gaming machines

The gaming machine uses dynamic display and audio effects to enhance player engagement by providing understandable notifications and presentations, addressing the lack of attraction in conventional gaming machines.

JP7731135B2Active Publication Date: 2025-08-29KYORAKU IND CO LTD
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Patent Information

Application Number
JP2022105360
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-06-30
Publication Date
2025-08-29
Estimated Expiration
2042-06-30

AI Technical Summary

Technical Problem

Gaming machines lack engaging and easily understandable notifications and presentations, failing to attract players beyond the acquisition of gaming media.

Method used

Implement a gaming machine with a special game that includes a determination mechanism, performance control, and display effects such as variable image displays, emphasis effects, and operation prompts, utilizing visual and auditory cues to enhance player engagement.

Benefits of technology

The enhanced gaming machine attracts player interest through dynamic and understandable notifications, increasing engagement and enjoyment.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine that attracts a player.SOLUTION: A first emphasis performance that emphasizes a specific image when the specific image is temporarily stopped can execute image display that can emphasize at least the outer area of the specific image and execute an audible output. A second emphasis performance that emphasizes a change in the specific image during the temporary stop can execute image display that can emphasize at least the surface area of the specific image and execute an audible output. Specific notification regarding performance effect 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 technology]

[0002] BACKGROUND ART Conventionally, there are gaming machines that perform a special symbol lottery and perform a notification effect (variable effect) that notifies whether or not a jackpot has been won (for example, Non-Patent Document 1). [Prior art documents] [Non-patent literature]

[0003] [Non-Patent Document 1] "Pachinko Winning Guide", Guide Works Co., Ltd., published June 1, 2022, June 2022 issue, pages 18-21, Original Gingira Paradise Summary of the Invention [Problem to be solved by the invention]

[0004] Gaming machines are always expected to provide enjoyment not only through the acquisition of gaming media (gaming balls, medals, etc.), but also through the game itself (presentation and gameplay). Gaming machines are also expected to provide reasonably easy-to-understand presentations and notifications.

[0005] Therefore, one object of the present invention is to provide a gaming machine that attracts players. [Means for solving the problem]

[0006] In order to achieve the above object, one aspect of the present invention employs the following configuration: Note that reference symbols, explanatory words, etc. in parentheses are merely examples of correspondences with the embodiments described below to aid in understanding one aspect of the present invention, and do not in any way limit the scope of one aspect of the present invention.

[0007] A gaming machine (1) according to one aspect of the present invention comprises: A gaming machine capable of executing a special game (jackpot game) advantageous to a player, A determination means (100) for making a determination; A performance control means (400, etc.) for controlling predetermined game performances; A display means (70) is provided for displaying the game performance, The performance control means The display means can display a display effect (announcement effect) in which a specific image (decorative pattern) is displayed variably, then temporarily stopped, and then stopped. In the display effect, when the specific image is temporarily stopped, a first emphasis effect (temporary stop emphasis effect, chance eye emphasis effect, etc.; Fig. 32, Fig. 35(9)) that emphasizes the specific image can be executed, The specific image displayed temporarily Strengthen tone do The second emphasis effect (shaking emphasis; Figure 30) can be performed (paragraph 0277). The second highlighting effect may include a first change effect that periodically changes the specific image, It is possible to execute specific notifications regarding the performance effects (volume / light intensity gauges, etc.; Figures 70 to 73, etc.), The first emphasis effect can execute an image display capable of emphasizing at least an area outside the specific image and can execute an audible output, The second highlighting effect may be an image display that can highlight at least a surface area of ​​the specific image, and may not be an audible output; The specific notification can be performed by displaying an image and / or outputting an audible signal; The image display of the first emphasis effect and / or the second emphasis effect can be restricted from affecting the specific notification (see, for example, FIGS. 74 to 77). Includes a first presentation mode and a second presentation mode Multiple Direction Mo Do One of us Direction The display effects can be set in the mode (paragraph 0220, etc.). It is possible to execute operation prompts (operation promotion prompts; button image display, etc.) to prompt the user to operate the operation means (such as buttons) (paragraph 0403, etc.) The operation effect includes a predetermined operation image (button image), In the operation performance, the predetermined operation image Third emphasis effect (Button image emphasis) Run It is possible, The third emphasis effect may include a second change effect that periodically changes the predetermined operation image, The above 1 change The cycle of production and Second transformation It is possible to make the period different from that of the law of nature, (Paragraphs 0277, 0631, Figure 68, etc.) When the first effect mode is set, a first sound effect related to the third emphasis effect can be output; When the second effect mode is set, a second sound effect different from the first sound effect for the third emphasis effect can be output (paragraph 0580, etc.). A fourth emphasis effect that emphasizes the operating means can be executed, The fourth emphasis effect may include an effect of vibrating the operating means (paragraph 0405, etc.). [Effects of the Invention]

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

[0009] [Figure 1] 1 is a schematic front view showing an example of a pachinko gaming machine 1 according to a first embodiment; [Figure 2] FIG. 1 is a partial enlarged view of a pachinko gaming machine 1. [Figure 3] FIG. 1 is a diagram showing an example of the rear face of a pachinko gaming machine 1. [Figure 4] A block diagram showing an example of the configuration of a control device provided in a pachinko gaming machine 1. [Figure 5] FIG. 1 is a diagram illustrating the transition of the gaming state of the pachinko gaming machine 1. [Figure 6] 1 is a flowchart showing an example of a main process executed by the main control unit 100. [Figure 7] An example of a detailed flowchart of a power shutdown monitoring process [Figure 8] An example of a detailed flowchart of the recovery process [Figure 9] 1 is a flowchart showing an example of a timer interrupt process performed by the main control unit 100. [Figure 10] An example of a detailed flowchart of start port switch processing [Figure 11] An example of a detailed flowchart of special symbol processing [Figure 12] FIG. 10 is a diagram illustrating an example of a variation pattern determination table. [Figure 13] FIG. 10 is a diagram illustrating an example of a variation pattern determination table. [Figure 14] FIG. 10 is a diagram illustrating an example of a variation pattern determination table. [Figure 15] FIG. 10 is a diagram illustrating an example of a variation pattern determination table. [Figure 16] An example of a detailed flowchart for processing large prize slots [Figure 17] An example of a detailed flowchart for processing large prize slots [Figure 18] An example of a detailed flowchart for processing large prize slots [Figure 19] An example of a flowchart showing timer interrupt processing performed by the performance control unit 400 [Figure 20] An example of a detailed flowchart showing a command reception process [Figure 21] An example of a detailed flowchart showing a command reception process [Figure 22] A diagram showing examples of decorative pattern numbers and colors [Figure 23] Diagram showing examples of decorative designs [Figure 24] A diagram for explaining the outline of the decorative pattern and the hold icon operation in the notification performance [Figure 25] A diagram showing an example of the relationship between the color of the pending icon and the probability of winning [Figure 26] Time chart for explaining the contents of the notification effects [Figure 27] Time chart for explaining the contents of the notification effects [Figure 28] FIG. 10 is a diagram for explaining a specific example of the content of the notification effect. [Figure 29] FIG. 10 is a diagram for explaining a specific example of the content of the notification effect. [Figure 30]FIG. 10 is a diagram for explaining a specific example of an emphasis effect. [Figure 31] FIG. 10 is a diagram for explaining a specific example of an emphasis effect. [Figure 32] FIG. 10 is a diagram for explaining a specific example of an emphasis effect. [Figure 33] FIG. 10 is a diagram for explaining a specific example of the content of the notification effect. [Figure 34] FIG. 10 is a diagram for explaining a specific example of the content of the notification effect. [Figure 35] FIG. 10 is a diagram for explaining a specific example of the content of the notification effect. [Figure 36] FIG. 10 is a diagram for explaining a specific example of an emphasis effect. [Figure 37] FIG. 10 is a diagram for explaining a specific example of an emphasis effect. [Figure 38] FIG. 10 is a diagram for explaining a specific example of the content of the notification effect. [Figure 39] FIG. 10 is a diagram for explaining a specific example of the content of the notification effect. [Figure 40] FIG. 10 is a diagram for explaining a specific example of the content of the notification effect. [Figure 41] FIG. 10 is a diagram for explaining a specific example of an emphasis effect. [Figure 42] FIG. 10 is a diagram for explaining a specific example of an emphasis effect. [Figure 43] FIG. 10 is a diagram for explaining a specific example of an emphasis effect. [Figure 44] FIG. 10 is a diagram for explaining a specific example of an emphasis effect. [Figure 45] FIG. 10 is a diagram for explaining a specific example of an emphasis effect. [Figure 46] FIG. 10 is a diagram for explaining a specific example of an emphasis effect. [Figure 47] FIG. 10 is a diagram for explaining a specific example of an emphasis effect. [Figure 48] FIG. 10 is a diagram for explaining a specific example of the content of the notification effect. [Figure 49] FIG. 10 is a diagram for explaining a specific example of the content of the notification effect. [Figure 50] FIG. 10 is a diagram for explaining a specific example of the content of the notification effect. [Figure 51] FIG. 10 is a diagram for explaining a specific example of the content of the notification effect. [Figure 52] FIG. 10 is a diagram for explaining a specific example of the content of the notification effect. [Figure 53] FIG. 10 is a diagram illustrating a specific example of a re-lottery effect in the notification effect according to the second embodiment. [Figure 54] FIG. 10 is a diagram illustrating a specific example of a re-lottery effect in a notification effect. [Figure 55] FIG. 10 is a diagram illustrating a specific example of a re-lottery effect in a notification effect. [Figure 56] FIG. 10 is a diagram illustrating a special symbol according to the third embodiment. [Figure 57] FIG. 10 shows examples of highlighting effects [Figure 58] FIG. 10 shows examples of highlighting effects [Figure 59] FIG. 10 shows examples of highlighting effects [Figure 60] FIG. 10 shows examples of highlighting effects [Figure 61] FIG. 10 shows examples of highlighting effects [Figure 62] FIG. 10 shows examples of highlighting effects [Figure 63] FIG. 10 shows examples of highlighting effects [Figure 64] FIG. 10 shows examples of highlighting effects [Figure 65] FIG. 10 shows examples of highlighting effects [Figure 66] FIG. 10 shows examples of highlighting effects [Figure 67] FIG. 13 is a diagram for explaining a specific example of an emphasis effect related to an operation response effect according to the fourth embodiment; [Figure 68] FIG. 10 is a diagram for explaining a specific example of an emphasis effect related to an operation response effect. [Figure 69] FIG. 10 is a diagram for explaining a specific example of an emphasis effect related to an operation response effect. [Figure 70] FIG. 13 is a diagram illustrating control related to volume adjustment and the like according to the fifth embodiment. [Figure 71]FIG. 10 is a diagram for explaining control related to volume adjustment, etc. [Figure 72] FIG. 10 is a diagram for explaining control related to volume adjustment, etc. [Figure 73] FIG. 10 is a diagram for explaining control related to volume adjustment, etc. [Figure 74] FIG. 10 is a diagram for explaining control related to volume adjustment, etc. [Figure 75] FIG. 10 is a diagram for explaining control related to volume adjustment, etc. [Figure 76] FIG. 10 is a diagram for explaining control related to volume adjustment, etc. [Figure 77] FIG. 10 is a diagram for explaining control related to volume adjustment, etc. [Figure 78] FIG. 13 is a diagram for explaining control related to right-hit notification / left-hit notification and the like according to the sixth embodiment. [Figure 79] A diagram for explaining control regarding right-hit notification / left-hit notification, etc. [Figure 80] A diagram for explaining control regarding right-hit notification / left-hit notification, etc. [Figure 81] A diagram for explaining control regarding right-hit notification / left-hit notification, etc. [Figure 82] FIG. 13 is a diagram for explaining control related to left-handed hit notification and the like according to the seventh embodiment; [Figure 83] A diagram for explaining control related to left-handed hit notification, etc. [Figure 84] FIG. 20 is a diagram for explaining control regarding turning off of each device when power is cut off according to the eighth embodiment; [Figure 85] FIG. 13 is a diagram for explaining an example of a game flow according to the ninth embodiment. [Figure 86] FIG. 10 is a diagram illustrating an example of background image control. [Figure 87] FIG. 10 is a diagram illustrating an example of background image control. [Figure 88] FIG. 19 is a diagram illustrating an example of the movement of a decorative pattern according to the tenth embodiment. [Figure 89] FIG. 22 is a diagram illustrating an identification image according to the eleventh embodiment. DETAILED DESCRIPTION OF THE INVENTION

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

[0011] [General configuration of pachinko gaming machine 1] The schematic configuration of a pachinko gaming machine 1 will be described with reference to Figures 1 to 3. Figure 1 is an example of a front view of the gaming machine 1. Figure 2 is an enlarged view of the first variable winning section 49 in Figure 1. Figure 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 gaming board mounting frame 3 rotatably supported relative to the outer frame 2, a glass frame 4 rotatably supported relative to the gaming board mounting frame 3, and a gaming board 5 on which a gaming area 5a is formed through which gaming balls (gaming media) flow down.

[0013] The outer frame 2 has a rectangular base frame 2a with a central opening in the front-to-back direction, and a decorative plate 2b attached to the lower front of the base frame 2a. The outer frame 2 is fixed to the arcade's island equipment via fixing members (e.g., nails or fasteners).

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

[0015] The glass frame 4 is detachably connected to the game board mounting frame 3 via a second hinge 7 at one horizontal end, and is rotatably supported with the second hinge 7 as a fulcrum. Therefore, when the glass frame 4 is rotated like a door relative to the game board mounting frame 3, the game area 5a of the game board 5 and the front portion of the game board mounting frame 3 can be opened and closed. An opening 8 (window portion) that opens in the front-to-rear direction (toward the front side) is formed in the approximate center near the top of the glass frame 4, and a transparent member 8a (such as a glass plate or acrylic plate) is attached so as to close the opening 8 from the rear, making the game area 5a visible through the opening 8 and the transparent member 8a. Around the opening 8 of the glass frame 4, there are provided a speaker 9, a frame lamp 10 having multiple decorative LEDs, an upper tray 11 for storing game balls such as those paid out when the award conditions are met, a lower tray (not shown) for receiving and storing game balls that do not fit into the upper tray 11 and flow into the overflow ball flow path, and a lever 13 that can be operated to launch the game balls. Also, although not shown in Figure 1, the game board 5 is provided with multiple board lamps 10a (see Figure 4).

[0016] The speakers 9 are provided at two locations spaced apart on the top of the glass frame 4, and are designed to produce sound effects (music, voice, etc.) by outputting background music (BGM), sound effects (SE), etc. A plurality of frame lamps 10 are provided around the periphery of the opening 8, and lighting effects are produced by changing the direction and color of light emitted by each lamp (LED). The frame lamps 10 light up / flash when the glass frame 4 opens or a payout abnormality occurs, such as when game balls cannot be paid out from the payout device 95 (see Figure 3).

[0017] The bottom of the upper tray 11 slopes downward toward the lever 13 (to the right), and a ball feed solenoid (not shown) is provided at the end of the downward slope. When game balls stored in the upper tray 11 flow down and reach the ball feed solenoid, the ball feed solenoid operates to send the game balls one by one toward the game board mounting frame 3. In addition, in the center front part of the upper tray 11, an effect button 16 and a cross key 18 are provided side by side, functioning as input devices for performing decision operations, selection operations, etc. related to various effects described below. Furthermore, in the right part of the upper tray 11, a loan button 20 is provided that can be used to loan game balls and return storage media such as cards that store remaining balances.

[0018] The effect button 16 allows players to perform input operations such as decision operations, and is equipped 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 between a normal state and a protruding state positioned higher than the normal state, a button drive device (not shown) equipped with a button vibration motor for changing the effect button 16 between the normal state and a vibration state in which it vibrates in a predetermined manner, and an effect button light-emitting LED (not shown) for changing the effect button 16 between an off state and a lit (or flashing) state in which it emits light in a predetermined manner.

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

[0020] In this embodiment, the effect button 16 is vibrated by the button drive device, but if another operating means (for example, an effect lever that can be operated by the player) is provided in addition to the effect button 16, the effect lever may also be made to vibrate. Also, the cross key 18 may be made to vibrate, and furthermore, in addition to the operating means, a decorative member (for example, one that resembles a character) provided in a position that can be touched by the player may be made to vibrate.

[0021] When the loan button 20 is operated, a ball loan machine (not shown) installed next to the gaming machine 1 deducts the remaining balance stored in a storage medium and loans gaming balls.

[0022] Between the upper tray 11 and the lower tray (not shown), an overflow ball flow path (not shown) is formed to receive gaming balls that do not fit into the upper tray 11 and guide them to the lower tray. In addition, a full detection switch (not shown) is provided in the middle of the overflow ball flow path to detect the occurrence of a tray full error in which the lower tray is full of gaming balls, and while the full detection switch detects that the lower tray is full, the payout of gaming balls by the payout device 95 (see Figure 3) is stopped.

[0023] The lever 13 is provided with a rotatable launch handle 15, a touch sensor (not shown) that detects when the player's hand is touching the launch handle 15, and a launch volume (not shown) consisting of a variable resistor whose resistance value changes depending on the rotation angle of the launch handle 15, thereby changing the launch speed of the game balls. When the touch sensor detects that the player's hand is touching the launch handle 15, a ball feed solenoid (not shown) is activated and game balls are sent 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 launching device 26 for launching game balls toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an opening detection switch (not shown) for detecting the opening (opening / closing) of the glass frame 4.

