Gaming machine

The gaming machine uses dynamic image and sound effects, along with vibration feedback, to enhance player engagement and understanding of game effects, addressing the need for improved player attraction and interaction.

JP7714229B2Active Publication Date: 2025-07-29KYORAKU IND CO LTD
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Patent Information

Application Number
JP2022105357
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-30
Publication Date
2025-07-29
Estimated Expiration
2042-06-30

AI Technical Summary

Technical Problem

Gaming machines lack sufficient player engagement and understanding of game effects, notifications, and require improvements to attract players.

Method used

A gaming machine with a special game mode featuring dynamic image and sound effects, including image fluctuation, temporary stops, and vibration feedback, along with adjustable sound and lighting effects to enhance player interaction and notification clarity.

Benefits of technology

Enhances player engagement and attraction by providing dynamic and interactive game experiences through visual and auditory feedback, improving player understanding and enjoyment.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine that attracts a player.SOLUTION: A game machine can execute a first emphasis performance that emphasizes a specific image when the specific image is temporarily stopped and execute a second emphasis performance that emphasizes a change in a specific image during the temporary stop, and execute a specific notification regarding performance effect. The specific notification can execute image display and / or an audible output and restrict the image display of the first emphasis performance and / or the second emphasis performance from affecting the specific notification.SELECTED DRAWING: Figure 75
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Description

Technical Field

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

Background Art

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

Prior Art Documents

Non-Patent Documents

[0003]

Non-Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

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

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

Means for Solving the Problems

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

[0007] A gaming machine (1) according to one aspect of the present invention is A gaming machine capable of executing a special game (big win game) advantageous to a player, a determination means (100) for making a determination, a game control means (100) for controlling the progress of the game and transmitting a predetermined command based on the determination result by the determination means, a production control means (such as 400 etc.) for controlling a predetermined game production based on the predetermined command transmitted by the game control means, a display means (70) capable of displaying the game production, a first operation means (such as a production button), and a second operation means (such as a cross key), wherein the production control means is capable of displaying, on the display means, a display production (notification production) in which a specific image (decoration symbol) fluctuates and then temporarily stops, and in the display production, when the specific image temporarily stops, a first emphasis production (temporary stop emphasis production, chance symbol emphasis production, etc.; FIGS. 32, 35(9)) for emphasizing the specific image can be executed, while the specific image Before an image is is emphasized, a second emphasis production (oscillation emphasis; FIG. 30) can be executed, (paragraph 0277 etc.) The second highlighting effect can include a first changing effect that periodically changes the specific image, The first emphasis production includes a predetermined image production (production of displaying a light emission effect) for displaying a predetermined image (light emission effect) on the specific image, (paragraphs 0282, FIGS. 32, 57, etc.) specific notification (such as a volume / light amount gauge; FIGS. 70 to 73, etc.) regarding the second operation means can be executed and the specific notification can execute image display and / or audible output, and it is possible to limit the predetermined image production from affecting the specific notification, (paragraphs 0428 to 0444, FIGS. 74 to 77, etc.) display of an operation production (operation promotion production) for prompting an operation on the first operation means (such as button image display) and the operation production operation effect image (such as a button image) inIt is possible to execute a third highlighting effect (such as a button image highlighting effect), (paragraph 0403, etc.; FIGS. 65, 67, 68, etc.) The third highlighting effect can include a second changing effect (display of continuous button image clicks) that periodically changes the operation effect image, First effect mode and second effect mode, and a plurality of effect any one of the effect modes can set the display effect, when the first effect mode is set it is possible to output a first sound effect related to the third highlighting effect, when the second effect mode is set to the third highlighting effect output a second sound effect different from the first sound effect related to is possible, when the first effect mode is set and when the second effect mode is set, it is possible to make the notification sound regarding the specific notification common, (paragraph 0580, etc.) the first changing effect period and the second changing effect period can be made different and (paragraphs 0277, 0631, FIG. 68, etc.) it is possible to make the third highlighting effect different before and after the start of a predetermined special effect in the display effect, it is possible to execute a fourth highlighting effect that emphasizes the first operation means, The fourth highlighting effect can include an effect by the vibration sound of the first operation means.

