the normal background image. While the switching image is being displayed, the display of the effect symbol (and the emphasized image 860a added to the effect symbol) is restricted, and the output of the sound corresponding to the emphasized image 860a is also restricted. Note that a hold icon or the like may be displayed while the switching image is being displayed.

[0349] Next, the screen switches to the background image before the SP reach development, and three effect symbols indicating a loss are displayed in a temporarily stopped state (Fig. 25(k)). Here, the hold icon HA and the icon TI are also redisplayed. Note that the display mode of the icon TI returns to the normal mode. Also, even if the icon emphasis image 808a was added to the icon TI before the start of the SP SP reach effect, the icon emphasis image 808a is erased during redisplay. Note that when the hold icon HA and the icon TI are redisplayed after the display of the switching image, the display mode of the icon TI may be maintained in the special mode. Also, the icon emphasis image 808a may be maintained.

[0350] Note that in the screen of Fig. 25(k) after the display of the switching image, an effect symbol indicating a big win may be displayed. In that case, an emphasis effect (big win symbol emphasis effect) is executed on the effect symbol indicating a big win. For example, if the emphasis image 860a was added to the middle symbol in Fig. 25(i), the possibility that an effect symbol indicating a big win is displayed on the screen of Fig. 25(k) after the display of the switching image may be higher than when the emphasis image 860a was not added. Here, an example where an effect symbol indicating a loss is displayed on the screen of Fig. 25(k) after the display of the switching image is shown.

[0351] Then, after the elapse of a predetermined temporary stop period, at time t10, the special symbol stops being displayed, and the three effect symbols stop being displayed (final stop) (Fig. 25(l)).

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

[0353] As shown in FIG. 26, similar to the case where, for example, an SPSP reach effect is performed, it is carried out from the start action to the reach suggestion effect (FIGS. 26(a) to (e)). In the variable display effect of pseudo 3, after the reach suggestion effect is performed and the reach is not established, a pseudo continuous development effect is performed (FIG. 26(f)). As a result, a variable display effect of pseudo 4 is performed (FIG. 26(g)). Next, the screen blacks out (FIG. 26(h)), and a full rotation reach effect is started (FIG. 26(i)). In the full rotation reach effect, a background image for the full rotation reach effect is displayed, and a video dedicated to the full rotation reach is displayed on the screen. Also, as shown in FIG. 26(i), a specific symbol combination (a combination of symbols with the same numbers aligned) consisting of a combination of three effect symbols suggesting a big win is displayed in multiple sets, and the multiple sets of specific symbol combinations are scrolled and displayed downward at a relatively low speed. For one of the multiple sets of specific symbol combinations, an emphasis image 857a is added, and a sound corresponding to the emphasis image 857a is output while the emphasis image 857a is being displayed. For example, the emphasis image 857a is added to the specific symbol combination that is most advantageous to the player. Then, after the full rotation reach effect is performed for a predetermined time, one of the specific symbol combinations among the multiple sets of specific symbol combinations stops, and a big win is notified (FIG. 26(j)). At this time, a big win symbol emphasis effect A is performed. After the effect symbol suggesting a big win stops, a big win symbol emphasis effect C is performed on the three effect symbols in the temporary stop state without going through the re-drawing effect (or via the re-drawing effect) (FIG. 26(k)). Then, the three effect symbols stop and are displayed according to the stop display of the special symbol (FIG. 26(l)).

[0354] Also, during the execution of the full rotation reach effect shown in FIG. 26, when the notification condition is satisfied, specific notification is performed in the same manner. Also in this case, the specific notification image is displayed superimposed on the effect symbol suggesting a big win and the emphasis image 857a.

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

[0356] Next, an effect when a loss is notified without performing a reach effect will be described. FIG. 27 is a diagram showing an example of an effect when an effect symbol indicating a loss is stopped and displayed.