[0025] The game board mounting portion is formed in a recessed chamber shape that opens to the front at approximately the center near the top of the game board mounting frame 3, and the game board 5 can be stored from the front. An opening that opens in the front-to-back direction is provided at the back of the recessed chamber of the game board mounting portion, and various devices and the like that are 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 is provided with a launching member for launching game balls, a launching solenoid (not shown) for driving the launching member, a launching rail that slopes upward from the launching member toward the lower left end of the game board, and a stopper that stops the game ball at the launch position, which is the lower end of the slope of the launching rail.The game balls sent to the launch position by the ball feeding solenoid are launched toward the game area 5a by the operation of the launching 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 special key is inserted into the keyhole of the cylinder and turned in one direction, the game board mounting frame 3 is unlocked and the game board mounting frame 3 can be opened and closed, and when turned in the other direction, the glass frame 4 is unlocked and the glass frame 4 can be opened and closed.

[0028] Curved inner and outer rails 35, 36 are provided near the outer edge of the game board 5, and a game area 5a into which game balls can flow is formed in the area surrounded by the inner and outer rails 35, 36. A launched ball guide path 38 is formed between the inner and outer rails 35, 36, to guide game balls launched by the launching device 26 to the upstream part of the game area 5a. An outlet 39 is formed at the most downstream part of the game area 5a to guide the game balls that have flowed down outside the game area (to the collection part of the game board mounting frame 3). A frame-shaped decorative frame 40 (center case) that restricts the entry of game balls into the game area 5a is provided approximately in the center of the game area 5a, and the decorative frame 40 divides the game area 5a into a left game area where game balls fired with a first firing strength flow down and a right game area where game balls fired with a second firing strength that is stronger than the first firing strength flow down, and the left game area and the right game area are connected below the decorative frame 40.

[0029] A warp device 41 is provided on the left side of the decorative frame 40, which introduces gaming balls flowing down the left-side gaming area into the interior of the decorative frame 40, and a stage section 42 is provided below the decorative frame 40, which causes gaming balls guided into the interior of the decorative frame 40 by the warp device 41 to flow down below the decorative frame 40. In addition, three normal prize openings (regular prize openings) 43 through which gaming balls can always enter (win) are provided below the left side of the decorative frame 40, and one normal prize opening 43 through which gaming balls can always enter (win) is provided below the right side of the decorative frame 40. When a gaming ball that has entered (wins) the normal prize opening 43 is detected by the normal prize opening switch 43a (see FIG. 4) (awarding conditions are met), a predetermined number of gaming balls (for example, five) are paid out from a payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (awarding of prize value).

[0030] Below the stage section 42, a first start hole 45 (a start winning area of ​​a first special symbol) is provided, into which game balls can always enter (enter), and when a game ball that has entered (entered) the first start hole 45 is detected by the first start hole switch 45a (a granting condition is met), a predetermined number of game balls (for example, three balls) are paid out from the payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (awarding of prize value). In addition, the right to make a jackpot determination to determine whether or not a special game (jackpot game) is executed is granted.

[0031] Below the decorative frame 40 and diagonally below to the right of the first starting hole 45, there is provided a variable starting section 46 which can be switched from a closed state in which it is impossible or difficult for the game ball to enter (score), to an open state in which it is possible or easy for the game ball to enter, based on the establishment of predetermined conditions. The variable starting section 46 has an upper surface that slopes downward in the left-right direction (left side in Figure 1) to form a flow path for the game balls, and is provided with an opening / closing member 48 that can move in the front-to-back direction, a second starting port 47 (starting winning area for the second special pattern) that opens upward directly below the opening / closing member 48, a second starting port switch 47a (see Figure 4) that detects game balls that have won (entered) the second starting port 47, and a second starting port opening / closing section 48b (solenoid) that converts the second starting port 47 to a closed state by moving the second starting port opening / closing member 48 forward (winning restriction position) and converts the second starting port 47 to an open state by moving the second starting port opening / closing member 48 backward (winning allowance position). When a game ball enters the second start port 47 and is detected by the second start port switch 47a (the award condition is met), a predetermined number of game balls (for example, two balls) are paid out from the payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (awarded prize value). In addition, the player is granted the right to make a jackpot determination (lottery) to determine whether or not a special game (jackpot game) is to be played.

[0032] In the right-side game area to the right of the decorative frame 40, there is provided a gate 44 (normal symbol starting area) through which game balls can pass at any time, and when a game ball that has passed through the gate 44 is detected by the gate switch 44a, no prize ball is awarded, but a normal symbol lottery is held to open the second starting port 47.

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

[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 game balls, and is provided with an opening / closing member 51 that can move in the front-to-back 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 game balls that have won (entered) into the first large winning opening 50, and a first large winning opening opening opening section 51b (see Figure 4) that changes the first large winning opening 50 to a closed state by moving the opening / closing member 51 forward (winning restriction position) and changes the first large winning opening 50 to an open state by moving the opening / closing member 51 backward (winning allowable position). Then, when the opening / closing member 51 moves rearward during a jackpot game and the first large prize opening 50 changes from a closed state to an open state, game balls that have flowed down the top surface of the opening / closing member 51 or that have reached the first large prize opening 50 enter the first large prize opening 50 and are detected by the first large prize opening switch 50a, a predetermined number of game balls (for example, 10) are paid out from the payout device 95 (see Figure 3) to the upper tray 11 as prize balls.

[0035] As shown in FIG. 2, the first variable winning section 49 is translucent so that the interior can be seen, and is provided with a guide member 220, an opening / closing member 221, a guide member 222, and an outlet 223 inside. The guide members 220 and 222 are fixed, while the opening / closing member 221 can be moved in the front-to-rear direction (toward the front and depth) 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 a gaming ball passing through the specific area 224 is 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 seen by the player. When the opening / closing member 221 is in a closed state in which it has moved forward, a gaming ball that has won the first large prize opening 50 and has been detected by the first large prize opening switch 50a (not shown in FIG. 2) flows down by the guide member 220, the opening / closing member 221, and the guide member 222, and enters the discharge opening 223 without passing through the specific area 224. On the other hand, when the opening / closing member 221 is in an open state in which it has moved backward, a gaming ball that has won the first large prize opening 50 and has been detected by the first large prize opening switch 50a (not shown in FIG. 2) has a high probability of passing through the specific area 224 before entering the discharge opening 223. As will be described later, if a small prize is won in the special symbol lottery, a small prize game is played and the opening / closing member 51 and the opening / closing member 221 are opened, allowing the gaming ball to pass through the specific area 224. When the game ball passes through the specific area 224 during the small win game, a big win (a second-class big win) occurs and a big win game is played. The big win of the special symbol lottery is a first-class big win.

[0036] Below the first variable winning section 49 is provided a second variable winning section 55 which can be switched from a closed state in which it is impossible or difficult for the game ball to win (enter) a prize to an open state in which it is possible or easy to win a prize based on the fulfillment of a predetermined condition (a jackpot being determined to have occurred).

[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 game balls, and is provided with an opening / closing member 57 that can move in the front-to-back directions, a second large winning opening 56 (winning area) that opens upward directly below the opening / closing member 57, a second large winning opening switch 56a that detects game balls that have won (entered) into the second large winning opening 56, and a second large winning opening opening opening / closing section 57b (solenoid) that converts the second large winning opening 56 to a closed state by moving the opening / closing member 57 forward (winning restriction position) and changes the second large winning opening 56 to an open state by moving the opening / closing member 57 backward (winning allowable position). Then, when the opening / closing member 57 moves rearward during a jackpot game and the second large prize opening 56 changes from a closed state to an open state, the game balls that have flowed down the top surface of the opening / closing member 57 or that have reached the second large prize opening 56 enter the second large prize opening 56 and are detected by the second large prize opening switch 56a, and a predetermined number of game balls (for example, 10) are paid out from the payout device 95 (see Figure 3) to the upper tray 11 as prize balls.

[0038] A game ball launched into the left-hand game area will either flow directly down along the outer edge of the decorative frame 40, or flow into the warp device 41 and then flow down through the stage section 42, and win one of the three normal winning openings 43 or the first starting opening 45 provided below the decorative frame 40, or will flow into the out opening 39. Therefore, the game ball will not win (pass through) the gate 44, normal winning opening 43, first variable winning section 49 (first large winning opening 50), or second variable winning section 55 (second large winning opening 56) provided in the right-hand game area. Furthermore, a gaming ball launched into the right-hand gaming area flows down via the upstream flow path 91a and wins in one of the normal winning openings 43, the variable starting opening 46 (second starting opening 47), the first variable winning opening 49 (first large winning opening 50), and the second variable winning opening 55 (second large winning opening 56) provided in the right-hand gaming area, or flows into the outlet 39. Therefore, the gaming ball will not win in the normal winning opening 43 or the first starting opening 45 provided in the left-hand gaming area.

[0039] On the back side of the gaming board 5, there is provided an out ball flow path that receives and collects out balls, which include gaming balls that have won in the normal winning opening 43, the first starting opening 45, the second starting opening 47, the first large winning opening 50, and the second large winning opening 56, as well as gaming balls that have flowed into the outlet 39, and allows them to flow down, and an out ball switch (not shown) is provided at the most downstream part of the out ball flow path. Gaming balls detected by the out ball switch are discharged from the outlet on the back side of the gaming machine 1 to the outside of the gaming machine 1 (to the island equipment).

[0040] Outside the gaming area 5a, there are provided a pattern display device consisting of a first special pattern display device 60, a second special pattern display device 61, and a normal pattern display device 62, a reserve display device consisting of a first special pattern reserve display device 63, a second special pattern reserve display device 64, and a normal pattern reserve display device 65, and a main information display device 59 consisting of a round number display device 66, a right-hit display device 67, and a status confirmation display device 68. This main information display device 59 is basically composed of LEDs, and is designed to be dynamically lit.

[0041] The first special symbol display 60 is a variable display for displaying (informing) the result of a jackpot determination (the result of a special symbol lottery) for a first special symbol, which is made based on the entry (entry) of a gaming ball into the first starting hole 45. The second special symbol display 61 is a variable display for displaying (informing) the result of a jackpot determination (the result of a special symbol lottery) for a second special symbol, which is made based on the entry (entry) of a gaming ball into the second starting hole 47. The normal symbol display 62 is a variable display for displaying (informing) the result of a hit determination (the result of a normal symbol lottery) for a normal symbol, which is made based on the passage (entry) of a gaming ball into the gate 44. The jackpot determination is performed by acquiring determination information (random number for jackpot determination, random number for special symbol determination, random number for reach determination, random number for special symbol variation pattern determination, etc.) when a gaming ball enters (enters) the first starting hole 45 or the second starting hole 47, and determining whether or not to execute a jackpot game based on the acquired determination information. When a jackpot determination is made based on the gaming ball entering the first starting hole 45, the first special symbol display 60 displays a variation of the first special symbol, and after a predetermined time has passed, the first special symbol is displayed as a still symbol to notify the determination result. When a jackpot determination is made based on the gaming ball entering the second starting hole 47, the second special symbol display 61 displays a variation of the second special symbol, and after a predetermined time has passed, the second special symbol is displayed as a still symbol to notify the determination result.

[0042] In the normal symbol display 62, the LED flashes at a predetermined interval or sequence when displaying the normal symbol. When the normal symbol is displayed in a static state, the LED lights up in a manner that notifies the result of the normal symbol lottery.

[0043] The first special symbol display 60 and / or the second special symbol display 61 can be configured with a 7-segment LED. For example, if a jackpot is determined in the jackpot determination, numbers such as "3" or "7" are displayed statically, and if a loss is determined, "-" is displayed statically, and during the variable display, the display may alternate between being turned off and "-".

[0044] The first special symbol reserve indicator 63 is for displaying the first reserve number (U1), which is the number of judgment information (first reserves) stored when a gaming ball wins (enters) the first starting hole 45, and lights up or flashes in a manner indicating the number of first reserves. Although a maximum of four first reserves can be stored, the number may be more or less than four. The second special symbol reserve indicator 64 is for displaying the second reserve number (U2), which is the number of judgment information (second reserves) stored when a gaming ball wins (enters) the second starting hole 47, and lights up or flashes in a manner indicating the number of second reserves. Although a maximum of four second reserves can be stored, the number may be more or less than four, or no second reserves may be stored. The normal symbol reserve indicator 65 is for displaying the normal symbol reserve number, which is the number of judgment information (normal symbol reserve) stored when a gaming ball enters (passes) the gate 44, and lights up or flashes in a manner indicating the number of normal symbol reserves. Note that up to four normal symbol reserves can be stored, but the number may be less or more than four, or no normal symbol reserves may be stored.

[0045] The round number indicator 66 is for displaying the number of rounds when a jackpot state (special game) occurs, and starts lighting up LEDs in a predetermined manner indicating the number of rounds when a jackpot game starts, continues lighting up the LEDs during the jackpot game, and turns off the LEDs when the jackpot game ends. For example, if the jackpot game has four rounds, only the leftmost LED will light up, and if the jackpot game has ten rounds, all LEDs will light up.

[0046] The right-hit indicator 67 is intended to display a right-hit indication that encourages the player to fire the game ball toward the right-side game area (so-called right hit) during a jackpot game or a time-saving game state, and the LED lights up during a jackpot game or a time-saving game state.

[0047] The status confirmation indicator 68 indicates whether the gaming machine 1 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 gaming parlor can set the winning probability of the special symbol lottery to one of multiple winning probabilities. When the gaming parlor enters the setting change mode or setting confirmation mode, the LED begins to light up, and when the setting change mode or setting confirmation mode ends, the LED turns off. As such, since the status confirmation indicator 68 is provided on the front (surface) of the gaming machine, the gaming parlor can easily confirm whether the gaming machine is set to the setting change mode or setting confirmation mode. The status confirmation indicator 68 may be provided in any location other than the front (surface) of the gaming machine 1.

[0048] Inside the play area 5a, there is a sub-information display 80 consisting of a sub-1st change indicator 81, a sub-2nd change indicator 82, a sub-1st hold indicator 83, a sub-2nd hold indicator 84, a sub-normal change indicator 85, a sub-normal hold indicator 86, and a sub-right-hit indicator 87. The sub-information display 80 is basically composed of LEDs, and is designed to be dynamically lit. Note that the sub-information display 80 does not have an indicator such as the above-mentioned status confirmation indicator 68 that indicates whether it is set to a setting change mode or a setting confirmation mode.

[0049] The sub-first variable indicator 81 is for displaying (informing) whether the first special symbol is being displayed or not, and the sub-second variable indicator 82 is for displaying (informing) whether the second special symbol is being displayed or not, and each is composed of one LED. When the display of the corresponding special symbol begins to change, the LED flashes at a predetermined cycle (1 second) (0.5 seconds on, 0.5 seconds off), and lights up when the corresponding special symbol is displayed stationary. The sub-first variable indicator 81 or the sub-second variable indicator 82 may also be configured to notify the result of the jackpot determination for the special symbol. In this case, the LED should light up in the event of a jackpot and be off in the event of a miss.

[0050] The sub-first hold indicator 83 is for displaying the number of first hold information items (first hold number), and the sub-second hold indicator 84 is for displaying the number of second hold information items (second hold number), and 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 LED is turned on, when the hold number is "3", the left LED is flashing and the right LED is turned on, and when the hold number is "4", the left and right LEDs are flashing.

[0051] The sub-regular pattern variation indicator 85 is for displaying (notifying) the result of the regular pattern lottery, and is composed of one LED. Then, when the regular pattern variation display starts, the LED flashes (varies) at a predetermined interval. Then, when the regular pattern is displayed in a static state, a mode indicating the result of the winning lottery (lights up if it is a win, and goes out if it is a loss) is displayed in a static state. Note that the sub-regular pattern variation indicator 85 may be configured to flash while the regular pattern variation display is in progress, and to light up or go out when it is displayed in a static state, so that it is possible to know whether or not the regular pattern variation display is in progress.

[0052] The sub-regular map reserve indicator 86 is used to display the number of reserved regular map memories (regular map reserve number) and is composed of two LEDs. When the regular map reserve number is "0", the left and right LEDs are turned off, when the regular map reserve number is "1", the left LED is turned on and the right LED is turned off, when the regular map reserve number is "2", the left LED flashes and the right LED is turned on, and when the regular map reserve number is "4", the left and right LEDs flash.

[0053] The sub-right-hit indicator 87 is intended to encourage the player to shoot the game ball toward the right side of the game area 5a (so-called right hit), and is composed of one LED. The LED lights up during a jackpot game or during a time-saving game state, and is turned off in other game states.

[0054] A main image display unit 70 consisting of a liquid crystal display is provided at the back of the performance space 40a defined inside the decorative frame 40, and a sub-image display unit 71 consisting of a liquid crystal display formed smaller in size than the main image display unit 70 is provided at the bottom of the performance space 40a and in front of the main image display unit 70. A movable prop 733 for executing action effects and lamp effects is provided at the top of the performance space 40a. Note that the main image display unit 70 and the sub-image display unit 71 may be collectively referred to as the image display unit.

[0055] The main image display unit 70 and the sub-image display unit 71 display various effects according to the progress of the game. The effect displays include a customer waiting demo effect that is performed when the variable display of special symbols is not being executed, an annunciation effect (variation effect) that accompanies the variable display of decorative symbols (performance symbols) that is performed when the variable display of special symbols is being executed, and a jackpot game effect that is performed during the execution of a jackpot game. The sub-image display unit 71 can also perform a movement effect by moving using a solenoid, motor, or the like while the variable effect is being executed on the main image display unit 70. The sub-image display unit 71 does not necessarily have to be provided; for example, a movable device that performs actions such as illuminating a lamp and moving may be provided at the position where the sub-image display unit 71 is provided.

[0056] On the back side of the game board mounting frame 3 and the game board 5, there are provided a payout device 95 for paying out game balls based on the fulfillment of predetermined payout conditions (prize balls, ball loans), a game ball storage section 96 for storing game balls supplied from island equipment etc. and supplying them to the payout device 95, a main control unit 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, a performance control device 130A incorporating a performance control board that constitutes the performance control section 400, the image and sound control section 500 and the lamp control section 600, a power supply unit 160A incorporating a power supply board, and a game information output terminal board 90 for outputting information regarding the game to the outside of the game machine (an information collection device such as a hall computer).