Advantages of the Invention

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

Brief Description of the Drawings

[0009]

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Embodiments for Carrying Out the Invention

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

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

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

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

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

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

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

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

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

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

[0020] In addition, in this embodiment, the effect button 16 is configured to vibrate by the button drive device. However, for example, when another operation means (for example, an effect lever that can be input-operated by the player) is provided in addition to the effect button 16, the effect lever may also vibrate. Further, the cross key 18 may be configured to vibrate, or even more, not limited to the operation means, a decorative member (for example, one imitating a character) provided at a position where the player can touch may be configured to vibrate.

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

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

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

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

[0025] The game board mounting part is formed in a recessed shape with an opening at the front near the upper part of the game board mounting frame 3, and is capable of storing the game board 5 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 part, and various devices provided on the back side of the game board 5 face the rear of the gaming machine 1 through this opening.

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

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

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

[0029] On the left side portion of the decorative frame 40, a warp device 41 for introducing the game balls flowing down in the left game area into the interior of the decorative frame 40 is provided, and at the lower portion of the decorative frame 40, a stage portion 42 for causing the game balls guided into the interior of the decorative frame 40 by the warp device 41 to flow down below the decorative frame 40 is provided. Also, below the left side of the decorative frame 40, three normal winning ports (general winning ports) 43 into which game balls can always win (enter) are provided, and below the right side of the decorative frame 40, one normal winning port 43 into which game balls can always win (enter) is provided. When the game balls that have won (entered) the normal winning port 43 are detected (the granting conditions are satisfied) by the normal winning port switch 43a (see FIG. 4), a predetermined number (for example, 5) of game balls are paid out as prize balls (granting of prize value) from the payout device 95 (see FIG. 3) to the upper tray 11.

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

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

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

[0033] Below the gate 44, a first variable winning section 49 (first variable winning device) is provided which can be converted from a closed state where winning (entry) of the game balls is impossible or difficult based on the fulfillment of a predetermined condition (determined as a big win in the big win determination) to an open state where winning is possible or easy.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0094] As a result, it is possible to provide a basis for the player to determine whether to play the game or not, and it is possible to reduce the number of players who play the game blindly. Also, for example, when N times is about 900 times, it is possible to provide a remedial measure for a player who has not obtained a big win for a long time, which leads to preventing the player from losing interest in the game. Regarding the number of N times, it should be made easy for the player to grasp through magazines or the like. Also, when shifting to the "low-probability short game state (short game state)" when a predetermined condition is satisfied, the upper limit number of times of the "low-probability short game state (short game state)" is larger than when shifting to the "low-probability short game state (short game state)" after a big win game. Therefore, it is possible to make the player want to actively play the "low-probability non-short game state (normal game state)", and it is possible to improve the operation of the gaming machine.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0140] In step S207, the CPU 101 determines whether a game ball has won in the second start port 47 based on the output signal from the second start port switch 47a. If the determination in step S207 is YES, the process proceeds to step S208, and if this determination is NO, the process proceeds to step S3 (gate switch process) in FIG. 9.