[0357] As shown in FIG. 27, after the special symbol starts to vary, the left symbol stops, and then the right symbol different from the left symbol stops (FIGS. 27(a) to (c)). Then, the middle symbol different from the left symbol and the right symbol stops and a chance symbol effect is performed (FIG. 27(d)). This chance symbol indicating a combination of three even symbols suggesting a loss is a chance symbol indicating that the probability of a big win is relatively high in the subsequent variation of the special symbol. When the chance symbol stops, a chance symbol emphasized effect is performed in which an emphasized image 815a is displayed for each of the three effect symbols suggesting a loss and a sound corresponding to the image is output. Also, in the chance symbol emphasized effect, the light emitting means emits light in a predetermined light emission pattern. This chance symbol effect is executed based on the result of a preliminary determination for hold. Specifically, when winning at the start opening, it is determined whether or not to execute the chance symbol effect based on the result of the preliminary determination. Also, the chance symbol effect may be performed in the variation of a plurality of consecutive special symbols. Also, there are a plurality of modes with different expectations for the chance symbol effect. After the chance symbol emphasized effect ends, three effect symbols are stopped and displayed according to the stop display of the special symbol (FIG. 27(e)).

[0358] Even during the execution of the chance result presentation shown in FIG. 27, when the notification condition is satisfied, specific notification is performed. Also in this case, the specific notification image is displayed superimposed on the losing-suggesting presentation symbol and the emphasis image 815a. The display time of the emphasis image 815a is shorter than the display time of the specific notification image. Also, the output time of the sound accompanying the display of the emphasis image 815a is shorter than the output time of the specific notification sound.

[0359] Note that the chance result presentation may also be executed when the special mode is set. In this case, the mode of the chance result emphasis presentation is different, and an emphasis image 815b different from the emphasis image 815a is added to each presentation symbol and a different sound is output. Note that in the special mode as well, the chance result emphasis presentation in the same mode as the normal mode may be performed.

[0360] As described above, in the gaming machine 1 of the present embodiment, the first presentation symbol (for example, the "6" symbol) is displayed in the reach mode, and in the reach presentation using the first presentation symbol, a predetermined presentation is performed using a first presentation symbol suggesting a big win and a second presentation symbol (for example, the "7" symbol) different from the first presentation symbol (for example, FIG. 22(f)). The predetermined presentation is a presentation that makes the player expect whether or not it is a big win. During the predetermined presentation, an emphasis presentation (for example, the emphasis image 826a) that emphasizes the first presentation symbol and an emphasis presentation (for example, the emphasis image 827a) that emphasizes the second presentation symbol are performed. While the display modes are different between the emphasis presentation that emphasizes the first presentation symbol and the emphasis presentation that emphasizes the second presentation symbol, a common sound is output during the execution of the emphasis presentation. Also, specific notification can be executed during the emphasis presentation that emphasizes the first presentation symbol and during the emphasis presentation that emphasizes the second presentation symbol, and the specific notification sound is common in the specific notification.

[0361] Also, in both the normal mode and the special mode, a predetermined effect can be executed using the first effect symbol and the second effect symbol. The display modes are different for the emphasis effect on the first effect symbol in the normal mode, the emphasis effect on the second effect symbol in the normal mode, the emphasis effect on the first effect symbol in the special mode, and the emphasis effect on the second effect symbol in the special mode. On the other hand, a common sound is output during the execution of the emphasis effect in both the normal mode and the special mode. Note that the sounds during the execution of the emphasis effect may be different between the normal mode and the special mode. For example, during the execution of the predetermined effect in the normal mode, a first common sound may be output, and during the execution of the predetermined effect in the special mode, a second common sound may be output.

[0362] Also, there are cases where the first effect symbol (e.g., the "6" symbol) is displayed in the reach mode, and a first reach effect is performed using the first effect symbol, and the second effect symbol (e.g., the "7" symbol) is displayed in the reach mode, and a second reach effect is performed using the second effect symbol (Figs. 22 and 23). In the first reach effect, when the first effect symbol stops in the middle area (i.e., when a big win is notified using the first effect symbol), a first emphasis effect (display of the emphasis image 830a) can be executed on the first effect symbol. In the second reach effect, when the second effect symbol stops in the middle area (i.e., when a big win is notified using the second effect symbol), a second emphasis effect (display of the emphasis image 831a) can be executed on the second effect symbol. The display modes are different between the first emphasis effect and the second emphasis effect, and the sounds during the execution of the emphasis effect are also different. On the other hand, when the notification condition is satisfied during both the first emphasis effect and the second emphasis effect, a specific notification is performed. The modes of the specific notification are the same during both the first emphasis effect and the second emphasis effect, and a common specific notification image is displayed and a common specific notification sound is output. Note that although the display modes are different between the first emphasis effect and the second emphasis effect, the sounds during the execution of the emphasis effect may be the same.