[0057] In addition, a door-type cover member 23 is provided that opens and closes on either side in the left-right direction around a rotation axis set on one side so as to cover the upper part of the main control device and the entire effect control device from the rear, and the effect control device 130A is provided with a selector switch 22 that is covered by the cover member 23 and that switches between adjustment modes related to the volume of effect sounds and the like output from the speaker 9 and the light intensity of the display devices (main image display unit, sub-image display unit) and various lighting devices (frame lamp 10, etc.). In addition, although not shown in FIG. 3, a rear key 170 (see FIG. 4) is provided near the selector switch 22. When the rear key 170 is in the adjustment mode for adjusting the volume by the selector switch 22, the volume output from the speaker 9 can be adjusted by a store employee or the like from the back of the gaming board 5. Furthermore, when the rear key 170 is in an adjustment mode for adjusting the light intensity using the changeover switch 22, the light intensity of various lighting devices (e.g., frame lamp 10) can be adjusted (set to either normal light intensity or a darker light intensity) from the back of the game board 5 by a store employee or the like.

[0058] On the front side of the main control board, there are mounted a main control unit 100 consisting of a one-chip microcomputer for controlling the game, an RWM clear switch 111a for inputting a signal to clear the memory contents of the RAM 103 of the main control unit 100 or to update the setting value that sets the degree of advantage in the game (probability of winning the special pattern lottery), a setting key switch 112a for inputting a signal to switch to setting change mode or setting confirmation mode, an information display 113 for displaying performance information and setting values ​​that enable the actual performance of the game machine to be grasped, and other electronic components.

[0059] The information display 113 is composed of four 7-segment displays aligned horizontally. The two 7-segment displays from the left form an identification segment for displaying identification information indicating the type of performance information (data type), and the two 7-segment displays from the right form a numeric segment for displaying numeric information indicating setting values ​​and numerical values ​​of the performance information.

[0060] [Configuration of the control device of the pachinko gaming machine 1] Next, a control device that controls operations and processes signals in the gaming machine 1 will be described with reference to Fig. 4. 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 firing control unit 200, a payout control unit 300, a performance control unit 400, an image and sound control unit 500, a lamp control unit 600, and the like.

[0062] The main control unit 100 comprises 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 carrying out various controls related to the number of prize balls to be paid out, such as internal lottery and winning determination. The ROM 102 stores programs executed by the CPU 101, various data, etc. The RAM 103 is used as a working memory for the CPU 101, etc. The main functions of the main control unit 100 will be described below.

[0063] When a game ball enters the first starting hole 45 or the second starting hole 47, the main control unit 100 conducts a special pattern lottery (jackpot lottery) and sends the judgment result data indicating whether or not the special pattern lottery has been won to the performance control unit 400.

[0064] The main control unit 100 controls the open time during which the opening / closing member 48 of the variable starting unit 46 is in the open state, the number of times the opening / closing member 48 opens and closes, and the opening / closing time interval for the opening and closing of the opening / closing member 48. The main control unit 100 also manages the number of times the execution of the special pattern lottery is suspended when the gaming ball enters the first starting gate 45, the number of times the execution of the special pattern lottery is suspended when the gaming ball enters the second starting gate 47, and the number of times the execution of the normal pattern lottery is suspended when the gaming ball passes through the gate 44, and sends data related to these suspended numbers to the performance control unit 400.

[0065] The main control unit 100 controls the opening and closing of the major prize openings (first major prize opening 50, second major prize opening 56) depending on the result of the special symbol lottery (won a big win or small win). For example, the main control unit 100 controls the round in which the major prize opening (first major prize opening 50 or second major prize opening 56) is open to be repeated a predetermined number of times (e.g., 15 times) until a predetermined condition (e.g., 29.5 seconds have elapsed or 10 game balls have been won) is met. The main control unit 100 also controls the time interval between opening and closing of the major prize openings (first major prize opening 50, second major prize opening 56).

[0066] When a small win is won in the special symbol lottery, the main control unit 100 changes the opening / closing member 221 inside the first variable winning unit 49 (the first large winning opening 50 that has been opened by the winning of the small win) from a closed state to an open state, allowing the gaming ball to pass through the specific area 224 (see FIG. 2). In this case, when the gaming ball passes 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 interval between special pattern lotteries (which can be said to be the time from when the special pattern is displayed in a variable manner on the main information display 59 to when it is displayed stationary), the opening and closing operation of the variable starting unit 46, etc. according to the progress of the game.

[0068] When a gaming ball enters the first start gate 45, the second start gate 47, the major prize gates (first major prize gate 50, second major prize gate 56), or the regular prize gate 43, the main control unit 100 instructs the payout control unit 300 to pay out a predetermined number of prize balls per gaming ball depending on where the gaming ball entered. Note that even if the main control unit 100 detects that a gaming ball has passed through the gate 44, it does not instruct the payout control unit 300 to pay out prize balls in conjunction with this. When the payout control unit 300 pays out prize balls in accordance with the instruction of the main control unit 100, information regarding the number of prize balls paid out is sent from the payout control unit 300 to the main control unit 100. The main control unit 100 then 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) the player of the results of the special symbol lottery, the results of the normal symbol lottery, the number of reserved symbols for the special symbol lottery, the number of reserved symbols for the normal symbol lottery, the number of rounds of the jackpot game, etc. The main control unit 100 also displays performance information that allows the actual performance of the gaming machine to be understood and setting values ​​that set the advantageous degree of the game (the probability of winning the special symbol lottery) on the surface of the main control board. The main control unit 100 also clears the contents stored in the RAM 103 in response to operations by a gaming parlor staff member or the like, and sets the above-mentioned setting values ​​to one of several predetermined fixed values. The main control unit 100 also transitions the gaming machine to a setting change mode in which the above-mentioned setting values ​​can be changed or a setting confirmation mode in which the setting status of the above-mentioned setting values ​​can be confirmed in response to operations by a gaming parlor staff member or the like. The main control unit 100 also outputs information about the game to an external device (such as a hall computer) that collects information about the game.

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

[0071] The first start port switch 45a sends a signal to the main control unit 100 in response to a game ball entering the first start port 45. The second start port switch 47a sends a signal to the main control unit 100 in response to a game ball entering the second start port 47. The second start port opening / closing unit 48b opens and closes the opening / closing member 48 of the variable start unit 46 in response to a control signal sent from the main control unit 100. The gate switch 44a sends a signal to the main control unit 100 in response to a game ball passing through the gate 44. The first large prize port switch 50a sends a signal to the main control unit 100 in response to a game ball entering the first large prize port 50. The first large prize port opening / closing unit 51b opens and closes the first large prize port 50 in response to a control signal sent from the main control unit 100. The second large prize opening switch 56a sends a signal to the main control unit 100 in response to the fact that a gaming ball has entered the second large prize opening 56. The second large prize opening opening / closing unit 57b opens and closes the second large prize opening 56 in response to a control signal sent from the main control unit 100. The specific area switch 151 sends a signal to the main control unit 100 in response to the fact that a gaming ball has passed through the specific area 224 (see FIG. 2). The specific area opening / closing unit 150 opens and closes the specific area 224 (opening / closing member 221) in response to a control signal sent from the main control unit 100. The normal prize opening switch 43a sends a signal to the main control unit 100 in response to the fact that a gaming ball has entered the normal prize opening 43. The main information display 59 displays (announces) the results of the special symbol lottery, the results of the normal symbol lottery, the number of reserved special symbol lottery draws, the number of reserved normal symbol lottery draws, the number of rounds of jackpot play, etc. in response to control signals sent from the main control unit 100. The information display 113 displays (on the surface of the main control board) performance information that allows the actual performance of the gaming machine to be understood and setting values ​​that set the degree of advantage in play (the probability of winning the special symbol lottery). The RWM clear switch 113a sends a signal to the main control unit 100 to clear the contents of the RAM 103 or to set the above-mentioned setting values ​​in response to operation by a gaming parlor staff member or the like. The setting key switch 112a sends a signal to the main control unit 100 to transition to a setting change mode in which the above-mentioned setting values ​​can be changed or a setting confirmation mode in which the setting status of the above-mentioned setting values ​​can be confirmed.The game information output terminal board 90 outputs information about the game to an outside of the gaming machine 1 (an information collecting 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 carrying out various controls related to the launch device 26. The ROM 202 stores programs executed by the CPU 201, various data, etc. The RAM 203 is used as a working memory for the CPU 201, etc.

[0073] When the lever 13 is in the neutral position, it does not output a signal and is in a firing stop state. When the player rotates the lever 13 clockwise, it outputs a signal corresponding to the rotation angle to the firing control unit 200 as a ball firing command signal. The firing control unit 200 controls the firing operation of the firing device 26 based on the ball firing command signal. For example, the firing control unit 200 controls the operation of the firing device 26 so that the speed at which the gaming ball is fired increases as the rotation angle of the lever 13 increases. When the firing control unit 200 outputs a signal indicating that a stop button (not shown) provided on the lever 13 has been pressed, it stops the operation of the firing device 26 to fire the gaming ball.

[0074] The payout control unit 300 includes a CPU 301, a ROM 302, and a RAM 303. The CPU 301 performs calculations to control the payout of balls. The ROM 302 stores programs executed by the CPU 301, various data, etc. The RAM 303 is used as a working memory for the CPU 301, etc.

[0075] The payout control unit 300 controls the payout of balls based on commands sent from the main control unit 100. Specifically, the payout control unit 300 receives a command from the main control unit 100 to pay out a predetermined number of prize balls according to the location where the gaming ball has landed. Then, the payout control unit 300 controls the payout device 95 to pay out 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. The performance control unit 400 is also connected to the cross key 18 operated by the player, and the performance control unit 400 acquires operation data output from the cross key 18 in response to the player's operation of the cross key 18. The performance control unit 400 also acquires operation data output from the performance button 16 via a lamp control unit 600. The CPU 401 performs arithmetic processing when controlling performance. The ROM 402 stores programs executed by the CPU 401, various data, etc. The RAM 403 is used as a working memory for the CPU 401, etc. The RTC 404 measures the current date and time.

[0077] The effect control unit 400 sets the effect contents based on data indicating the special symbol lottery results and the like sent from the main control unit 100. In addition, when the effect button 16 or the cross key 18 is pressed by the player, the effect control unit 400 may set the effect contents according to the operation input or 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 calculations when controlling the images and sounds that represent the performance content. The ROM 502 stores programs executed by the CPU 501, various data, etc. The RAM 503 is used as a working memory for the CPU 501, etc.

[0079] The image and sound control unit 500 controls the images displayed on the image display units (main image display unit 70, sub-image display unit 71) and the sounds output from the speaker 9 based on commands sent from the performance control unit 400. Specifically, the ROM 502 of the image and sound control unit 500 stores image data for displaying on the image display unit, such as decorative pattern images for announcing the results of a special pattern lottery, images of characters and items for displaying preview effects and pre-read preview effects, a hold icon indicating that a special pattern lottery is on hold, and various background images. The ROM 502 of the image and sound control unit 500 also stores various sound data, such as music and voice, to be output from the speaker 9 in conjunction with the images displayed on the image display unit or independently of the images displayed. The CPU 501 of the image and sound control unit 500 selects and reads the image data and sound data stored in the ROM 502 that correspond to the commands sent from the performance control unit 400. The CPU 501 then uses the read image data to perform image processing for background image display, decorative pattern image display, character / item display, etc., and performs various effect displays corresponding to commands sent from the effect control unit 400. The CPU 501 then displays an image indicated by the image-processed image data on the image display unit. The CPU 501 also performs audio processing using the read audio data, and outputs audio indicated by the audio-processed audio data from the speaker 9. The image / audio control unit 500 also adjusts the volume output from the speaker 9 in response to a signal generated when the rear key 170 is operated.

[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 board lamp 10a, the frame lamp 10, the effect button 16, the movable role object 73, and the sub-information display 80. The ROM 602 stores programs executed by the CPU 601, various data, etc. The RAM 603 is used as a working memory for the CPU 601, etc.

[0081] The lamp control unit 600 controls the lighting / flashing and light color of the board lamp 10a, the frame lamp 10, the effect button 16, and the movable role object 73 based on commands sent from the performance control unit 400. The lamp control unit 600 also controls the operation of the effect button 16 and the movable role object 73 based on commands sent from the performance control unit 400. Specifically, the ROM 602 of the lamp control unit 600 stores lighting / flashing pattern data and light color pattern data (light-emitting pattern data) for the board lamp 10a, etc., corresponding to the performance content set by the performance control unit 400. The CPU 601 selects and reads out the light-emitting pattern data stored in the ROM 602 that corresponds to the command sent from the performance control unit 400. The CPU 601 then controls the lighting of the board lamp 10a, etc., based on the read-out light-emitting pattern data. The ROM 602 also stores operation pattern data for the effect button 16 and the movable role object 73, corresponding to the performance content set by the performance control unit 400. The CPU 601 selects and reads out the operation pattern data stored in the ROM 602 that corresponds to the command sent from the performance control unit 400. Then, based on the read operation pattern data, the CPU 601 controls the operation of the performance button 16 and the movable role object 73. In addition, the lamp control unit 600 controls the display (lighting, etc.) of the sub performance display device 80 based on the command sent from the performance control unit 400.

[0082] In addition, the lamp control unit 600 adjusts the light intensity of the lamps (LEDs) of the board lamp 10a, frame lamp 10, effect button 16 and movable prop 73 in response to a signal generated when the rear key 170 is operated.

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

[0084] The effect control unit 400 notifies the image and sound control unit 500 of the operation status of the effect button 16 and the cross key 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 key 18. Here, the operation status of the effect button 16 and the cross key 18 includes information such as whether or not an operation is being performed and what type of operation is being performed (e.g., a long press of the effect button 16 or a press of the left key of the cross key 18). Therefore, for example, when the effect button 16 is operated by a player, the operation status of the effect button 16 detected by the lamp control unit 600 is transmitted to the image and sound control unit 500 via the effect control unit 400. Therefore, the image and sound control unit 500 can change the content of the effect, etc., based on the operation status of the effect button 16, etc. transmitted from the effect control unit 400. Furthermore, the effect control unit 400 can send a command to the lamp control unit 600 in accordance with the operation data of the effect button 16 transmitted from the lamp control unit 600 to operate the movable role object 73 and execute a movable role object effect.

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

[0086] The non-time-shortening state is a gaming state in which the execution time of the special symbol lottery is the normal time, and the probability of winning the normal symbol lottery is a normal low probability (for example, 1 / 10), and even if the normal symbol lottery is won, the variable starting unit 46 is only controlled to open for a short time (for example, once every 0.10 seconds). Therefore, the non-time-shortening state is a gaming state in which it is difficult for a gaming ball to enter the second starting hole 47.

[0087] The time-shortened state is a gaming state in which the execution time of the special symbol lottery is shorter than in the non-time-shortened state, the probability of winning the normal symbol lottery is higher (for example, 10 / 10) than in the non-electric support state, and when the normal symbol lottery is won, the variable start unit 46 is controlled to be opened for a long time (for example, three times for 2.00 seconds). Therefore, the time-shortened state is a gaming state in which the variable start unit 46 is frequently opened for a long time, making it easier for game balls to enter the second start port 47 frequently (winning), and 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-shortened state.

[0088] In this embodiment, a gaming state controlled to a low-probability state and a non-time-saving state is called a low-probability non-time-saving gaming state (sometimes called a "normal gaming state"), and a gaming state controlled to a low-probability state and a time-saving state is called a low-probability time-saving gaming state (sometimes called a "time-saving gaming state"). Also, as described above, in this embodiment, a high-probability state is not provided, so control is not performed to a high-probability time-saving gaming state (probability variable gaming state) that is controlled to a high-probability state and a time-saving state. Note that, although control is performed in the normal gaming state during jackpot gaming, since jackpot gaming is being executed, it can also be considered that control is performed in the jackpot gaming state during jackpot gaming.

[0089] Next, with reference to FIG. 5, the above-mentioned "low-probability time-shortened game state (time-shortened game state)" will be described in detail. In conventional gaming machines, the transition from the "low-probability non-time-shortened game state (normal game state)" to the "low-probability time-shortened game state (time-shortened game state)" is typically performed via the routes (A) and (D) in FIG. 5. In this embodiment, in addition to the conventional routes (A) and (D), a transition route to the "low-probability time-shortened game state (time-shortened game state)" is provided. Specifically, as shown in (B) of FIG. 5, when a predetermined condition is met in the normal game state, the game transitions to the "low-probability time-shortened game state (time-shortened game state)" without going through a jackpot game.

[0090] An example of "the fulfillment of a predetermined condition" is when the number of times the variable display of the special symbol executed from the starting point reaches N times. For example, an area is provided in RAM 103 for counting and storing the number of times the variable display of the special symbol occurs in the "low-probability non-time-shortened game state (normal game state)", and when the number of times counted and stored in that area reaches N times, the "low-probability non-time-shortened game state (normal game state)" is shifted to the "low-probability time-shortened game state (time-shortened game state)".

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

[0092] An example of the "starting point" is a state in which the RWM clear switch 111a is operated to clear the stored information in the RAM 103 (information such as the number of times the special symbol lottery has been executed and the number of times the jackpot has been hit). Also, for example, the end of the "low probability time-shortened game state (time-shortened game state)", that is, the state (E) in Figure 5, can be mentioned.

[0093] The upper limit number of times for the "low-probability time-saving gaming state (time-saving gaming state)" is, for example, 100 times when transitioning to (d) in Figure 5. On the other hand, the upper limit number of times for the "low-probability time-saving gaming state (time-saving gaming state)" is, for example, 1000 times when transitioning to (b) in Figure 5. In other words, the upper limit number of times for the "low-probability time-saving gaming state (time-saving gaming state)" is higher when transitioning to the state via the fulfillment of a predetermined condition without a jackpot game than when transitioning via a jackpot game.