[0141] In step S208, the CPU 101 reads the upper limit value Umax2 (in this embodiment, "4") of the hold count of the second special symbol lottery from the ROM 102, and determines whether the hold count U2 of the second special symbol lottery stored in the RAM 103 is less than the upper limit value Umax2. If the determination in step S208 is YES, the process proceeds to step S209, and if this determination is NO, the process proceeds to step S3 (gate switch process) in FIG. 8.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0165] [Non-short-time state / Variation pattern selection process in the second special symbol lottery] The following describes the determination of the variation pattern when the second special symbol lottery is executed in the process of step S407 in the normal game state (non-time-limited state) with reference to FIG. 13. In step S408, the CPU 101 performs a process basically the same as the process of determining the variation pattern described with reference to FIG. 12 to determine the variation pattern. However, the CPU 101 uses HT1-2 shown in FIG. 13 to perform a process for the second special symbol lottery in this variation pattern determination process, while using HT1-1 to perform a process for the first special symbol lottery in the variation pattern determination process described with reference to FIG. 12. This is the difference. Also, in HT1-2 shown in FIG. 13, compared with HT1-1 shown in FIG. 12, the "number of reserved first special symbol lotteries" is replaced by the "number of reserved second special lotteries", and also, the variation pattern in the case of a small win is added. Further, when it is determined that a small win has occurred in the big win determination process of step S407, in step S408, the CPU 101 determines the variation pattern based on which of the random numbers of the variation pattern read from the RAM 103 together with the big win random number used in this big win determination process (any one of 0 to 299) matches the random number values assigned to each variation pattern in the "small win" part of HT1-2. For example, when the random number of the variation pattern read from the RAM 103 together with the big win random number used in the big win determination process of step S407 is "2", since it is included in the random number values "0 to 3" assigned to the variation pattern "11" in the "small win" part of HT1-2, "11" is determined as the variation pattern. Here, as shown in HT1-2, the variation patterns "11", "10", and "9" in the "small win" part correspond to the variation time of the special symbol (that is, the execution time of the notification effect) of "15 seconds", "60 seconds", and "90 seconds" respectively, and also correspond to the types of the effect patterns of the notification effect of "when reaching a win", "when getting a special prize", and "when getting two special prizes".

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

[0167] [Short-time state / Variation pattern selection process in the second special symbol lottery] The following describes the determination of the variation pattern when the second special symbol lottery is executed in the short-time game state (short-time state) in step S407 with reference to FIG. 15. In step S408, the CPU 101 determines the variation pattern by performing basically the same process as the variation pattern determination process described with reference to FIG. 13. However, while the CPU 101 performed processing for the second special symbol lottery in the short-time game state (short-time state) using HT1-2 in the variation pattern determination process described with reference to FIG. 13, in this variation pattern determination process, it performs processing for the second special symbol lottery in the short-time game state (short-time state) using HT2-2 shown in FIG. 15. Also, as shown in FIG. 15, for HT2-2 compared to HT1-2 shown in FIG. 13, when the number of holdovers is from "1" to "4", the allocation of the reach random number and the variation pattern random number is common, and the variation pattern corresponding to "no reach" is only "8".

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0190] In step S613, the CPU 101 determines whether or not a game ball has won in the first large winning opening 50 based on the output signal from the first large winning opening switch 50a. If the determination in step S613 is YES, the process proceeds to step S614. If this determination is NO, the process proceeds to step S615.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0250] In step S127, the CPU 401 gives a round effect start instruction for the jackpot game. Specifically, the CPU 401 instructs the image and sound control unit 500 or the like to start the round effect process of the jackpot game effect. Here, the round effect is an effect executed during the round game of the jackpot game. For example, it is an effect by an image in which the main character's character fights against the enemy character. After that, the process proceeds to step S128.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0276] First, starting from the state where the decorative symbol is being displayed in a fixed stop state in the numeral character form before the start of the notification effect (before the start of variation) shown in Fig. 28(1), at t1 in Fig. 26(1), as shown in Fig. 28(2), the variation is started (the notification effect is started), and the left decorative symbol DI1, the middle decorative symbol DI3, and the right decorative symbol DI2 perform a swinging motion in synchronization (synchronization) for a predetermined time (for example, 0.3 seconds). The swinging motion is an action for suggesting that the decorative symbol is in a temporary stop state (not a fixed stop). Also, in conjunction with this swinging motion, the left decorative symbol DI1, the middle decorative symbol DI3, and the right decorative symbol DI2 perform a swinging emphasis effect in synchronization (synchronization). When the normal background motion is being executed during the waiting for customers (waiting-for-customer state) when no notification effect or the like is being executed, and starting the notification effect from the waiting-for-customer state, it is also possible to start the notification effect while maintaining (continuing) the normal background motion during the waiting for customers as it is.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0300] Next, as shown in FIG. 34(2), similarly to FIG. 33(9), the left and right decorative symbols are synchronized (harmonized) to perform a swinging action and swing emphasis effect.