[0363] Also, in both the normal mode and the special mode, there are cases where a first effect symbol (e.g., the "6" symbol) is displayed in a reach mode and a first reach effect is performed using the first effect symbol, and cases where a second effect symbol (e.g., the "7" symbol) is displayed in a reach mode and a second reach effect is performed using the second effect symbol. In both the normal mode and the special mode, in the first reach effect, when the first effect symbol stops in the middle area, a first emphasis effect can be executed on the first effect symbol, and in the second reach effect, when the second effect symbol stops in the middle area, a second emphasis effect can be executed on the second effect symbol. The display mode and the emphasis effect sound are different among the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode. On the other hand, in both the normal mode and the special mode, specific notification can be executed during the first emphasis effect, and specific notification can be executed during the second emphasis effect. In both the normal mode and the special mode, the mode of specific notification is the same, a common specific notification image is displayed, and a common specific notification sound is output. Note that the display modes may be different among the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode, while the emphasis effect sounds may be common. Also, the display modes may be common among the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode, while the emphasis effect sounds may be different.

[0364] In addition, during the display of the effect symbols suggesting that the jackpot game is being played, the gaming machine 1 of the present embodiment can execute a jackpot symbol emphasis effect that emphasizes the effect symbols (Figs. 22(k), (n), 24(k), (n)). The display mode (emphasis image) of the jackpot symbol emphasis effect and the sound (jackpot symbol emphasis effect sound) during the execution of the jackpot symbol emphasis effect differ between when the effect is executed in the normal mode and when the effect is executed in the special mode. That is, in the normal mode, the first jackpot symbol emphasis effect can be executed on the effect symbols suggesting a jackpot, and in the special mode, the second jackpot symbol emphasis effect can be executed on the effect symbols suggesting a jackpot. The first jackpot symbol emphasis effect and the second jackpot symbol emphasis effect differ in the display mode, the display time, the type of sound, and the output time (length) of the sound. On the other hand, regardless of whether the effect is executed in the normal mode or in the special mode, when the notification conditions are satisfied, specific notification is performed. The mode of the specific notification is the same between when the effect is executed in the normal mode and when the effect is executed in the special mode, and a common specific notification image is displayed and a common specific notification sound is output.

[0365] In addition, the gaming machine 1 of the present embodiment is capable of executing a reach effect using presentation symbols, and the reach effect includes a front-stage effect (e.g., N-reach effect) and a back-stage effect (e.g., SP-reach effect and SPSP-reach effect). In the front-stage effect (N-reach effect), a first emphasis effect on the presentation symbols (e.g., the N-reach medium emphasis effect in FIG. 17(h); addition of the emphasis image 811a) can be executed. Also, in the back-stage effect (SPSP-reach effect), a second emphasis effect on the presentation symbols (e.g., the SP medium emphasis effect in FIG. 22(e); addition of the emphasis image 825a) can be executed. The first emphasis effect and the second emphasis effect differ in the presentation mode (image and sound). In the first emphasis effect, it is possible to display a first emphasis image and output a first emphasis effect sound, and in the second emphasis effect, it is possible to display a second emphasis image and output a second emphasis effect sound. The first emphasis effect sound is a different sound from the second emphasis effect sound, and their output times (lengths) are also different. During both the first emphasis effect and the second emphasis effect, when the notification condition is satisfied, specific notification is performed. The mode of specific notification is the same during both the first emphasis effect and the second emphasis effect, and a common specific notification image is displayed and a common specific notification sound is output.

[0366] Also, it may be possible to execute a first emphasis effect in the front-stage effect (e.g., N-reach effect) in the normal mode, execute a second emphasis effect in the back-stage effect (e.g., SPSP-reach effect) in the normal mode, execute a third emphasis effect in the front-stage effect in the special mode, and execute a fourth emphasis effect in the back-stage effect in the special mode. In this case, in each of the first to fourth emphasis effects, the presentation mode (image and sound) may be different, and it may be possible to output different emphasis effect sounds. Specific notification can be executed in the same manner regardless of which of the first to fourth emphasis effects is being executed. Note that the display mode may be different between the first emphasis effect and the third emphasis effect, but the sound may be common. Also, the display mode may be different between the second emphasis effect and the fourth emphasis effect, but the sound may be common. Also, the display mode may be common between the first emphasis effect and the third emphasis effect, but the sound may be different. Also, the display mode may be common between the second emphasis effect and the fourth emphasis effect, but the sound may be different.