[0094] This provides players with information to help them decide whether or not to play, reducing the number of players who play blindly. Furthermore, if N is approximately 900 times, for example, relief measures can be provided for players who have not won a jackpot for a long time, which helps prevent players from abandoning the game. The number of N times can be easily understood by players through magazines, etc. Furthermore, when a predetermined condition is met to transition to a "low-probability time-saving game state (time-saving game state)," the upper limit of the number of times in the "low-probability time-saving game state (time-saving game state)" is higher than when transitioning to a "low-probability time-saving game state (time-saving game state)" via a jackpot game. This encourages players to actively try playing the "low-probability non-time-saving game state (normal game state)," thereby improving the operation of the gaming machine.

[0095] It should be noted that, with regard to the "fulfillment of a predetermined condition," the number of spins up to "N times" may be actively notified. For example, a notification (display) such as "Only XX spins left to enter △△ state!" may be made on the main image display unit 70 or the like. On the other hand, a suggestion may be made without actively notifying. For example, when the number of spins approaches "N times," a special presentation (background, mode) may be used to suggest that "N times" is approaching.

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

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

[0098] 6, first, the CPU 101 waits for, for example, 2000 ms, and then the process proceeds to step S902. Although not shown, when the gaming machine 1 is powered on, the CPU 401 of the performance control unit 400 enters a state in which it can receive a signal from the main control unit 100 without performing standby processing. In other words, the CPU 401 of the performance control unit 400 enters a state in which it can start processing before the CPU 101 of the main control unit 100.

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

[0100] In step S903, the CPU 101 determines whether or not the RAM clear switch 111a is “ON.” If the determination in step S903 is YES, the process proceeds to step S904, and if the determination is NO, the process proceeds to step S907.

[0101] In step S904, the CPU 101 clears the RAM. Here, the RAM clearing is a well-known technique and will not be described in detail, but it resets various pieces of information stored in the RAM 103 (such as information indicating the game status and information on the number of times the special symbol lottery has been executed) to a predetermined initial state. Then, the process proceeds to step S905.

[0102] In step S905, CPU 101 sets a work area for clearing RAM, and the process proceeds to step S906.

[0103] In step S906, CPU 101 performs initial setting of the peripheral units. Here, the peripheral units are the performance control unit 400, the payout control unit 300, etc. The initial setting of the peripheral units is performed by sending an initial setting command to each control unit to instruct the execution of the initial setting. Then, the process proceeds to step S910.

[0104] In step S907, CPU 101 determines whether the backup flag is "ON." The backup flag is a flag that is turned on if the generation of backup data is completed normally when the power is cut off, and is a flag that is associated with the generated backup data and indicates that the backup data is valid. If the determination in step S907 is YES, the process proceeds to step S908, and if the determination is NO, the process proceeds to step S904.

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

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

[0107] In step S910, CPU 101 sets the cycle (4 ms) of the built-in CTC (timer counter). CPU 101 executes timer interrupt processing (see FIG. 9), which will be described later, using the cycle set here. Thereafter, the process proceeds to step S911.

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

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

[0110] In step S913, CPU 101 updates (counts up) various initial value random numbers, and the process proceeds to step S914. Here, the initial value random numbers are random numbers used to determine the starting values ​​of various random numbers (jackpot random numbers, symbol random numbers, reach random numbers, and variable pattern random numbers) that are counted up and updated in the timer interrupt process (see FIG. 9) described below. Multiple initial value random numbers are prepared corresponding to various random numbers. The initial value random numbers are counted up and updated both in the timer interrupt process (see FIG. 9) that occurs every predetermined CTC period (4 ms) and in the main process (see FIG. 6) that is processed during the remaining time (i.e., the predetermined CTC period minus the processing time required for the timer interrupt process). After reaching the maximum value (e.g., 299) of the set random number, they return to the minimum value (e.g., 0). Furthermore, this remaining time varies depending on the processing status of CPU 101, and is therefore irregular, and the number of times the initial value random numbers are updated during the remaining time is also irregular. On the other hand, as will be described in detail later, the other random numbers (jackpot random numbers, symbol random numbers, reach random numbers, and variable pattern random numbers) are only updated by timer interrupt processing (see Figure 9), and therefore the processing cycle of the random number update process differs from that of the initial value random numbers. Because of this difference in processing cycle, even if the random number ranges of the initial value random numbers and jackpot random numbers are the same (e.g., 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. This makes it difficult to predict the timing at which the jackpot random number value that will cause a jackpot will be obtained.

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

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

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

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

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

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

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

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

[0119] [Restoration process by the main control unit 100] Fig. 8 is a detailed flowchart of the recovery process in step S909 in Fig. 6. First, in step S9091 in Fig. 8, CPU 101 sets a work area in RAM 103 for recovery, and the process proceeds to step S9092.

[0120] In step S9092, the CPU 101 refers to the information in the RAM 103 to check information relating to the game status at the time of power cut, the number of reserved special symbol lotteries, etc., and transmits a restoration notification command including this information to the performance control unit 400. In this way, the CPU 101 transmits a restoration notification command indicating the status at the time of power cut to the performance control unit 400 to notify that the power supply to the gaming machine 1 has been restored. By processing this step S9092, the performance control unit 400 can check the game status, etc., before the power cut.

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

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

[0123] [Timer interrupt processing in the main control section] 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 executed by the main control unit 100. The timer interrupt processing executed in the main control unit 100 will be described below with reference to Fig. 9. During normal operation, except for special cases such as when the power is turned on or when the power is turned off, the main control unit 100 repeatedly executes the series of processes shown in Fig. 9 at regular intervals (4 milliseconds). Note that the processing executed by the main control unit 100, which will be explained based on the flowcharts in Fig. 9 and subsequent figures, is executed based on a program stored in ROM 102.

[0124] First, in step S1, the CPU 101 of the main control unit 100 executes a random number update process to update various random numbers, such as the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number, and to update the initial value random number that serves as the starting value when each random number is counted up and updated. Here, the jackpot random number is a random number used to determine whether or not a special symbol lottery result will be won (i.e., to conduct a special symbol lottery). The symbol random number is a random number used to determine the type of jackpot if the special symbol lottery result is won. Note that the determination of whether or not a special symbol lottery result will be won and the determination of the type of jackpot if a special symbol lottery result is won may be considered as the special symbol lottery result. The jackpot random number and the symbol random number are random numbers used in the process of step S407 in FIG. 11, which will be described later. The reach random number is a random number used to determine whether or not a reach effect will be performed if the special symbol lottery result is lost. The variation pattern random number is a random number used to determine the variation pattern that defines the variation time of the special symbol. Here, the variation time of the special symbol is equal to the execution time of the notification effect (variation effect) that is executed in synchronization with the variation of this special symbol. The reach random number and variation pattern random number are used in the processing of step S408 in FIG. 11, which will be described later. In the random number update processing of step S1, the jackpot random number, pattern random number, reach random number, and variation pattern random number are each updated by incrementing by 1. In other words, they are counted up. Then, in the start gate switch (SW) processing of step S2 and the gate switch (SW) processing of step S3, each random number is obtained and used in the special symbol processing of step S4 and the normal symbol processing of step S5, which will be described later. Note that the counter that performs the processing of this step S1 is typically a loop counter, and after reaching the maximum value of the set random number (e.g., 299 for the variation pattern random number), it returns to 0 again (i.e., it circulates). Also, in the random number update process of step S1, when the loop counter counts through one cycle, each counter, such as the jackpot random number, pattern random number, reach random number, and variation pattern random number, acquires the initial value random number corresponding to each random number at that time, and starts a new count of the loop counter using the value of the initial value random number as the starting value.The random number ranges for jackpot random numbers, pattern random numbers, reach random numbers, and variable pattern random numbers may be set arbitrarily, but it is preferable to set each to a different range so that the counter values ​​(count values) between these random numbers are not synchronized.

[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, and when it determines that a gaming ball has entered the first start port 45 or the second start port 47, executes start port switch processing to perform processing related to the reserved number U1 for the first special symbol lottery and the reserved number U2 for the second special symbol lottery, and processing to acquire various random numbers. Details of this start port switch processing will be described later with reference to FIG. 10.

[0126] Next, in step S3, the CPU 101 monitors the state of the gate switch 44a, and when it is determined that the gaming ball has passed through the gate 44, it determines whether the number of reserved balls for the normal pattern lottery is less than an upper limit (for example, 4), and if it determines that the number of reserved balls is less than the upper limit, it executes gate switch processing to obtain a random number to be used for the normal pattern processing in step S5 described below.

[0127] Next, in step S4, the CPU 101 executes a first special symbol lottery or a second special symbol lottery, and after variably displaying the special symbols on the first special symbol display device 60 or the second special symbol display device 61, executes a display process of stopped symbols showing the lottery results, and executes special symbol processing for transmitting various commands to the performance control unit 400. This special symbol processing will be described in detail later with reference to FIG.

[0128] Next, in step S5, the CPU 101 executes normal symbol processing to determine whether the random number acquired in the gate switch processing in step S3 matches a predetermined winning random number. Then, the CPU 101 variably displays a normal symbol on the normal symbol display 62, and then statically displays a normal symbol indicating the determination result. Specifically, the CPU 101 sets the normal symbol variation time, during which the normal symbol is statically displayed after variably displaying it, to, for example, 10 seconds in the non-time-shortened state, and shortens it to, for example, 0.5 seconds in the time-shortened state. The CPU 101 also sets the probability that the normal symbol displayed on the normal symbol display 62 will become a predetermined winning symbol (i.e., the probability of winning the normal symbol lottery) to a low probability (e.g., 1 / 10) in the non-time-shortened state, and increases it to a high probability (e.g., 0 / 10) in the time-shortened state.

[0129] Next, in step S6, if the CPU 101 determines in the special symbol processing of step S4 that the player has won the special symbol lottery (a jackpot) or has won the small jackpot in the special symbol lottery, the CPU 101 executes a large prize opening process that controls the large prize opening opening / closing units (first large prize opening opening / closing unit 51b, second large prize opening opening / closing unit 57b) to cause the large prize openings (first large prize opening 50, second large prize opening 56) to perform predetermined opening / closing operations. The CPU 101 also transmits various commands to the effect control unit 400 regarding the large prize game effects executed during the large prize game and the small prize game effects executed during the small prize game. This process allows the player to play the large prize game (special game) and the small prize game, and allows the player to win a large number of prize balls. This large prize opening process will be described in detail later with reference to Figures 16 to 18.

[0130] Next, in step S7, the CPU 101 executes a second start opening / closing process to activate the variable start unit 46 if the normal pattern displayed on the normal pattern display 62 by the normal pattern process in step S5 is a predetermined winning pattern (i.e., if the normal pattern lottery is won). At this time, the CPU 101 controls the variable start unit 46 to open for an extremely short period of time (for example, once every 0.10 seconds) in the non-time-shortening state, and controls the variable start unit 46 to open for a long period of time (for example, twice every 0.90 seconds) in the time-shortening state. Note that by controlling the variable start unit 46 to the open state, a gaming ball is placed in a state where it can win a prize in the second start opening 47, and when a gaming ball wins in the second start opening 47, a second special pattern lottery is held.

[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 game balls.

[0132] Next, in step S9, the CPU 101 executes output processing to output various commands and information necessary for presentations set in RAM 103 in the start gate switch processing in step S2, the special symbol processing in step S4, the large prize gate processing in step S6, the prize ball processing in step S8, etc. to the presentation control unit 400 or the payout control unit 300. Each time a gaming ball enters the first start gate 45, the second start gate 47, the first large prize gate 50, the second large prize gate 56, or the regular prize gate 43, the CPU 101 sets a winning command in RAM 103 to notify that the gaming ball has entered the respective prize gate, and outputs the winning command to the presentation control unit 400 or the payout control unit 300.

[0133] [Start switch processing] Fig. 10 is an example of a detailed flowchart of the start port switch processing in step S2 of Fig. 9. The start port switch processing in step S2 of Fig. 9 will be described below with reference to Fig. 10.

[0134] First, in step S201, the CPU 101 of the main control unit 100 determines, based on the output signal from the first start hole switch 45a, whether or not a gaming ball has entered the first start hole 45. If the determination in step S201 is YES, the process proceeds to step S202, and if the determination is NO, the process proceeds to step S207.

[0135] In step S202, CPU 101 reads the upper limit Umax1 ("4" in this embodiment) of the number of reserved numbers for the first special symbol lottery from ROM 102, and determines whether or not the number of reserved numbers U1 for the first special symbol lottery stored in RAM 103 is less than the upper limit Umax1. If the determination in step S202 is YES, the process proceeds to step S203, and if this determination is NO, the process proceeds to step S207.

[0136] In step S203, the CPU 101 updates the value of the reserved number U1 stored in the RAM 103 by adding 1 to the value. The CPU 101 also sets in the RAM 103 a winning command for notifying the performance control unit 400 that the gaming ball has won in the first starting hole 45. This winning command is sent to the performance control unit 400 by the output process of step S9 in Fig. 9. Thereafter, the process proceeds to step S204.

[0137] In step S204, the CPU 101 acquires a set of random numbers (jackpot random number, pattern random number, reach random number, and variation pattern random number) used in the first special symbol lottery, etc. After that, 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) acquired in step S204 in chronological order in the RAM 103. Specifically, the CPU 101 determines in advance whether the result of the first special symbol lottery using this jackpot random number is a jackpot or whether a reach effect will be executed, based on whether the jackpot random number, etc. of the random number set, such as the jackpot random number acquired in the most recent process of step S204, matches a predetermined value, etc. stored in the ROM 102. In other words, the determination required to execute a look-ahead notice effect or a hold change notice effect (hold change effect) is determined in advance prior to the processes of steps S407 and S408 in FIG. 11, which will be described later. If a small win is won in the special symbol lottery, the game ball passes through the specific area 224 (see FIG. 2) with a high probability in the small win game, resulting in a big win. However, since there is no small win in the first special symbol lottery in this embodiment, the preliminary determination process of step S205 does not perform a preliminary determination of whether or not a small win has occurred. Thereafter, each set of random numbers used in the preliminary determination (reserved data for the first special symbol lottery) is stored in RAM 103 in chronological order. Each time the value of the reserved number U1 for the first special symbol lottery is decremented by one in the process of step S406 of FIG. 11 (described later), the random number sets stored in RAM 103 are deleted one by one, starting with the most recently stored set. Therefore, for example, if the reserved number U1 for the first special symbol lottery is "3," the random number sets for the most recent three times acquired by the process of step S204 are stored in RAM 103 in chronological order. Thereafter, the process proceeds to step S206.

[0139] In step S206, CPU 101 sets in RAM 103 a first reserved number increase command notifying that the reserved number for the first special symbol lottery has increased by one. Here, this first reserved number increase command includes information indicating the result of the preliminary determination made in the processing of step S205 (hereinafter referred to as "preliminary determination information"). Note that by outputting the first reserved number increase command including this preliminary determination information by the output processing of step S9 in FIG. 9, the lottery result for the reserved number for the first special symbol lottery is notified from main control unit 100 to performance control unit 400 before the pattern variation in the first special symbol lottery begins. Thereafter, processing proceeds to step S207.

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

[0141] In step S208, CPU 101 reads the upper limit Umax2 ("4" in this embodiment) of the number of reserved symbols for the second special symbol lottery from ROM 102, and determines whether or not the number of reserved symbols U2 for the second special symbol lottery stored in RAM 103 is less than the upper limit 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 reserved number U2 stored in the RAM 103 by adding 1 to the value. The CPU 101 also sets in the RAM 103 a winning command for notifying the performance control unit 400 that the gaming ball has won the second starting hole 47. This winning command is sent to the performance 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 number, pattern random number, reach random number, and variation pattern random number) used in the second special symbol lottery, etc. After that, 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 chronological order in the RAM 103. 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 small jackpot, whether to execute a reach effect, etc., based on whether the jackpot random number, etc., of the random number set, such as the jackpot random number acquired in the most recent process of step S210, matches a predetermined value, etc., stored in the ROM 102. In other words, the determination necessary to execute a look-ahead notice effect or a hold change notice effect (hold change effect) is determined in advance prior to the processes of steps S407 and S408 in FIG. 11, which will be described later. If a small win is won in the special symbol lottery, the game ball will pass through the specific area 224 (see FIG. 2) with a high probability during the small win game, resulting in a big win. Therefore, in the preliminary determination process of step S211, a preliminary determination is also made as to whether or not a small win has occurred. Then, each set of random numbers used in the preliminary determination (reserved data for the second special symbol lottery) is stored in RAM 103 in chronological order. Each time the value of the reserved number U2 for the second special symbol lottery is decremented by one in the process of step S404 of FIG. 11 (described later), the random number sets stored in RAM 103 are deleted one by one, starting with the most recently stored set. For example, if the reserved number U2 for the second special symbol lottery is "3," the random number sets for the most recent three times acquired by the process of step S210 are stored in RAM 103 in chronological order. Then, the process proceeds to step S212.

[0145] In step S212, the CPU 101 sets in the RAM 103 a second reserved number increase command notifying that the reserved number for the second special symbol lottery has increased by one. Here, this second reserved number increase command includes information (preliminary judgment information) indicating the result of the preliminary judgment made in the processing of step S211. Note that the second reserved number increase command including this preliminary judgment information is output by the output processing of step S9 in FIG. 9, so that the lottery results for the reserved second special symbol lottery are notified from the main control unit 100 to the performance control unit 400 before the pattern variation in the second special symbol lottery begins. Thereafter, the processing proceeds to step S3 (gate switch processing) in FIG. 9.

[0146] [Special pattern processing] Fig. 11 is an example of a detailed flowchart of the special symbol processing in step S4 of Fig. 9. The special symbol processing in step S4 of Fig. 9 will be described below with reference to Fig. 11.