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

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

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

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

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

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

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

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

[0309] On the other hand, when a reserve change effect is executed, the effect shifts from FIG. 35(8) to FIG. 37(1). In this case, at t6 in FIG. 26(2), as shown in FIG. 37(1), a special decorative pattern (different from normal decorative patterns, a special decorative pattern that temporarily stops and indicates that the reserved icon will change to a state suggesting a high probability of a jackpot) with the character "strange" drawn as the center decorative pattern DI3 is temporarily stopped, and a reserve change highlight effect is executed. The reserve change highlight effect is an effect that highlights the reserved icon when a reserve change effect is executed in which the reserved icon that is the target of a pre-reading suggestion changes to a state suggesting a high probability of a jackpot, and includes a unique action, a light-emitting effect, and a sound effect. In FIG. 37(1), when the reserved icon RI2 that is the target of a pre-reading suggestion changes from white to green, suggesting a high probability of a jackpot, a unique action, such as lightning flashing toward the reserved icon RI2, is executed, a unique light-emitting effect is displayed on the reserved icon RI2, and a unique sound effect "blinking" (volume 7 / 10) is output.

[0310] Here, the hold change effects include a blue hold change effect (not shown) in which the hold icon changes to blue, a green hold change effect (FIG. 38(1)) in which the hold icon changes to green, and a red hold change effect (not shown) in which the hold icon changes to red. Also, there are blue hold change emphasis effects including a unique action, light-emitting effect, and sound effect "bari" (volume 6 / 10) that emphasize the blue hold change effect, a green hold change emphasis effect including a unique action, light-emitting effect, and sound effect "bari-bari" (volume 7 / 10) that emphasize the green hold change effect, and a red hold change emphasis effect including a unique action, light-emitting effect, and sound effect "bari-bari-bari" (volume 8 / 10) that emphasize the red hold change effect (see FIG. 59, etc.). Furthermore, the green hold change effect has a higher jackpot reliability than the blue hold change effect, and the red hold change effect has a higher jackpot reliability than the green hold change effect. Furthermore, when hold change effects are executed across multiple notification effects, multiple hold change effects are executed so as not to reduce the jackpot reliability.

[0311] Next, as shown in FIG. 37(2), after the variable symbol switches to the normal decorative symbol, similar to FIG. 34(5) etc., the decorative symbols in the left, middle, and right are synchronized (phase-locked) to perform a swinging motion and a swinging emphasis effect.

[0312] Next, as shown in FIG. 37(3), at t7 in FIG. 26(2), the decorative symbols DI1 to DI3 in the left, middle, and right that were temporarily stopped are fixedly stopped and displayed, and a losing result is notified. In FIG. 37(1), it may be configured to perform a reserved change incitement effect (and a reserved change incitement emphasis effect that emphasizes this effect) that encourages the variable symbol to be slowed down and temporarily stopped. Further, when the variable symbol does not temporarily stop after the execution of the reserved change incitement effect, it may be configured not to perform a temporary stop emphasis effect of the normal decorative symbol that switches from the variable symbol. By doing so, the feeling (aftertaste) of the reserved change effect flowing can be effectively expressed.

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

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

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

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

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

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

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

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

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

[0322] Here, the set of pseudo - continuous effects described with reference to FIGS. 38(6) to (8) and FIGS. 39(1) to (4) can be executed up to 3 sets in one notification effect (one variation). The more times it is executed, the higher the reliability of hitting the jackpot in the ongoing notification effect. Therefore, when further executing 1 or 2 sets of the pseudo - continuous effect set, as shown in FIG. 39(5), the set of pseudo - continuous effects is executed. Note that in each set of pseudo - continuous effects, at least a part of the pseudo - continuous emphasis effects may be made different.

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

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

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

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

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

[0328] Next, as shown in FIG. 40(3), a jackpot stop encouragement effect (and a jackpot stop encouragement emphasis effect that emphasizes this effect; see FIG. 61 etc.) is executed to encourage (make expected) the middle decorative pattern to be enlarged and become slow and temporarily stop at the pattern where it becomes a jackpot (a pattern where the same symbols appear).