[0367] In addition, the gaming machine 1 of the present embodiment can execute a reach effect using effect symbols, and the reach effect includes a front-stage effect (for example, an SP reach effect) and a rear-stage effect (for example, an SPSP reach effect). In the front-stage effect (SP reach effect), it is possible to execute a prop effect for operating a prop, and when executing the prop effect, it is possible to execute a first emphasis effect for emphasizing the prop (FIG. 22(d)). Also, in the rear-stage effect, it is possible to execute a prop effect, and when executing the prop effect, it is possible to execute a second emphasis effect for emphasizing the prop (FIG. 22(j)). The display mode of the emphasis effect is made different between when the first emphasis effect is performed and when the second emphasis effect is performed. When the notification condition is satisfied both when the first emphasis effect is performed and when the second emphasis effect is performed, specific notification is performed in the same manner, a common specific notification image is displayed, and a common specific notification sound is output. Note that while making the display mode of the emphasis effect different between when the first emphasis effect is performed and when the second emphasis effect is performed, the emphasis effect sound may be the same. Also, while making the display mode of the emphasis effect common between when the first emphasis effect is performed and when the second emphasis effect is performed, the emphasis effect sound may be made different. Also, in both the normal mode and the special mode, it is possible to execute a first emphasis effect for emphasizing a prop in the front-stage effect, and it is possible to execute a second emphasis effect for emphasizing a prop in the rear-stage effect. The display mode (image and sound) of the emphasis effect may be made different between the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode. Also, while making the display mode of the emphasis effect different between the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode, the emphasis effect sound may be the same. Conversely, while making the display mode of the emphasis effect the same, the emphasis effect sound may be made different. Also, the display mode may be made the same between the first emphasis effect in the normal mode and the first emphasis effect in the special mode, and the display mode may be made the same between the second emphasis effect in the normal mode and the second emphasis effect in the special mode.

[0368] In addition, the gaming machine 1 of the present embodiment can execute a first accessory effect (FIG. 22(d) or (j)) that operates the accessory for the effect in the normal mode, and can execute a second accessory effect (FIG. 24(d) or (j)) that operates the accessory for the effect in the special mode. When executing the first accessory effect, a first emphasizing effect that emphasizes the accessory for the effect can be executed, and when executing the second accessory effect, a second emphasizing effect that emphasizes the accessory for the effect can be executed. The display mode of the first emphasizing effect is different from the display mode of the second emphasizing effect. Also, the sound during the execution of the first emphasizing effect is different from the sound during the execution of the second emphasizing effect, and the output time (length) of the sound is also different. Note that the display modes of the first emphasizing effect and the second emphasizing effect may be the same, and the sounds during the emphasizing effects may be different. Also, the display modes of the first emphasizing effect and the second emphasizing effect may be different, and the sounds during the emphasizing effects may be the same. Also, when the first emphasizing effect is performed and when the second emphasizing effect is performed, if the notification condition is satisfied, specific notification is performed in the same manner, a common specific notification image is displayed, and a common specific notification sound is output.

[0369] In addition, in the gaming machine 1 of the present embodiment, at a predetermined timing during the variable effect (for example, before the achievement of a jackpot or during the jackpot effect), a suggestive image (preview image, title display, etc.) that suggests the possibility of a big win may be performed, and an emphasizing image that emphasizes this suggestive image can be displayed (FIG. 17(d)). There are a first emphasizing image and a second emphasizing image as the emphasizing images. When displaying the first emphasizing image and when displaying the second emphasizing image, the sound during the display of the emphasizing image is made different, and the output time (length) of the sound is made different. On the other hand, when displaying the first emphasizing image and when displaying the second emphasizing image, if the notification condition is satisfied, specific notification is performed. The mode of specific notification is the same when displaying the first emphasizing image and when displaying the second emphasizing image, a common specific notification image is displayed, and a common specific notification sound is output.