[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 information stored in the RAM 103 (for example, information based on a flag). In other words, it determines whether the gaming machine 1 is in a big win game (special game) that is executed when a special symbol lottery is won, or a small win game that is executed when a small win is won in the special symbol lottery. If the determination in step S401 is YES, the process proceeds to step S5 (normal symbol processing) in FIG. 9, and if the determination is NO, the process proceeds to step S402.

[0148] In step S402, the CPU 101 determines whether or not the first special symbol display device 60 or the second special symbol display device 61 is currently displaying a varying special symbol. The varying special symbol display period referred to here includes the specified special symbol stop display period (specified time: 0.5 seconds) that is set immediately after the special symbol stops changing. If the determination in step S402 is YES, the process proceeds to step S411, and if the determination is NO, the process proceeds to step S403.

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

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

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

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

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

[0154] In step S407, CPU 101 executes a jackpot determination process to determine whether the result of the special symbol lottery is a jackpot or a miss. Specifically, when executing the process of step S407 following the process of step S404, CPU 101 determines whether the result of the second special symbol lottery is a jackpot, a minor jackpot (which can also be considered a specific miss that is beneficial to the player), or a miss, based on whether the jackpot random number read from RAM 103 in the process of step S404 matches the winning value of the jackpot stored in ROM 102. On the other hand, when executing the process of step S407 following the process of step S406, CPU 101 determines whether the result of the first special symbol lottery is a jackpot or a miss, based on whether the jackpot random number read from RAM 103 in the process of step S406 matches the winning value of the jackpot stored in ROM 102. As mentioned above, in this embodiment, a small win is only provided in the second special symbol lottery, and the probability of winning a small win is, for example, 1 / 10. If the CPU 101 determines that the result of the special symbol lottery is a loss, it sets a loss symbol representing a loss in the special symbol lottery in RAM 103 as the stopping symbol of the special symbol in the setting information. On the other hand, if the CPU 101 determines that the result of the special symbol lottery is a jackpot, it determines the type of the current jackpot based on whether the symbol random number read from RAM 103 together with the jackpot random number used in this determination matches any of the predetermined values ​​stored in ROM 102. In this embodiment, as an example, there are a time-saving jackpot in which a time-saving game state is set after a jackpot game, and a normal jackpot in which a normal game state is set after a jackpot game. In this embodiment, the first special symbol lottery is assigned a 50% chance of a time-saving jackpot and a 50% chance of a normal jackpot, and the second special symbol lottery is assigned a 100% chance of a time-saving jackpot. The time-saving game state set after the execution of a time-saving jackpot game is executed (except when it ends with the next jackpot) and continues for up to 100 spins (until 100 special symbol lotteries have been executed). Then, the CPU 101 sets information on whether a jackpot or minor jackpot has been achieved, and, in the case of a jackpot, information on the jackpot symbol indicating the type of jackpot, etc., in the RAM 103 as information on the stopped symbol of the special symbol in the setting information.Thereafter, the process proceeds to step S408.

[0155] [Fluctuation pattern selection process] In step S408, the CPU 101 executes a variation pattern selection process. Specifically, in step S408, the CPU 101 determines (selects) a variation pattern for each special symbol lottery by using the variation pattern determination tables HT1-1 and HT1-2 shown in FIGS. 12 and 13 during normal game play (non-time-saving mode), and by using the variation pattern determination tables HT2-1 and HT2-2 shown in FIGS. 14 and 15 during time-saving game play. Here, this variation pattern is the special symbol variation time, which is the time from when the special symbol is displayed on the special symbol display (60, 61) to when it is stopped (determined stop display). This special symbol variation time is synchronized with the execution time of the notification effect and is the same time as the execution time of the notification effect. Note that, hereinafter, the variation 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, we will explain the case where a variation pattern is selected using HT1-1 and HT1-2 shown in Figures 12 and 13 during normal game play (non-time-shortened state). Figure 12 is a table used to determine a variation pattern when a first special symbol lottery is executed in the processing of step S407 during normal game play (non-time-shortened state). Figure 13 is a table used to determine a variation pattern when a second special symbol lottery is executed in the processing of step S407 during normal game play (non-time-shortened state).

[0157] [Non-time-saving state / variation pattern selection process for the first special symbol lottery] Hereinafter, with reference to FIG. 12, a description will be given of how to determine a variation pattern when the first special symbol lottery is executed in the process of step S407 in the normal gaming state (non-time-shortening state).

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

[0159] A reach (reach effect) is an effect in which, for example, when the last of multiple decorative symbols to stop is displayed (temporarily stopped) as a specific symbol during a notification effect, the effect creates the expectation that it will form a jackpot pattern in combination with other symbols that are already stopped (temporarily stopped). Typically, the decorative symbols on the right and left sides stop (temporarily stopped) as the same symbol (e.g., 7), and the decorative symbol in the center that stops last stops (temporarily stopped) as the same symbol (e.g., 7) (i.e., a double digit 777). This reach state may also be called a reach state. An SP reach (SP reach effect), commonly called a super reach or special reach, is an effect that is executed in a reach state and creates even greater expectations of a jackpot than the above reaches, such as a video effect in which a main character fights an enemy character. In addition, SPSP reach (SPSP reach effect) is commonly called super super reach or special special reach, and is performed in a reach state, and is an effect that makes you more likely to hit a jackpot than an SP reach, for example, a video effect in which the main character fights an enemy boss character.

[0160] Also, in step S408, if the CPU 101 determines that the result of the first special pattern lottery is a miss in the jackpot determination process of step S407, it determines the fluctuation pattern (special pattern fluctuation time) based on the number of reserved symbols (U1) for the first special pattern lottery, the reach random number, and the fluctuation pattern random number.

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

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

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

[0164] Furthermore, when the reserved number of the first special symbol lottery is "1", "2", "3, 4", the CPU 101 determines the variation pattern in basically the same way as when the reserved number of the first special symbol lottery is "0". However, when the reserved number of the first special symbol lottery is "1", "2", "3, 4", as shown in HT1-1, compared to when the reserved number of the first special symbol lottery is "0", a variation pattern "8" is added in which the type of presentation pattern of the notification presentation is "instant miss" 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-time-saving state / variation pattern selection process for the second special symbol lottery] Below, using Figure 13, we will explain how to determine a variation pattern when a second special symbol lottery is executed in the processing of step S407 in the normal game state (non-time-saving state). In step S408, the CPU 101 determines a variation pattern by performing basically the same processing as the variation pattern determination processing described using Figure 12. However, while the CPU 101 performed processing for the first special symbol lottery using HT1-1 in the variation pattern determination processing described using Figure 12, this variation pattern determination processing is different in that it performs processing for the second special symbol lottery using HT1-2 shown in Figure 13. Furthermore, compared to HT1-1 shown in Figure 12, HT1-2 shown in Figure 13 has the "reserved number for the first special symbol lottery" replaced with the "reserved number for the second special lottery," and a variation pattern for when a small win occurs has been added. Also, if 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 a fluctuation pattern based on whether the fluctuation pattern random number (any one of 0 to 299) read from RAM 103 together with the big win random number used in this big win determination process matches any one of the random number values ​​assigned to each fluctuation pattern of the "small win" part of HT1-2. For example, if the fluctuation pattern random number read from RAM 103 together with the big win random number used in the big win determination process of step S407 is "2", the CPU 101 determines "11" as the fluctuation pattern because this is included in the random number value "0 to 3" assigned to the fluctuation pattern "11" of the "small win" part of HT1-2. Here, as shown in HT1-2, the variation patterns of the "small hit" part, "11", "10", and "9", respectively correspond to the variation time of the special pattern (i.e., the execution time of the notification effect) of "15 seconds", "60 seconds", and "90 seconds", and also correspond to the types of presentation patterns of the notification effect, "reach hit", "SP hit", and "SPSP hit".

[0166] [Time-saving state / variation pattern selection process for the first special symbol lottery] The determination of a variation pattern when a first special symbol lottery is executed in the processing of step S407 in the time-shortened gaming state (time-shortened state) will be explained below with reference to Fig. 14. In step S408, the CPU 101 determines a variation pattern by performing processing that is basically the same as the processing of the variation pattern determination explained with reference to Fig. 12. However, the difference is that the CPU 101 processes the first special symbol lottery in the normal gaming state (non-time-shortened state) using HT1-1 in the processing of the variation pattern determination explained with reference to Fig. 12, whereas the CPU 101 processes the first special symbol lottery in the time-shortened gaming state (time-shortened state) using HT2-1 shown in Fig. 14 in this variation pattern determination processing. Here, in HT1-1 shown in Fig. 12, when the reserved number of the first special symbol lottery is "1" to "4", it is possible to determine the variation pattern "8" (corresponding to an immediate miss with a variation time of "2 seconds"), whereas HT2-1 shown in Fig. 14 is different in that it cannot determine the variation pattern "8" even when the reserved number is "1" to "4". In other words, even when the reserved number of the first special symbol lottery is "1" to "4", the short variation time of "2 seconds" cannot be determined.

[0167] [Time-saving state / variation pattern selection process for the second special symbol lottery] 15, the determination of the variation pattern when the second special symbol lottery is executed in the processing of step S407 in the time-shortened game state (time-shortened state) will be described below. In step S408, the CPU 101 determines the variation pattern by performing processing that is basically the same as the processing of the variation pattern determination described using FIG. 13. However, the CPU 101 differs in that, in the processing of the variation pattern determination described using FIG. 13, the CPU 101 processes the second special symbol lottery in the time-shortened game state (time-shortened state) using HT1-2, whereas in the processing of the variation pattern determination described using FIG. 15, the CPU 101 processes the second special symbol lottery in the time-shortened game state (time-shortened state). Also, as shown in FIG. 15, the allocation of the reach random number and the variation pattern random number is the same as that of the HT1-2 shown in FIG. 13 when the reserved number is "1" to "4", 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 (that is, information on the execution time of the notification effect and the type of effect pattern) is set as setting information in RAM 103. Thereafter, the process proceeds to step S409.

[0169] In step S409, the CPU 101 generates an annunciation effect start command including the setting information set by the jackpot determination process in step S407 and the setting information set by the variation pattern selection process in step S408, and sets the command in RAM 103. Here, the annunciation effect start command is a command instructing the performance control unit 400 to start an annunciation effect using the image display units (70, 71) and the speaker 9, etc. The setting information included in the annunciation effect start command also includes information indicating whether the first special symbol lottery or the second special symbol lottery has been executed. Therefore, it can be said that there are various types of annunciation effect start command depending on the information included. The CPU 101 also sets a game status notification command indicating the current game status (e.g., time-saving game status) in RAM 103. The annunciation effect start command and game status notification command are transmitted to the performance control unit 400 by the output process in step S9 of FIG. 9. Then, the process proceeds to step S410.

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

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

[0172] In step S412, the CPU 101 sets a notification effect stop command (symbol determination command) that instructs the image display units (70, 71) and the like to end the notification effect in the RAM 103. Thereafter, the process proceeds to step S413. 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 symbols by the first special symbol display device 60 or the second special symbol display device 61 that was started in the process of step S410, and causes the first special symbol display device 60 or the second special symbol display device 61 to display the symbol that notifies the special symbol lottery result in a stopped state for a specified time (0.5 seconds). Then, the process proceeds to step S414.

[0174] In step S414, the CPU 101 executes processing during the stoppage. Specifically, when the CPU 101 determines that a jackpot has occurred in the jackpot determination processing of step S407, it changes the information stored in the RAM 103 (for example, information by a flag) to indicate that a jackpot game is being played, and sets an opening command instructing the start of a jackpot game presentation in the RAM 103. Also, when the CPU 101 determines that a small jackpot has occurred in the jackpot determination processing of step S407, it changes the information stored in the RAM 103 (for example, information by a flag) to indicate that a small jackpot game is being played, and sets an opening command instructing the start of a small jackpot game presentation in the RAM 103. In addition, the opening command for the big win game and the small win game is sent to the presentation control unit 400 by the output processing of step S9 in Figure 9 when the specified time (0.5 seconds) has elapsed from the point when the stopped display of the special pattern begins in the processing of step S413, and the big win game presentation or small win game presentation is started.

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

[0176] In step S416, the CPU 101 sets a customer waiting command and a game status notification command in the RAM 103. The customer waiting command and game status notification command are sent to the effect control unit 400 by the output process of step S9 in FIG. 9, and a predetermined stop effect (e.g., a customer waiting effect in which decorative symbols are displayed in a stopped state) is initiated based on the customer waiting command. Note that the customer waiting effect is initiated when a predetermined time (e.g., 90 seconds) has elapsed since the start of the stop effect. Here, the customer waiting effect is, for example, an effect in which a video related to the content (anime, story, etc.) that is the subject of the gaming machine 1 is displayed on the image display unit (70, 71), or an effect in which a part of a predetermined effect (e.g., SP reach effect) executed during gameplay is displayed on the image display unit. Then, the process proceeds to step S5 (normal symbol processing) in FIG. 9.

[0177] [Big Winner Processing] Figures 16 to 18 are an example of a detailed flowchart of the special prize opening process in step S6 of Figure 9. The special prize opening process in step S6 of Figure 9 will be described below with reference to Figures 16 to 18.

[0178] First, in step S601, the CPU 101 of the main control unit 100 determines whether or not a small win game is being played based on information (for example, flag information) stored in the RAM 103. If the determination in step S601 is YES, the process proceeds to step S602, and if the determination is NO, the process proceeds to step S651 in FIG.

[0179] In step S602, the CPU 101 determines whether or not the small win game is in the opening state based on the information stored in the RAM 103. If the determination in step S602 is YES, the process proceeds to step S603, and if the 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 the determination is NO, the opening has not ended, so the process proceeds to step S651 in FIG.

[0181] In step S604, the CPU 101 controls the first large prize opening opening / closing section 51b to start opening control of the first large prize opening 50. This process starts a round (round game) of the small prize game, and starts the opening operation (one opening operation) of the first large prize opening 50. The number of rounds executed in the small prize game is one. Thereafter, the process proceeds to step S605.

[0182] In step S605, the CPU 101 sets a round start notification command that notifies the start of a round of small win game (start of round game) in the RAM 103. This round start notification command is sent to the performance control unit 400 by the output process of step S9 in Figure 9, and the round performance corresponding to the round of small win game will start. After that, the process proceeds to step S607.

[0183] In step S606, the CPU 101 determines whether or not the small win game is ending based on the information stored in the RAM 103. If the determination in step S606 is YES, the process proceeds to step S619, and if the determination is NO, the process proceeds to step S607.

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

[0185] In step S608, the CPU 101 starts specific area opening control by controlling the specific area opening / closing unit 150 to open the opening / closing member 221 and allow the gaming ball to pass through the specific area 224. Thereafter, the process proceeds to step S609.

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

[0187] In step S610, CPU 101 controls specific area opening / closing unit 150 to close opening / closing member 221, thereby completing opening control of specific area 224. Thereafter, the process proceeds to step S611.

[0188] In step S611, the CPU 101 determines whether or not the gaming 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, and if the determination is NO, the process proceeds to step S613.

[0189] In step S612, the CPU 101 sets the occurrence of a time-saving jackpot, and also sets in the RAM 103 a specific area passing notification command indicating that the gaming ball has passed through the specific area 224. This specific area passing notification command is sent to the presentation control unit 400 by the output process of step S9 in Fig. 9, and a presentation is executed to notify that the gaming ball has passed through the specific area 224 and a time-saving jackpot has occurred. Thereafter, the process proceeds to step S613.

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

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

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

[0193] In step S616, the CPU 101 determines whether the number C of winning game balls in the round of the small win 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 prize opening opening / closing section 51b to end the opening control of the first large prize opening 50 that began in step S604. In this way, the CPU 101 closes the first large prize opening 50 on the condition that the total number of game balls (number of prizes C) detected by the first large prize opening switch 50a reaches 10 (Cmax) within 29.5 seconds after the first large prize opening 50 is opened, or 29.5 seconds have passed since the first large prize opening 50 was opened, during a round during which a small prize is played. Thereafter, the process proceeds to step S618.

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

[0196] In step S619, CPU 101 determines whether 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) that indicates that the small win game is being played and is 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 a time-saving jackpot has been set to occur in step S612. That is, it determines whether or not the gaming ball has passed through the specific area 224. If the determination in step S621 is YES, the process proceeds to step S622, and if the determination is NO, the process proceeds to step S651 in FIG.

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

[0200] By the processing of steps S601 to S622 described above, a small win game is executed, and during the small win game, the game ball passes through the specific area 224 with a high probability, resulting in a time-saving big win.

[0201] 17, the CPU 101 determines whether or not a jackpot game is being played based on information stored in the RAM 103. If the determination in step S651 is YES, the process proceeds to step S652, and if the determination is NO, the process proceeds to step S7 in FIG. 9 (second start port opening / closing process).

[0202] In step S652, the CPU 101 determines whether or not the opening of the jackpot game is in progress 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 the determination is NO, the process proceeds to step S659.

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

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

[0205] In step S605, the CPU 101 resets the number C of winning game balls into the second big winning port 56, which is 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 incremented by 1. Thereafter, the process proceeds to step S657.

[0207] In step S657, the CPU 101 controls the second special prize opening opening / closing unit 57b to start opening control of the second special prize opening 56. This process starts a round of the jackpot game (round game) and starts an opening operation (one opening operation) of the second special prize opening 56. Thereafter, the process proceeds to step S658.

[0208] In step S658, the CPU 101 sets a round start notification command, which notifies the start of a round of the jackpot game (start of a round game), in the RAM 103. This round start notification command is sent to the presentation control unit 400 by the output process of step S9 in Fig. 9, and the round presentation 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 or not it is during an interval between big win games based on the information stored in the RAM 103. If the determination in step S659 is YES, the process proceeds to step S660, and if the determination is NO, the process proceeds to step S661.