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

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

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

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

[0333] Figures 44 and 45 are diagrams for explaining an example of the straight triple winning emphasizing effect. For example, as shown in FIGS. 44(1) to (3), in the straight triple winning emphasizing effect, a unique character action (action) is executed with the decorative pattern (straight triple) in the center of the left and right, and a cross-shaped light emission effect 311 (unique light emission effect) that spreads from the center of the middle decorative pattern and is enlarged until it disappears from the screen is displayed. Further, for example, as shown in FIGS. 45(1) to (3), in the straight triple winning emphasizing effect, a unique character action (action) is executed with the decorative pattern (straight triple) in the center of the left and right, and a large number of cross-shaped light emission effects 311 (unique light emission effect) that spread from a plurality of positions of the decorative pattern in the center of the left and right and are enlarged until they disappear from the screen are displayed.

[0334] Next, as shown in FIG. 40(8), in the temporarily stopped state, a pattern determination suggestion emphasizing effect indicating that the decorative patterns in the center of the left and right are determined is executed. The pattern determination suggestion emphasizing effect is an effect that emphasizes the winning pattern (straight triple), and includes a unique light emission effect and a sound effect "KIN" (volume 2 / 10). Note that, for the decorative patterns in the center of the left and right that are temporarily stopped, a swing emphasizing effect is executed (continued) in synchronization. Further, the pattern determination suggestion emphasizing effect may include a unique action effect (such as a character action). Also, the swing emphasizing effect may end before the execution of the pattern determination suggestion emphasizing effect.

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

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

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

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

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

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

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

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

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

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

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

[0346] On the other hand, when the zone effect is executed, at t8 of FIG. 27(1), as shown in FIG. 50(1), the zone effect is started and the zone entry emphasizing effect is executed. The zone effect is an effect that suggests a high probability of a jackpot in the ongoing notification effect, and is an effect that displays a zone background for the zone effect and a belt image for moving and displaying a character image written as "weak zone" or "strong zone". Also, the zone effect that displays the belt image of the "strong zone" has a higher jackpot reliability than the zone effect that displays the belt image of the "weak zone". In FIG. 50(1), the zone effect that displays the belt image of the "weak zone" is being executed. Also, the SP reach effect is started at the end of the zone effect. The zone entry emphasizing effect is an effect that emphasizes the zone effect and includes a specific light emission effect (for example, the light emission of the zone background) and a sound effect "guin" (volume 7 / 10). Note that specific actions (for example, the actions of the above belt image, etc.) may be included. Also, the zone entry emphasizing effect may be made different between the weak zone and the strong zone. Also, at the end of the zone effect, other effects that make people expect a jackpot (for example, the SPSP reach effect) may be started.

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

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

[0349] Next, in the case of a loss, at t14 in FIG. 27(1), as shown in FIG. 51(2), an image of the SP battle loss is displayed on the SP reach background, and an SP loss emphasis effect is executed on the SP reach background, etc. The SP loss emphasis effect is an effect that emphasizes that the result of the SP reach is a loss (a loss in the SP battle). For example, a unique light-emitting effect is displayed that causes a small portion of the SP reach background to light up (for example, the central area of the display screen to light up), and a unique sound effect "Zoon" (volume 7 / 10) is output (see FIG. 63, etc.). This unique sound effect also doubles as the sound effect for the temporary stop emphasis effect of the intermediate decorative pattern DI3, which temporarily stops with a losing symbol. Also, as shown in FIG. 51(2), in this temporary stop emphasis effect, a small unique light-emitting effect is displayed on the intermediate decorative pattern DI3. Note that no swing emphasis effect is executed on the temporarily stopped intermediate decorative pattern DI3. Here, when the central decorative symbol DI3 temporarily stops on a symbol that will result in a loss, the light emitting effect of the temporary stop highlighting effect for the central decorative symbol DI3 is not displayed, so that the player can be left with a sense of anticipation that the central decorative symbol DI3 will change again and then temporarily stop on a symbol that will result in a jackpot, resulting in a revival win effect (not shown). For this reason, it is desirable to configure the resurrection win effect so that it can be executed with a low probability (for example, 1% of the time of a jackpot).