[0370] In addition, the gaming machine 1 of the present embodiment can have different display modes for the emphasized images in the normal mode and the special mode. When a preview image is displayed, the first emphasized image or the second emphasized image can be displayed when the normal mode is set, and the third emphasized image or the fourth emphasized image may be displayed when the special mode is set. Different sounds can be output while each emphasized image is being displayed. Also, regardless of which emphasized image is displayed, when the notification condition is satisfied, the specific notification is performed in the same manner.

[0371] In addition, the gaming machine 1 of the present embodiment can execute an operation effect (FIG. 22(h)) of displaying an operation promotion image (button image 710) that prompts an operation on the operation means (the effect button 17). Also, an emphasis effect (display of the emphasized image 829a in FIG. 22(h)) that emphasizes the operation promotion image can be executed. Also, when the notification condition is satisfied, the specific notification can be executed even during the emphasis effect. It is possible to make the display mode of the emphasis effect different and the sound corresponding to the emphasis effect different between when the effect is being executed in the normal mode and when the effect is being executed in the special mode. That is, in the normal mode, the first emphasis effect that emphasizes the operation promotion image can be executed, and in the special mode, the second emphasis effect that emphasizes the operation promotion image can be executed. The first emphasis effect and the second emphasis effect differ in display mode, display time, type of sound, and output time (length) of the sound. Also, the specific notification can be executed in the same manner between when the effect is being executed in the normal mode and when the effect is being executed in the special mode, and a common specific notification image is displayed and a common specific notification sound is output.

[0372] In addition, the gaming machine 1 of the present embodiment can execute an operation effect (Fig. 22(h)) of displaying an operation promotion image (button image 710) that prompts an operation on the operation means (effect button 17). Before displaying the operation promotion image, an operation suggestion effect (button flickering effect in Fig. 22(g)) that suggests the operation effect can be executed. In the operation suggestion effect, a suggestion image (button partial image 712) that suggests the operation promotion image and an emphasized image (828a in Fig. 22(g)) that emphasizes the suggestion image can be displayed. The emphasized image includes a first emphasized image and a second emphasized image, and it is possible to make the sound during the display of the emphasized image different when the first emphasized image is displayed and when the second emphasized image is displayed. Further, when the notification condition is satisfied, specific notification can be executed during the display of the emphasized image, and a common specific notification image is displayed and a common specific notification sound is output both when the first emphasized image is displayed and when the second emphasized image is displayed.

[0373] In addition, the gaming machine 1 of the present embodiment can execute the above-described operation suggestion effect both in the normal mode and in the special mode. Also, it is possible to display the first emphasized image or the second emphasized image both in the normal mode and in the special mode, and the display mode of the emphasized image and the sound during the display of the emphasized image may be made different among the first emphasized image in the normal mode, the se...

Claims

【Claim 1】 A gaming machine capable of executing a special game advantageous to a player, comprising: determination means for making a determination; effect control means for controlling effects, wherein the effect control means: is capable of setting either a first mode or a second mode; is capable of executing an operation effect of displaying an operation promotion image that prompts an operation on a first operation means based on the result of the determination; is capable of executing an emphasis effect of emphasizing the operation promotion image when an operation on the first operation means is performed during the display of the operation promotion image; the operation effect includes a first operation effect that prompts an operation in a first aspect and a second operation effect that prompts an operation in a second aspect; the emphasis effect includes a first emphasis effect corresponding to the operation during the first operation effect and a second emphasis effect corresponding to the operation during the second operation effect; is capable of executing a third emphasis effect of emphasizing the operation promotion image when the operation on the first operation means has not been performed during the operation effect; the third emphasis effect is an effect that periodically changes the operation effect; is capable of executing specific notification regarding an operation of a second operation means; is capable of executing the specific notification during the first emphasis effect; the specific notification includes a first aspect and a second aspect different from the first aspect, and the second aspect of the specific notification can be executed after the first aspect of the specific notification is executed; a specific notification image displayed along with the specific notification can be continuously displayed from the first aspect of the specific notification to the second aspect of the specific notification; it is possible to make the sound during the execution of the emphasis effect different when the first emphasis effect is executed and when the second emphasis effect is executed; a gaming machine capable of making the notification sound regarding the specific notification common during the execution of the first emphasis effect and during the execution of the second emphasis effect.

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