[0210] In step S660, CPU 101 determines whether the set interval time during jackpot play, which was set in the processing of step S654, has elapsed since the second large winning port 56 was closed at the end of the previous round during jackpot play. If the determination in step S660 is YES, it is time to start the next round during jackpot play, so the processing proceeds to step S655, and if this determination is NO, it is not time to start the next round during jackpot play, so the processing proceeds to step S7 in Figure 9 (second start port opening / closing processing).

[0211] In step S661, the CPU 101 determines whether the gaming machine 1 is currently executing the ending presentation 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, and if the determination is NO, the process proceeds to step S662.

[0212] In step S662, the CPU 101 determines that a jackpot game round is in progress, and determines, based on the output signal from the second big prize opening switch 56a, whether or not a game ball has entered the second big prize opening 56. If the determination in step S662 is YES, the process proceeds to step S663, and if the determination is NO, the process proceeds to step S664.

[0213] In step S663, the CPU 101 updates the number C of winning game balls stored in the RAM 103 by incrementing it by one. By executing the process of step S663 each time a game ball wins in the second large prize opening 56, the total number of game balls that have won in the second large prize opening 56 during one round of jackpot game (number C of winning game balls) is cumulatively stored in the RAM 103. The CPU 101 also sets in the RAM 103 a winning command for notifying the presentation control unit 400 that a game ball has won in the second large prize opening 56. This winning command is sent to the presentation control unit 400 by the output process of step S9 in FIG. 9, and the winning process instruction of step S129 in FIG. 21 is executed. Then, the process proceeds to step S664.

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

[0215] In step S665, the CPU 101 determines whether the number C of winning game balls in the current round has reached the upper limit number of game balls Cmax ("10" in this embodiment) that defines the timing at which the second large 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 in Figure 9 (second start opening / closing process).

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

[0217] In step S667, the CPU 101 sets a round end notification command, which notifies the end of the round of the jackpot game (end of the round game), in the RAM 103. This round end notification command is sent 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 ended. Then, the process proceeds to step S668.

[0218] In step S668, the CPU 101 determines whether the current number of rounds R stored in the RAM 103 has reached the maximum number of rounds 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, and if this determination is NO, the process proceeds to step S7 in Fig. 9 (second start port opening / closing process).

[0219] 18, the CPU 101 resets the number of rounds R of the big win game stored in the RAM 103 to "0." After that, the process proceeds to step S670.

[0220] In step S670, the CPU 101 sets in the RAM 103 an ending command that instructs the presentation control unit 400 to execute an ending presentation for the jackpot game. The ending command set in this process is sent to the presentation control unit 400 in step S9 (output process) of FIG. 9. This ending command is sent corresponding to the jackpot symbol (i.e., the type of jackpot) and the game state to be controlled after the jackpot game ends, and the presentation control unit 400 controls the presentation after the ending presentation ends (after the jackpot game presentation ends) based on this ending command. Specifically, when an ending command corresponding to a jackpot symbol indicating a time-saving jackpot is sent, the presentation control unit 400 executes a notification presentation in a presentation mode indicating the time-saving game state after the jackpot game presentation ends based on the ending command. In addition, when an ending command corresponding to a jackpot symbol indicating a normal jackpot is transmitted, the presentation control unit 400 executes the notification presentation in the presentation mode indicating the normal game state after the jackpot game presentation based on the ending command is completed. Then, the process proceeds to step S671.

[0221] In step S671, CPU 101 determines whether the set ending time set in the processing of step S654 in Fig. 17 has elapsed from the time when the ending command was set in RAM 103 in step S670. If the determination in step S671 is YES, the processing proceeds to step S672, and if this determination is NO, the processing proceeds to step S7 in Fig. 7 (second start port opening / closing processing).

[0222] In step S672, the CPU 101 ends the jackpot game that has been executed. Specifically, the CPU 101 cancels the setting information (for example, flag information) that indicates that the jackpot game is in progress and that is stored in the RAM 103, and ends the jackpot game. Thereafter, the process proceeds to step S623.

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

[0224] The big win game is executed by the processing of steps S651 to S673 described above.

[0225] [Timer interrupt processing by the production control unit] Fig. 19 is a flowchart showing an example of timer interrupt processing performed by the performance control unit 400. The timer interrupt processing performed in the performance control unit 400 will be described below with reference to Fig. 19. During normal operation, excluding special cases such as when the power is turned on or off, the performance control unit 400 repeatedly executes the series of processes shown in Fig. 19 every fixed time (4 milliseconds). Note that the processing performed by the performance control unit 400, which will be explained based on the flowcharts in Fig. 19 and subsequent figures, is executed based on a program stored in ROM 402.

[0226] First, in step S11, the CPU 401 of the performance control unit 400 receives the various commands output from the main control unit 100 by the output process of step S9 in Fig. 9, sets the performance content according to the received commands, and executes command reception processing to set the various commands for instructing the image and sound control unit 500 and the lamp control unit 600 to perform the performance of the set performance content in the RAM 403. 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 sets effects etc. in response to the operation of the effect button 16 etc. by the player etc., and executes an operation input process to set various commands in the RAM 403 to instruct the image and sound control unit 500 and the lamp control unit 600 to execute the effects etc. of the set content.

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

[0229] Each time the timer interrupt process is executed, the CPU 401 performs a random number update process that updates the various effect random numbers used to determine the effects. In this random number update process, as in the random number update process of step S1 in Fig. 9, a loop counter is typically used, and its count value (updated random number value) returns to 0 again (i.e., it circulates) after reaching a maximum value (e.g., 99). In addition, in this random number update process, the counter for each effect random number randomly updates its initial value (the value that serves as the starting point of the cycle) after each cycle. This makes it possible to avoid synchronization of the counter values ​​(count values) between these effect random numbers.

[0230] [Command reception process] Figures 20 and 21 are examples of detailed flowcharts of the command reception process in step S11 in Figure 19. The command reception process in step S11 in Figure 19 will be described below with reference to Figures 20 and 21.

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

[0232] In step S112, the CPU 401 instructs the image and sound control unit 500 to perform a reserved icon display process, such as displaying an additional reserved icon indicating a reserved special symbol lottery on the image display unit, in response to the reserved symbol increase command received in the process of step S111. The displayed reserved icons are sequentially erased when the notification effect is started based on the process of step S115, which will be described later. The instruction to the image and sound control unit 500 is performed by setting a command in RAM 403. When the CPU 401 receives a first reserved symbol increase command, it causes the RAM 403 to accumulatively store one piece of data indicating the reservation of the first special symbol lottery (first reserved data) in chronological order. Meanwhile, when the CPU 401 receives a second reserved symbol increase command, it causes the RAM 403 to accumulatively store one piece of data indicating the reservation of the second special symbol lottery (second reserved data) in chronological order. At this time, the CPU 401 extracts the advance determination information included in the reserved symbol increase command, includes it in each of the reserved data, and stores it in RAM 403. Thereafter, the process proceeds to step S113.

[0233] In step S113, the CPU 401 performs a pre-reading notice effect setting process. Specifically, when the number of reserved special symbol lotteries (the number of reserved data) stored in the RAM 403 is two or more, including the reserved data added in step S112, the CPU 401 determines by lottery or the like whether to execute a pre-reading notice effect based on the pre-determination information most recently stored in the RAM 403 (that is, included in the most recent reserved data). For example, the CPU 401 acquires a pre-reading random number (effect random number) in each of the cases where the pre-determination information indicates a "jackpot," a "miss" and a "reach effect" (reach with miss), or a "miss" and a "reach without miss" (reach without miss), and determines to execute a pre-reading notice effect when the pre-reading random number matches a predetermined pre-reading winning value. Furthermore, for example, the CPU 401 obtains a look-ahead random number (performance random number) in each of the cases where the pre-determination information indicates a "small hit" that leads to a big hit, indicates a "miss" and a "reach performance" (miss with reach), or indicates a "miss" and no "reach performance" (miss without reach), and if the look-ahead random number matches a predetermined look-ahead winning value, decides to execute a look-ahead preview performance.

[0234] The number of pre-reading winning values ​​may be set differently depending on whether the pre-determination information is a "jackpot" or a "small jackpot," a "miss with reach," or a "miss without reach." Specifically, the number of pre-reading winning values ​​for a "jackpot" or a "small jackpot" may be set to be greater than the number of pre-reading winning values ​​for a "miss with reach," thereby making it easier to execute a pre-reading notice effect when a "jackpot" or a "small jackpot" occurs. When it is determined that a pre-reading notice effect is to be executed, the CPU 401 selects the content of the pre-reading notice effect to be executed by lottery or the like from a number of pre-reading notice effect patterns that satisfy the conditions of the pre-determination information (such as whether a jackpot or a small jackpot has occurred). In other words, the pre-reading notice effect determines what kind of notice effect will be executed in each notification effect. The pre-reading notice effect is, for example, a pre-reading continuous notice effect that can suggest the possibility of a jackpot (or a small jackpot) across multiple notification effects. Thereafter, the process proceeds to step S114.

[0235] In step S114, the CPU 401 determines whether or not it has received the notification effect start command and the game status 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 the determination is NO, the process proceeds to step S116.

[0236] In step S115, the CPU 401 performs an annunciation effect setting process in which it sets the effect content (effect pattern) of the annunciation effect by the image display unit etc. in response to the annunciation effect start command received in the process of step S114, and instructs the image and sound control unit 500 etc. to start executing the annunciation effect of the set content. Here, the annunciation effect (variable effect; sometimes simply called "variable") is an effect that is executed in the image display unit etc. in response to the variable display of the special pattern, and notifies the result of the special pattern lottery, for example, an effect in which a decorative pattern is variably displayed, and the variable displayed decorative pattern is displayed as a still (confirmed stop display), thereby notifying the result of the special pattern lottery.

[0237] Specifically, the CPU 401 analyzes the received notification effect start command and acquires setting information included in the notification effect start command. The CPU 401 then determines the effect pattern corresponding to the variation pattern included in the acquired setting information as the effect pattern for the notification effect to be executed. For example, if the variation pattern included in the setting information is "3" (i.e., if the effect pattern corresponds to the "SP Miss" type; see FIG. 12, etc.), the CPU 401 determines the SP reach effect to be executed from among multiple types of SP reach effects by lottery or the like, and after a reach is achieved and the determined SP reach effect is executed, sets an effect pattern for notifying that the special symbol lottery has been lost, 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 the image effects and 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 (progresses) the notification effect based on this schedule.

[0238] The instruction to the image and sound control unit 500 and the like is given by setting a command in RAM 403. Furthermore, if the notification effect set by this notification effect setting process is for announcing the result of a first special symbol lottery, the CPU 401 deletes the first reserved data (oldest first reserved data) stored earliest among the first reserved data stored in chronological order in RAM 403, and if the notification effect set by this notification effect setting process is for announcing the result of a second special symbol lottery, the CPU 401 deletes the second reserved data (oldest second reserved data) stored earliest among the second reserved data stored in chronological order in RAM 403. By performing this processing, the contents of the random number set information stored in RAM 103 of the main control unit 100 (reserved data on the main control unit 100 side) can be made to match the contents of the reserved data stored in RAM 403 of the effect control unit 400 (reserved data on the effect control unit 400 side). Then, the process proceeds to step S116.

[0239] In step S116, the CPU 401 determines whether or not 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, and if this determination is NO, the process proceeds to step S118 in Fig. 21.

[0240] In step S117, the CPU 401 instructs the image and sound control unit 500 and the like to end the notification effect that started in response to the processing of step S115, and finally completely stops all of the decorative symbols that have been displayed variably (including temporary stops) (displaying them as fixed stops for a specified time (0.5 seconds)), thereby announcing the result of the special symbol lottery in a dramatic manner. Note that each instruction to the image and sound control unit 500 and the like is given by setting a command in the RAM 403. Thereafter, the processing proceeds to step S118 in FIG. 21.

[0241] In step S118 of Fig. 21, the CPU 401 determines whether or not it has received the opening command for the small win game set in the stop processing of step S414 of Fig. 11. If the determination in step S118 is YES, the process proceeds to step S119, and if this determination is NO, the process proceeds to step S120.

[0242] In step S119, the CPU 401 instructs the image / sound control unit 500 to start the opening effect for the small win game. The opening effect for the small win game is an effect that notifies the player of the start of the small win game, and is, for example, an effect (notification) that displays an image and outputs a sound to prompt the player to launch the game ball toward the first large winning slot 50 (i.e., to hit to the right). As already explained, in most cases, the time-limited jackpot game is executed immediately after the small win game. Therefore, for example, the effect for the small win game and the effect for the time-limited jackpot game may be executed as a single (integrated) jackpot game effect, and the opening effect for the small win game may be executed as the opening effect for the time-limited jackpot game effect. Then, the process proceeds to step S120.

[0243] In step S120, the CPU 401 determines whether or not it has received the round start notification command for the small win game set in the processing of step S605 of Fig. 16. If the determination in step S120 is YES, the processing proceeds to step S121, and if this determination is NO, the processing proceeds to step S122.

[0244] In step S121, the CPU 401 issues an instruction to start a round effect for a small win game. Specifically, the CPU 401 issues an instruction to the image and sound control unit 500 and the like to start a round effect for a small win game effect. Here, the round effect for a small win game is an effect executed during a round of play for a small win game, and is, for example, an effect (notification) that displays an effect image and outputs sound to prompt the player to pass the game ball through the specific area 224 (V area; see FIG. 2) in the first large winning opening 50. Thereafter, the process proceeds to step S122.

[0245] In step S122, CPU 401 determines whether or not it has received the specific area passage notification command set in the process of step S612 of 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 instructs the image / sound control unit 500 to execute a specific area passing effect that notifies the player that the gaming ball has passed through the specific area 224. The specific area passing effect is an effect that notifies the player that a time-saving jackpot has occurred by notifying the player that the gaming ball has passed through the specific area 224, and is, for example, an effect in which an enlarged image of the letter V is displayed and a gold effect is displayed, and sound effects are output. Then, the process proceeds to step S124.

[0247] In step S124, the CPU 401 determines whether or not it has received an opening command for the jackpot game set in the processing of step S414 in Fig. 11 or step S622 in Fig. 16. If the determination in step S124 is YES, the processing proceeds to step S125, and if this determination is NO, the processing proceeds to step S126.

[0248] In step S125, the CPU 401 instructs the image / sound control unit 500 and the like to start the opening effect of the jackpot game effect. The opening effect of the jackpot game effect for a normal jackpot or a time-limited jackpot resulting from a special symbol lottery win is an effect that notifies the player of the start of the jackpot game, and is typically an image effect that prompts the player to launch the game ball toward the second large prize opening 56 (i.e., to hit it to the right). Meanwhile, as already explained, the opening effect of the time-limited jackpot game that occurs when the game ball passes through the specific area 224 during a small jackpot game may be executed as (a part of) the first interval effect of the jackpot game effect (to execute the effect of the small jackpot game and the effect of the time-limited jackpot game as a single (integrated) jackpot game effect). Then, the process proceeds to step S126.

[0249] In step S126, the CPU 401 determines whether or not it has received the round start notification command for the jackpot game set in the process of step S658 of Fig. 17. If the determination in step S126 is YES, the process proceeds to step S127, and if this determination is NO, the process proceeds to step S128.

[0250] In step S127, the CPU 401 issues an instruction to start a round effect for the jackpot game. Specifically, the CPU 401 instructs the image and sound control unit 500 and the like to start a round effect process for the jackpot game effect. Here, the round effect is an effect executed during a round of the jackpot game, such as an effect using an image of a main character fighting an enemy character. Thereafter, the process proceeds to step S128.

[0251] In step S128, the CPU 401 determines whether or not it has received a winning command that was set in the processing of step S614 in Fig. 16 or step S663 in Fig. 17 and output by the output processing of step S9 in Fig. 9. If the determination in step S128 is YES, the processing proceeds to step S129, and if this determination is NO, the processing proceeds to step S130.

[0252] In step S129, the CPU 401 issues a winning processing instruction. Specifically, the CPU 401 instructs the image and sound control unit 500 to start the winning processing. Here, the CPU 501 of the image and sound control unit 500, which has received the instruction to start the winning processing from the performance control unit 400, counts the number of game balls that have entered each winning port (first start port 45, second start port 47, first large winning port 50, second large winning port 56, and normal winning port 43) based on the winning command received via the performance control unit 400, and stores the count in the RAM 503. Furthermore, when the CPU 501 receives a winning command based on a game ball entering a large prize opening (i.e., when one game ball enters a large prize opening), it adds the number of prize balls "13" corresponding to the large prize opening to the total number of prize balls stored in the RAM 503 to update it, and displays the updated total number of prize balls (for example, as the total number of prize balls during the current large prize game) on the main image display unit 70. Then, the process proceeds to step S130.

[0253] In step S130, the CPU 401 determines whether or not it has received the jackpot game round end notification command set in the process of step S667 of 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 big win game effect, after which the process proceeds to step S132.

[0255] In step S132, the CPU 401 determines whether or not it has received the ending command for the small win game set in the processing of step S618 of Fig. 16. If the determination in step S132 is YES, the processing proceeds to step S133, and if this determination is NO, the processing proceeds to step S134.

[0256] In step S133, the CPU 401 instructs the ending presentation of the small win game. Specifically, the CPU 401 instructs the image and sound control unit 500 and the like to execute the ending presentation of the small win game presentation. As already explained, in most cases, the time-saving jackpot game is executed immediately after the small win game, so for example, the presentation of the small win game and the presentation of the time-saving jackpot game may be executed as one (integrated) jackpot game presentation, and the ending presentation of the small win game may be executed as part of the first interval presentation of the time-saving jackpot game presentation. After that, the process proceeds to S134.

[0257] In step S134, the CPU 401 determines whether or not it has received the ending command for the jackpot game set in the process of step S670 of Fig. 18. If the determination in step S134 is YES, the process proceeds to step S135, and if this determination is NO, the process proceeds to step S136.