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

[0351] Next, at t15 in Figure 27(1), as shown in Figure 51(4), the decorative patterns DI1 to DI3 on the left, right, and center that were temporarily stopped are reduced to their original size and displayed as fixed stops, and a miss is announced.

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

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

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

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

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

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

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

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

[0360] Next to Figure 52(1) or (2), at t15 in Figure 27(2), as shown in Figure 48(3), it develops into the SPSP reach performance. Specifically, an SPSP reach background dedicated to the SPSP reach performance (for example, the background during an SPSP battle where the main character's character is fighting an enemy boss character) is displayed, and an SPSP development emphasis performance that emphasizes the development into the SPSP reach performance is executed. The SPSP development emphasis performance is a performance that displays a unique light emission effect that causes the entire SPSP reach background to emit light on a large scale (for example, the entire display screen emits light) and outputs a unique sound effect "Gyon" (volume 9 / 10) (see Figure 63 and the like). Also, for the decorative pattern in numerical form (reach target) that is reduced and displayed at the upper part of the screen, a synchronized oscillation emphasis performance is being executed (continued). Note that in the SP reach performance and / or the SPSP reach performance, a configuration where no decorative pattern is displayed may also be adopted.

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

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

[0363] Next, at t17 in Figure 27(2), as shown in Figure 52(6), the decorative patterns DI1 to DI3 on the left, right, and center that were temporarily stopped are reduced to their original size and displayed as fixed stops, and a loss is announced.

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

[0365] Also, at t16 in Fig. 27(2), as shown in Fig. 52(7), similar to Fig. 51(5), the middle decorative pattern DI3 pauses temporarily as a pattern that results in a big win, and a special temporary pause emphasis effect is executed on the middle decorative pattern DI3. In this special temporary pause emphasis effect (the temporary pause emphasis effect when a double appears), an effect different from the normal temporary pause emphasis effect (Fig. 32) is executed. For example, a special light emission effect is displayed. Also, no swaying emphasis effect is executed on the temporarily paused middle decorative pattern DI3. When the middle decorative pattern DI3 pauses temporarily as a pattern that results in a big win, it may be configured not to execute the temporary pause emphasis effect, or it may be configured not to output the above-mentioned specific sound effect "Jajajajaan". Also, at least a part (for example, the light emission effect) of the above-mentioned SPSP victory emphasis effect and the SP victory emphasis effect may be the same or different.

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

[0367] Next, as shown in FIG. 52(9), for the decorative symbols in the center left and right, a symbol determination suggestion emphasis effect is executed in the same manner as in FIG. 51(7) (see FIGS. 46, 47, 61, etc.). Note that the symbol determination suggestion emphasis effect may differ according to the effect scene (for example, the scene in FIG. 52(9) and the scene in FIG. 51(7)).