[0258] In step S135, the CPU 401 instructs the image and sound control unit 500 and the like to execute the ending effect of the jackpot game. Here, the ending effect of the jackpot game is an effect that notifies the player that the jackpot game has ended, and is typically an effect that displays the mark of the manufacturer of the gaming machine 1. Then, the process proceeds to S136.

[0259] In step S136, the CPU 401 determines whether or not it has received the customer waiting command and the game status notification command set in the processing of step S416 in Fig. 11. If the determination in step S136 is YES, the processing proceeds to step S137, and if this determination is NO, the command receiving processing is terminated, and the processing proceeds to step S12 in Fig. 19.

[0260] In step S137, the CPU 401 instructs the image and audio control unit 500 to start a stop state process based on the customer waiting command and the game state notification command received in step S136. Then, the command reception process ends, and the process proceeds to step S12 in FIG. 19. The stop state process is started when the machine enters a so-called customer waiting state. The CPU 501 of the image and audio control unit 500, which has been instructed to start the stop state process, displays a predetermined stop effect (e.g., an effect in which all decorative symbols are displayed as stopped (determined stop display)) according to the game state on the image display unit. Note that the CPU 501 starts a customer waiting effect if no other effect instruction is received from the CPU 401 after a predetermined time (e.g., 90 seconds) has elapsed since the start of the stop effect. The customer waiting effect is, for example, an effect in which a video related to the content (anime, story, etc.) that is the subject of the gaming machine 1 is displayed on the image display unit, or an effect in which a part of a predetermined effect (e.g., SP reach effect) executed during gameplay is displayed on the image display unit. However, if the CPU 501 is notified of information indicating that the gaming ball has passed through the gate 44 or information indicating that the gaming ball has entered the normal winning port 43, the CPU 501 will continue the stopped state processing without terminating it.

[0261] [Characteristic operation of this embodiment] Next, a specific example of the notification effect (variable effect) executed by the screen (main image display section 70, etc.) and the speaker 9, etc. in the present embodiment described above using the flowchart will be described.

[0262] [Decorative design] Figures 22 and 23 are figures to explain the decorative pattern DI, which is displayed in a variable manner during the notification performance and then finally displayed as a fixed stop, and is used to dramatically announce the result of the special pattern lottery using the pattern (combination of patterns) displayed as a fixed stop.

[0263] As shown in FIG. 22, in this embodiment, there are nine types of decorative symbols, each depicting the numbers 1 to 9. The decorative symbols depicting 2, 4, 6, and 8 are blue, the decorative symbols depicting 1, 5, and 9 are green, and the decorative symbols depicting 3 and 7 are red. When the decorative symbols of 3 or 7 line up (for example, forming a double digit of 777) and the decorative symbols stop, a time-saving jackpot is indicated by the performance. When the decorative symbols other than 3 and 7 line up (for example, forming a double digit of 222) and the decorative symbols stop, a regular jackpot is indicated by the performance. As will be described later, there are also symbols (such as consecutive symbols) other than the regular symbols depicting numbers.

[0264] FIG. 23 shows specific examples of decorative symbols. In this embodiment, the decorative symbols include a display mode (number character mode) in which a number 701 and a character (character) 302 are surrounded by a frame 700 as shown in FIG. 23(1), and a display mode (number mode) in which only the number 701 is displayed as shown in FIG. 23(2). In the number character mode, the decorative symbols are paired with the number 1 and character A, the number 2 and character B, the number 3 and character C, the number 4 and character D, the number 5 and character E, the number 6 and character F, the number 7 and character G, the number 8 and character H, and the number 9 and character I. In FIG. 23(1), the number 3 and character C are paired in the number character mode decorative symbol. In addition, in the decorative symbol of the number character mode exemplified in 23(1), the inside of the frame is semi-transparent, allowing the background image of the notification effect, etc., to be seen through. The decorative pattern of the number character mode is not limited to this display mode, and for example, decoration imitating flowers or the like may be added to the frame 700, or for example, there may be no frame 700. The decorative pattern of the number mode is also not limited to this display mode, and for example, decoration imitating flowers or the like may be added to the number 701. The display mode of the decorative pattern may also be different depending on the game state. For example, the decorative pattern may be displayed in a number character mode in the normal game state and in a number mode in the time-saving game state, or in a number character mode in the time-saving game state and in a number mode in the normal game state. Furthermore, the display mode of the decorative pattern may be different depending on the presentation mode (a notification presentation mode (which may also be called a stage) that is expressed by changing the background image, etc., in the same game state or a different game state).

[0265] [Announcement performance summary] 24 is a specific diagram for explaining the outline of the display of the decorative symbols and the reserved icon in the notification effect (variable effect). First, using FIG. 24, we will explain how the decorative symbol DI is displayed variably and then stopped (determined stopped) to notify the result of the special symbol lottery.

[0266] In this embodiment, a row of three decorative symbols DI1 to DI3 is used to present the results of the special symbol lottery. The rows of the three decorative symbols DI1 to DI3 are arranged from bottom to top in the order of a symbol depicting the number 1 to a symbol depicting the number 9, and are displayed in a cyclical, variable manner, with the symbol depicting the number 9 followed by a symbol depicting the number 1. The effect of presenting the results of the special symbol lottery by the decorative symbols DI being displayed in a variable manner and then statically displayed (determined static display) is called a notification effect (variable effect). The notification effect may also include the display of various effect images and the output of various effect sounds. For ease of explanation, the examples shown in Figure 24 and subsequent figures only show a hold icon RI indicating that the first special symbol lottery is on hold, and the hold icon indicating that the second special symbol lottery is on hold is not shown. In the following, we will use as an example a case where a first special pattern lottery is held and the reserved icon RI indicates that the first special pattern is reserved, but the same applies when a second special pattern lottery is held.

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

[0268] Next, as shown in FIG. 24(2), a symbol depicting, for example, the number "2" temporarily stops as the left decorative symbol DI1. Then, as shown in FIG. 24(3), a symbol depicting, for example, the number "4" temporarily stops as the right decorative symbol DI2. Then, as shown in FIG. 24(4), a symbol depicting, for example, the number "5" temporarily stops as the center decorative symbol DI3, and then the three decorative symbols DI1-DI3 completely stop (determined stop display; not shown). At this timing, the variable display of the current special symbol ends (the current notification effect ends), the result of the first special symbol lottery is notified to the player, and the reserved icon RI (RI0) on stage ST0 is erased. Specifically, when the decorative pattern DI is aligned with a specific winning pattern (typically a repeat of "777" or the like), it is announced that the result of the first special pattern lottery is a jackpot, and when the decorative pattern DI is not aligned with a specific pattern (a losing pattern: typically a random pattern such as "254"), it is announced that the result of the first special pattern lottery is a loss. Then, as shown in Figure 24(5), the display of the decorative pattern DI changes in accordance with the display of the next special pattern. Note that in Figure 24 and subsequent figures, arrows indicate the decorative pattern DI changing from top to bottom.

[0269] Here, the hold icon RI is an image for indicating the number of reserved first special symbol lotteries. Furthermore, the main image display unit 70 displays multiple stages ST0 to ST4, where the hold icons RI are displayed. In FIGS. 24(1) to (4), hold icons RI (RI1 to RI4) corresponding to the number of reserved first special symbol lotteries are displayed above the stages ST1 to ST4, which are aligned horizontally in the lower region of the main image display unit 70. Furthermore, in FIGS. 24(1) to (4), a hold icon RI0 is displayed above the stage ST0, indicating that the reserved first special symbol lottery has been consumed and a notification effect is being executed. Thus, the hold icon on the stage ST0 does not indicate the reservation of a special symbol lottery, and may therefore be called a hold consumption icon. Furthermore, because the stage ST0 is a hold consumption icon stage, its display mode is different from that of the other stages RI1 to RI4. The pending icon (pending completion icon) on stage ST0 may be displayed in a different manner from the pending icons on the other stages RI1 to RI4.

[0270] FIG. 25 is a diagram showing the color of the reserved icon and the jackpot reliability (expected jackpot probability) indicated by that color. As shown in FIG. 25, a white reserved icon does not indicate a jackpot reliability, while blue, green, and red reserved icons indicate a high jackpot reliability. Among them, a blue reserved icon indicates a low jackpot reliability, a green reserved icon indicates a medium jackpot reliability, and a red reserved icon indicates a high jackpot reliability. In FIG. 24 and subsequent figures, for convenience of illustration, the white color of the reserved icon is indicated by the character "white," the blue color of the reserved icon is indicated by the character "blue," the green color of the reserved icon is indicated by the character "green," and the red color of the reserved icon is indicated by the character "red."

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

[0272] The reserved icon RI displayed on stage ST0 disappears (is erased) immediately before the variable display of the current special symbol (i.e., the currently running notification effect) ends. Furthermore, the reserved icons RI displayed on stages RI1 to RI4 change their display positions (i.e., stages ST) sequentially each time the first special symbol lottery is executed and the notification effect (variable display of special symbols) begins. Specifically, when the variable display of the current special symbol begins (when the notification effect begins), the reserved icon RI1 displayed on stage ST1 moves from stage ST1 to stage ST0 (i.e., the first reservation is consumed), and the reserved icons RI2 to RI4 displayed on stages ST2 to ST4 move to stages ST1 to ST3, respectively. In this manner, the reserved icon RI moves sequentially across the stage ST each time the reservation for the first special symbol lottery is consumed. In this embodiment, the reserved icon RI is displayed above the stage ST, but the reserved icon RI may be displayed in a predetermined position (predetermined position) without the stage ST being displayed.

[0273] As described above, in this embodiment, the lottery result for the reserved first special symbol lottery is notified from the main control unit 100 to the performance control unit 400 before the variable display of the special symbol in the first special symbol lottery begins. In other words, for example, before the first reservation icon RI1 moves from stage ST1 to stage ST0 and the variable special symbol in the first special symbol lottery begins (i.e., the first reservation is consumed), the lottery result of the first special symbol lottery for the first reservation is determined in advance, for example, at the time the first reservation occurs. In this embodiment, based on this preliminary determination, a pre-reading suggestion effect (same-color chance eye effect, etc.) described later using FIG. 36 etc. is executed, so that, for example, the player can be notified in advance that there is a possibility that a reserved symbol with a relatively high probability of winning in the first special symbol lottery may exist, allowing the player to anticipate a jackpot.

[0274] [Examples of notification effects] 26 and 27 are time charts for explaining specific examples of notification effects in this embodiment. In each of the time charts for notification effects shown in Fig. 26 and Fig. 27, the effect content written on the upper side is the effect pattern of the notification effect (in other words, the base effect that constitutes the notification effect), and the effect content written on the lower side (the effect content surrounded by a frame) is the effect content that can be added to this effect pattern. Note that all of the effect content on the upper and lower sides may be considered to be the effect pattern of the notification effect.

[0275] [Instant Loss (2.00 second fluctuation time) notification effect] Fig. 26(1) is a time chart of an "instant loss" notification effect with a fluctuation time of 2.00 seconds corresponding to fluctuation pattern 8 shown in Fig. 12 etc. Fig. 28 is a diagram for explaining a specific example of an "instant loss" notification effect with a fluctuation time of 2.00 seconds executed in the time chart of Fig. 26(1). Below, the notification effect of an instant loss (fluctuation time of 2.00 seconds) will be explained with reference to Fig. 26(1) and Fig. 28. 28 and subsequent figures, it is assumed that an announcement effect for announcing the result of the first special symbol lottery is being executed in the normal gaming state, and unless otherwise specified, it is assumed that a normal background for the normal gaming state (for example, the background of city A) is displayed in motion (moving display, etc.) as the background image for the decorative symbol, and the display of the normal gaming background in motion is expressed by writing "(normal background operation)" in the upper left corner of the screen 70. Also, during the execution of the announcement effect and the period when the decorative symbol is displayed as a fixed stop, normal BGM for the normal gaming state is output from the speaker 9. Note that, when an announcement effect is being executed in the time-shortened gaming state, a time-shortened background for the time-shortened gaming state (for example, the background of city B) is displayed in motion, and the probability variable BGM for the time-shortened gaming state is output.

[0276] First, from the state in which the decorative symbols are displayed as fixed and stopped in the numeric character mode before the notification effect starts (before the change starts) as shown in FIG. 28(1), at t1 in FIG. 26(1), as shown in FIG. 28(2), the change starts (the notification effect starts) and the left decorative symbol DI1, the center decorative symbol DI3, and the right decorative symbol DI2 synchronize (synchronize) and perform a swinging motion for a predetermined time (e.g., 0.3 seconds) as shown in FIG. 28(2). The swinging motion is an action to indicate that the decorative symbols are temporarily stopped (not fixed and stopped). In addition, in conjunction with this swinging motion, the left decorative symbol DI1, the center decorative symbol DI3, and the right decorative symbol DI2 synchronize (synchronize) and perform a swinging emphasis effect. Note that when a normal background action is performed during a customer waiting period (a customer waiting state) when a notification effect or the like is not being performed, and when a notification effect is started during a customer waiting period, the normal background action during the customer waiting period may be maintained (continued) as is to start the notification effect.

[0277] 30A to 30C are diagrams for explaining an example of a swinging motion and a swing-emphasis effect. As shown in Fig. 30A to 30C, the swinging motion is a motion in which the number 701 of the decorative pattern periodically repeats a pendulum motion in which the number 701 rotates counterclockwise around an axis 703 (an axis that is not displayed) by a predetermined angle (e.g., 30°; see Fig. 30C) and clockwise by a predetermined angle (e.g., 30°; see Fig. 30C). 30(1) to (3), the shaking emphasis effect 304 is an effect that emphasizes the shaking motion, and in conjunction with the shaking motion, repeatedly changes (periodically moves, etc.) the emphasis area (304) as if light were periodically reflected on the surface of the decorative pattern number 701. The shaking emphasis effect does not include sound effects. In addition, when the decorative pattern character 702 or frame 700 performs a swinging action to perform a predetermined action, the swinging emphasis effect may be an effect in which the emphasis area (304) is repeatedly changed (periodically moved, etc.) in conjunction with this swinging action, as if light is periodically reflected on the surface of the character 702, etc. Also, as will be described later, the swinging emphasis effect is not affected by the character action (action) of the fluctuation start emphasis effect (see Figure 31), but may be affected by the light emitting effect of the fluctuation start emphasis effect (the visibility may be reduced by the light emitting effect).

[0278] Next, as shown in Figure 28 (3), a change start emphasis effect is executed to emphasize the start of the change (scroll) of the decorative pattern row in the order of left decorative pattern DI1, middle decorative pattern DI3, and right decorative pattern DI2, and then the change (scroll) of the decorative pattern row begins.

[0279] FIG. 31 is a diagram illustrating an example of a change start highlighting effect. First, the change start highlighting effect is initiated as shown in FIG. 31(2) from the state before the change start highlighting effect (a state in which the swinging motion and swinging highlighting effect are being executed) shown in FIG. 31(1). Specifically, as shown in FIG. 31(2), the decorative pattern moves slightly in the direction opposite to the direction of change, and a character action specific to the change start highlighting effect is executed in which the character 702 makes an action. Then, as shown in FIG. 31(3), while the character action is being executed, the light-emitting effect 305 specific to the change start highlighting effect is displayed. Then, as shown in FIG. 31(4), the light-emitting effect 305 expands and the decorative pattern begins to scroll. Then, as shown in FIG. 31(5), while the character action is being executed, the light-emitting effect 305 further expands to the outside of the decorative pattern, and the scrolling of the decorative pattern is accelerated. Then, as shown in FIG. 31(6), the visibility of the decorative pattern and the light-emitting effect 305 is reduced by processing such as increasing the image transparency, and the decorative pattern is scrolled at a high speed. 28(3), as a variation start emphasis effect, for example, at the timing of FIG. 31(5), a sound effect "bang" specific to the variation start emphasis effect is output at 1 / 10 volume from the speaker 9. In this way, the variation start emphasis effect is executed one-off (not repeatedly) to emphasize the start of the variation (scroll) of the decorative pattern row. In addition, although Fig. 31 shows an example in which a swing emphasis effect (and swinging motion) is executed while a change start emphasis effect is being executed, the swing emphasis effect (and swinging motion) may not be executed while a change start emphasis effect is being executed. Also, in Fig. 28 (3), an example is shown in which the left decorative pattern DI1, the center decorative pattern DI3, and the right decorative pattern DI2 start to change (scroll) in order, but the left decorative pattern DI1, the center decorative pattern DI3, and the right decorative pattern DI2 may start to change (scroll) simultaneously. In this case, the swing light-emitting effects of the left decorative pattern DI1, the center decorative pattern DI3, and the right decorative pattern DI2 are executed simultaneously (synchronized).

[0280] Next, as shown in FIG. 28(4), (the effect of emphasizing the start of the change is ended) the decorative patterns DI1 to DI3 on ​​the left, right and center are displayed (scrolled) at high speed with reduced visibility.

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

[0282] FIG. 32 is a diagram illustrating an example of a temporary stop emphasis effect. First, as shown in FIG. 32(1), the visibility of the decorative symbols on the left, right, and center during scrolling improves (for example, the transparency decreases), and the scrolling speed decreases. Then, as shown in FIG. 32(2), the temporary stop emphasis effect begins. Specifically, as shown in FIG. 32(2), the decorative symbols begin to bounce slightly in the direction of the scrolling (scrolling) and then return, and a character action specific to the temporary stop emphasis effect is executed, in which the character 702 moves (actions). Note that during the bounding action, the character 702 itself may also be pulled in the direction of the scrolling of the decorative symbols and then return to its original position. Then, as shown in FIG. 32(3), the character 702 is enlarged while performing the character action, and the light-emitting effect 306 specific to the temporary stop emphasis effect is displayed. Furthermore, the number 701 is enlarged and rotates once. Then, as shown in FIG. 32(4), the character 702 and the number 701 during the character action are reduced to their original size, and the light-emitting effect 306 expands. Then, as shown in FIG. 32(5), while the character's action is being performed, the light-emitting effect 306 further expands, reaching the outside of the decorative pattern. Then, as shown in FIG. 32(6), the light-emitting effect 306 is reduced, and the bounding action ends. Then, as shown in FIG. 32(7), the decorative pattern temporarily stops, and a swing emphasis effect is executed. Also, as shown in FIG. 29(5), as a temporary stop emphasis effect, for example, at the timing shown in FIG. 32(2), a sound effect "bzzz" specific to the temporary stop emphasis effect is output from the speaker 9 at 1 / 10 the volume. In this way, the temporary stop emphasis effect is executed singly (not repeatedly) to emphasize the temporary stop of the decorative pattern row.