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

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

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

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

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

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

[0374] Next, as shown in FIG. 53(2), the same presentation as in FIGS. 51(7) and 52(9) is executed, and a symbol determination suggestion presentation indicating that the left, middle, and right decorative symbols are determined is executed.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0397] Here, the decorative symbols DI1 to DI3 in the left, right, and center that emphasize the production effect change the variation speed, but the numerical symbols in the left, right, and center of the special symbol 400 are variably displayed at a fixed constant speed faster than the variation speed of the decorative symbols DI1 to DI3 in the left, right, and center (the variation speed does not change). Also, the numerical symbols in the left, right, and center of the special symbol 400, unlike the decorative symbols DI1 to DI3 in the left, right, and center that emphasize the production effect, do not change in form (including color change), do not perform enlarged or reduced display, and do not perform effects such as the symbol's light emission performance. Also, the left and right number hold icons of the special symbol 400, unlike the hold icon RI that emphasizes the production effect, do not change in form (including color change) or emit light. Also, the numerical symbols in the left, right, and center of the special symbol 400 reach a win state in the same way as the decorative symbols DI1 to DI3 in the left, right, and center that emphasize the production effect, but do not execute the reach excitement effect. Note that the numerical symbols in the left, right, and center of the special symbol 400 may vary even when the decorative symbols in the left, right, and center have reached a win state without reaching a win state. Also, unlike the decorative symbol, the special symbol 400 is displayed at the same size at a specific position (fixed position) on the screen 70 within the period of at least one notification effect (or always). Also, the numerical symbols of the special symbol 400 are nine types from symbol 1 to symbol 9, and there are fewer types than the decorative symbols with continuous symbols different from ordinary symbols. Also, unlike the decorative symbol, the numerical symbols of the special symbol 400 move (vary) only in a certain direction (such as downward). Also, unlike the decorative symbol, the special symbol 400 is not partially (or entirely) hidden by the movable accessory 73 by executing the movable accessory performance. Also, the special symbol 400 is not displayed during the big win game (during the big win game performance). Further, unlike decorative symbols and the like, the special symbol 400 does not execute various light emission effects and the like. Moreover, the special symbol 400 does not have various production images (such as decorative symbols) or light emission effects of various light emission effects (light emission effects such as temporary stop emphasis effects and SP development emphasis effects) overlapping in front, and is not affected by these. Also, unlike the decorative symbol, the numerical symbol of the special symbol 400 does not perform a temporary stop display as a form of variable display. For example, even when the decorative symbol is executing a symbol determination suggestion emphasis effect in a temporarily stopped state, it is variably displayed. Note that the numerical symbol of the special symbol 400 may also be temporarily stopped, similar to the decorative symbol.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

[0415] Next, as shown in FIG. 69(2), the same effect as FIG. 67(2) is performed, and the button image 351 is displayed. However, in FIG. 69(2), the character image "Long Press!" is displayed. Note that other light emission effects (different from the light emission effect 350) that emphasize the button image 351 may be displayed on the displayed button image 351. Also, as shown in FIG. 69(2), similar to FIG. 67(2), the effect button emphasis effect that emphasizes the effect button 16 is executed in conjunction with the display of the button image 351 (in conjunction with the display of the button image 3...

Claims

【Claim 1】 A gaming machine capable of executing a special game advantageous to a player, comprising: judgment means for making a judgment; game control means for controlling the progress of the game and transmitting a predetermined command based on the judgment result of the judgment means; production control means for controlling a predetermined game production based on the predetermined command transmitted by the game control means; display means capable of displaying the game production; first operation means; and second operation means, wherein the production control means: is capable of displaying on the display means a display production in which a specific image is variably displayed, temporarily stopped, and then stopped; in the display production, when the specific image is temporarily stopped, a first emphasis production for emphasizing the specific image can be executed; a second emphasis production for emphasizing the specific image during the temporary stop display can be executed; the second emphasis production can include a first change production for periodically changing the specific image; the first emphasis production includes a predetermined image production for displaying a predetermined image on the specific image; is capable of executing specific notification regarding the second operation means; the specific notification can execute image display and / or audible output; it is possible to limit the predetermined image production from affecting the specific notification; it is possible to display an operation production for prompting an operation on the first operation means and execute a third emphasis production for emphasizing an operation production image in the operation production; the third emphasis production can include a second change production for periodically changing the operation production image; the display production can be set in any one of a plurality of production modes including a first production mode and a second production mode; when the first production mode is set, a first sound effect related to the third emphasis production can be output; when the second production mode is set, a second sound effect different from the first sound effect related to the third emphasis production can be output; it is possible to make the notification sound related to the specific notification common when the first production mode is set and when the second production mode is set; it is possible to make the period of the first change production different from the period of the second change production; it is possible to make the third emphasis production different before and after the start of a predetermined special production in the display production; it is possible to execute a fourth emphasis production for emphasizing the first operation means The gaming machine is capable of including, as the fourth emphasizing performance, a performance by the vibration sound of the first operation means.

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