[0283] In addition, in FIG. 32, an example was given in which a shaking emphasis effect (and a shaking motion) is not executed during execution of a temporary stop emphasis effect, but a shaking emphasis effect (and a shaking motion) may be executed during execution of a temporary stop emphasis effect (for example, during the period of FIG. 32(2)(4) to (6)). In that case, the shaking emphasis effect (and a shaking motion) of the left, right, and center decorative symbols may be executed synchronously throughout. In addition, in FIG. 29(5), an example was given in which the left, right, and center decorative symbols are simultaneously (synchronized) executed in a temporary stop emphasis effect and temporarily stopped at the same time, but the left, right, and center decorative symbols may be executed in order in a temporary stop emphasis effect and temporarily stopped in order. In that case, when a shaking emphasis effect (and a shaking motion) is executed and an earlier-started shaking emphasis effect (and a shaking motion) and a later-started shaking emphasis effect (and a shaking motion) are synchronized, the later-started (or earlier-started) shaking emphasis effect (and a shaking motion) may be synchronized discontinuously (rather than smoothly).

[0284] Next, as shown in Figure 29 (6), the decorative patterns on the left, right, and center are synchronized (harmonized) and a swinging motion is performed for a predetermined time (for example, 0.5 seconds), and in conjunction with this swinging motion, the decorative patterns on the left, right, and center are synchronized (harmonized) and a swinging emphasis effect is performed.

[0285] Next, at t3 in Figure 26(1), the left, right, and center decorative symbols that were temporarily stopped are displayed as fixed symbols, and a loss is announced, as shown in Figure 29(7). Note that the decorative symbols that are displayed as fixed symbols are completely stopped and do not move.

[0286] As described above, according to this embodiment, even in the case of a short-time (2.00 seconds) instant loss notification display that does not give the player the expectation of a big win, dramatic effects are created by the character's actions and the illumination of decorative patterns, etc., to prevent the player from getting bored.

[0287] [Instant Loss (12.00 seconds) Notification] Fig. 26(2) is a time chart of the notification effect of "instant loss" with a fluctuation time of 12.00 seconds corresponding to the fluctuation pattern 7 shown in Fig. 12 etc. Figs. 33 to 35 are diagrams for explaining a specific example of the notification effect of "instant loss" with a fluctuation time of 12.00 seconds executed in the time chart of Fig. 26(2).

[0288] Here, as shown in FIG. 26(2), in the notification effect of "instant miss" with a variable time of 12.00 seconds, any one of the four effects, namely, the reach prompting effect, the pseudo consecutive prompting effect, the same-color chance eye effect, and the hold change effect, can be executed. Therefore, with reference to FIG. 33 and FIG. 34, the cases where the reach prompting effect is executed, the pseudo consecutive prompting effect is executed, and when all four effects are not executed will be described. Note that the notification effect may be configured so that two or more of the above four effects can be executed.

[0289] First, from the state before the notification effect (before the change starts) shown in FIG. 33(1), at t1 in FIG. 26(2), the change of the decorative pattern row starts as shown in FIG. 33(2). Next, as shown in FIG. 33(3), the change start highlight effect is executed in order from the left decorative pattern, and then the change (scroll) of the decorative pattern row starts. Next, as shown in FIG. 33(4), the decorative patterns DI1 to DI3 on ​​the left and right are displayed (scrolled). The contents of FIG. 33(1) to (4) are the same as the contents of FIG. 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 pattern DI1 is executed, and the left decorative pattern 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 a reach prompting effect is executed, as shown in Fig. 26(2), at t3, the right decorative symbol DI2 slows down to prompt (create expectations of) a reach prompting effect that will temporarily stop at a symbol that will achieve reach, as shown in Fig. 33(7), and a reach prompting effect (see Fig. 57, etc.) is executed. In addition, 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) is executed to emphasize the temporary stop of the right decorative symbol DI2, which has not been achieved, and the right decorative symbol DI2 is temporarily stopped. In addition, the swing emphasis effect of the left decorative symbol DI1 is also continued. 31(7) is executed, the temporary stop highlighting effect of the right decorative symbol DI2 may not be executed. By doing so, the feeling of the flow of the symbols that will result in a reach can be effectively expressed.

[0294] If the reach-provoking effect is not executed, the effect of FIG. 33(8) follows the effect of FIG. 33(6).

[0295] Next, as shown in Fig. 33(9), a swinging action is executed synchronously (in unison) for the left and right decorative patterns, and in conjunction with this swinging action, a swinging emphasis effect is executed synchronously (in unison) for the left and right decorative patterns. In this case, when the swinging emphasis effect (and swinging action) of the left decorative pattern DI1 that started first and the swinging emphasis effect (and swinging action) of the right decorative pattern DI2 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).

[0296] (When the pseudo consecutive fanning effect is not executed) Next, at t6 of Fig. 26(2), as shown in Fig. 34(4), a temporary stop emphasis effect (see Fig. 32) that emphasizes the temporary stop of the center decorative symbol DI3 is executed, and this center decorative symbol DI3 is temporarily stopped. In addition, the synchronized swing emphasis effect (and swinging action) of the left and right decorative symbols is also continued.

[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] As already explained, thereafter, at t6 in Figure 26(2), the middle decorative pattern DI3 temporarily stops as shown in Figure 34(4), then the left, right, and middle decorative patterns DI1 to DI3 synchronize (synchronize) as shown in Figure 34(5), and at t7 in Figure 26(2), the left, right, and middle decorative patterns DI1 to DI3 are displayed as fixed stops as shown in Figure 34(6), and a miss is announced. In addition, when the pseudo consecutive fanning effect is executed, the temporary stop emphasizing effect of the middle decorative pattern DI3 may not be executed. By doing so, the feeling that the consecutive patterns flow (afterglow) can be effectively expressed. In addition, the above has described a mode in which the left, right, and center decorative patterns temporarily stop simultaneously in the notification performance of an immediate loss (Fig. 29(5)), and a mode in which the decorative patterns temporarily stop in a fixed order of left, right, and center (Figs. 33(5)(8), 34(4), etc.). However, the order in which the decorative patterns temporarily stop is not limited to this, and for example, the order in which the decorative patterns temporarily stop may be different each time, or they may temporarily stop in a random order each time, or the left and right decorative patterns may temporarily stop simultaneously.

[0303] Next, referring to Figures 35 to 37, we will explain the cases when a same-color chance eye effect is executed and a hold change effect is executed in the notification effect of ``regular instant miss'' with a fluctuation time of 12.00 seconds (see Figure 26 (2)).

[0304] First, from the state before the start of the notification effect (before the change starts) shown in FIG. 35(1), at t1 in FIG. 26(2), the change of the decorative pattern row starts as shown in FIG. 35(2). Next, as shown in FIG. 35(3), a change start highlighting effect is executed in order from the left decorative pattern, and then the change (scrolling) of the decorative pattern row starts. Next, as shown in FIG. 35(4), the decorative patterns DI1 to DI3 on ​​the left and right are displayed (scrolled). The contents of FIG. 35(1) to (4) are the same as the contents of FIG. 28(1) to (4).

[0305] Next, at t2 in Fig. 26(2), the left decorative symbol is temporarily stopped as shown in Fig. 35(5), and then a swinging emphasis effect for the left decorative symbol is performed as shown in Fig. 35(6). After that, at t4 in Fig. 26(2), the right decorative symbol is temporarily stopped with a symbol that does not constitute a reach as shown in Fig. 35(7), and then the left and right decorative symbols are synchronized (harmonized) to perform a swinging emphasis effect as shown in Fig. 35(8). The contents of Fig. 35(5) to (8) are the same as the contents of Fig. 33(5)(6)(8)(9).

[0306] Next, at t6 in FIG. 26(2), as shown in FIG. 35(9), the center decorative symbol DI3 temporarily stops at a symbol that results in a blue chance symbol, and a blue chance symbol highlight effect is performed for the left, right, and center decorative symbols DI1 to DI3. Furthermore, during the chance symbol highlight effect, swinging motions and swinging emphasis effects are performed synchronously (synchronized) for the left, right, and center decorative symbols. The chance symbol highlight effect is an effect that suggests (or emphasizes) a relatively high probability of a jackpot in the subsequent notification effect (subsequent fluctuation) by highlighting the same-color chance symbol, and includes character movements, lighting effects, sound effects, etc., unique to the chance symbol highlight effect. Furthermore, since the chance symbol highlight effect is performed when all the left, right, and center decorative symbols temporarily stop, it can be considered a type of temporary stop highlight effect, and can also be considered an emphasis effect on a larger scale than the normal temporary stop highlight effect (FIG. 32). Here, for a blue chance symbol to be achieved, all of the left, right, and center decorative symbols DI1 to DI3 must temporarily stop at blue symbols (see FIG. 22). In addition, when the center decorative symbol DI3 temporarily stops in FIG. 35(9), a similar effect to that in FIG. 34(4) (a temporary stop highlight effect of the center decorative symbol DI3) may be executed first, followed by the blue chance eye highlight effect as described above. Furthermore, when the left, right, and center decorative symbols temporarily stop simultaneously, a temporary stop highlight effect may be executed for the left, right, and center decorative symbols simultaneously, followed by the blue chance eye highlight effect as described above. Alternatively, a same-color chance eye hype effect (and a same-color chance eye hype highlight effect that emphasizes this effect) may be executed by slowing down the center decorative symbol DI3 to encourage a temporary stop on a symbol that will result in a same-color chance eye (blue chance eye in FIG. 35). Furthermore, if a same-color chance eye is not achieved after the same-color chance eye hype effect is executed, the temporary stop highlight effect of the center decorative symbol DI3 may not be executed. This effectively expresses the feeling (afterglow) of the same-color chance eye flowing.

[0307] Next, at t7 in Figure 26(2), as shown in Figure 35(10), the decorative patterns DI1 to DI3 on ​​the left, right, and center that had been temporarily stopped are displayed as fixed stops after the blue chance eye highlighting effect ends and the character returns to its basic posture, and a miss is announced.

[0308] Figure 36 is a specific diagram for explaining the types of same-color chance eye effects and chance eye emphasis effects. The same-color chance eye effects include a blue chance eye effect (Figure 36(1)) in which the left, right, and center decorative symbols DI1 to DI3 temporarily stop on a blue symbol (see Figure 27), a green chance eye effect (Figure 36(2)) in which they temporarily stop on a green symbol, and a red chance eye effect (Figure 36(3)) in which they temporarily stop on a red symbol (see Figure 22). In addition, there are blue chance eye emphasis effects that include a unique character action, blue light-emitting effect, and sound effect "Giin" (volume 6 / 10) to emphasize the blue chance eye effect, a green chance eye emphasis effect that includes a unique character action, green light-emitting effect, and sound effect "Gigigiin" (volume 8 / 10) to emphasize the green chance eye effect, and a red chance eye emphasis effect that includes a unique character action, red light-emitting effect, and sound effect "Gigiin" (volume 7 / 10) to emphasize the red chance eye effect. In addition, the reliability of a jackpot in a later notification performance is higher for a green chance eye effect than for a blue chance eye effect, and the reliability of a jackpot in a later notification performance is higher for a red chance eye effect than for a green chance eye effect. In addition, when same-color chance eye effects are executed across multiple notification performances, multiple same-color chance eye effects are executed so that the reliability of a jackpot 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 Figure 37(2), after the variable pattern is switched to the normal decorative pattern, a swinging action and swinging emphasis effect are executed in synchronization (synchronization) for the left, right, and center decorative patterns, as in Figure 34(5), etc.

[0312] Next, as shown in FIG. 37(3), at t7 in FIG. 26(2), the left, right, and center decorative symbols DI1 to DI3 that had been temporarily stopped are displayed as fixed stops, and a miss is announced. Note that in FIG. 37(1), a configuration may be adopted in which the variable symbol is slowed down to display a reserve change prompting effect (and a reserve change prompting effect that emphasizes this effect) that prompts the variable symbol to temporarily stop. Furthermore, if the variable symbol does not temporarily stop after the reserve change prompting effect is executed, a configuration may be adopted in which the reserve change prompting effect of the normal decorative symbol that switches from the variable symbol is not executed. In this way, the feeling of the reserve change effect flowing (afterglow) can be effectively expressed.

[0313] [Notification effect for reach miss / reach hit (variable time 15.00 seconds)] Fig. 26(3) is a time chart of the notification effect of "reach miss" / "reach hit" with a fluctuation time of 15.00 seconds corresponding to the fluctuation pattern number 5 / 6 shown in Fig. 12 etc. Figs. 38 to 47 are diagrams for explaining a specific example of the notification effect of "reach miss" / "reach hit" with a fluctuation time of 15.00 seconds executed in the time chart of Fig. 26(3).

[0314] First, from the state before the notification effect (before the change starts) shown in FIG. 38(1), at t1 in FIG. 26(3), the change of the decorative pattern row starts as shown in FIG. 38(2). Next, as shown in FIG. 38(3), the change start highlight effect is executed in order from the left decorative pattern, and then the change (scroll) of the decorative pattern row starts. Next, as shown in FIG. 38(4), the decorative patterns DI1 to DI3 on ​​the left and right are displayed (scrolled). The contents of FIG. 38(1) to (4) are the same as the contents of FIG. 28(1) to (4).

[0315] Next, as shown in Figure 38 (5), when a cut-in preview effect is executed, at t2 in Figure 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 with the words "Is it hot?" is displayed. The cut-in preview emphasis effect is an effect that emphasizes the cut-in preview effect, and includes a unique lighting effect and sound effect. It may also include a unique action (for example, the action of the cut-in image, etc.).

[0316] Here, the cut-in preview effects include a blue cut-in preview effect in which a blue cut-in image with the words "Hot?" is displayed (see Figure 38(5)), a green cut-in preview effect in which a green cut-in image with the words "Hot!!" is displayed (see Figure 49(5)), and a red cut-in preview effect in which a red cut-in image with the words "Super Hot!!" is displayed (see Figure 52(2)). Furthermore, the blue cut-in preview emphasis effect is an effect that emphasizes the blue cut-in preview effect and includes a unique light-emitting effect and 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-emitting effect and sound effect "Zubaban" (volume 6 / 10), and the red cut-in preview emphasis effect is an effect that emphasizes the red cut-in preview effect and includes a unique light-emitting effect and sound effect "Zubaban" (volume 7 / 10) (see Figure 59, etc.). In addition, the reliability of a jackpot in the currently executing notification effect is higher for a green cut-in notification effect than for a blue cut-in notification effect, and higher for a red cut-in notification effect than for a green cut-in notification effect.

[0317] After Fig. 38(4) or (5), (when a pseudo consecutive effect is executed) the left decorative symbol is temporarily stopped as shown in Fig. 38(6) at t3 in Fig. 26(3), and then a swing emphasis effect of the left decorative symbol is performed as shown in Fig. 38(7). After that, the right decorative symbol is temporarily stopped at a symbol that does not constitute a reach as shown in Fig. 38(8) at t4 in Fig. 26(3), and then the left and right decorative symbols are synchronized (harmonized) as shown in Fig. 39(1) to perform a swing emphasis effect. The contents of Fig. 38(6) to (8) and Fig. 39(1) are the same as the contents of Fig. 33(5)(6)(8)(9).

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

[0319] Next, as shown in Figure 39 (3), the consecutive symbols temporarily stop as the middle decorative symbol DI3, and a pseudo consecutive highlight effect is executed. The pseudo consecutive highlight effect is an effect that emphasizes the temporary stop of the consecutive symbols, suggesting the execution of a pseudo consecutive, and includes a unique action, a light-emitting effect, and a sound effect "clack" (volume 7 / 10).

[0320] 41 and 42 are diagrams illustrating an example of a pseudo-continuous highlighting effect. For example, as shown in Fig. 41(1) to (3), when consecutive symbols temporarily stop, in the pseudo-continuous highlighting effect, a X-shaped light-emitting effect 309 (a unique light-emitting effect) is displayed, which spreads from the center of the consecutive symbols until it is completely visible on the screen. Also, as shown in Fig. 42(1) to (3), when consecutive symbols temporarily stop, in the pseudo-continuous highlighting effect, the consecutive symbols are expanded until it is completely visible on the screen, and the light-emitting effect 309 spreads from the center of the consecutive symbols until it is completely visible on the screen.

[0321] Next, at t6 in FIG. 26(3), the left, right, and center decorative symbols DI1 to DI3 that had been temporarily stopped are re-varied as shown in FIG. 39(4), and the pseudo consecutive effect is executed (completed). Note that, since this re-variation is a pseudo re-variation, the effect of emphasizing the start of variation (see FIG. 31) is not executed at the time of the re-variation. Also, the pseudo consecutive effect of FIG. 39(2) may not be executed. Also, the effect of temporarily stopping the consecutive symbols of FIG. 39(2) and the effect of re-variing the temporarily stopped decorative symbols of FIG. 39(4) may be considered as a pseudo consecutive effect.

[0322] Here, the sets of pseudo consecutive effects explained using Figures 38(6) to (8) and Figures 39(1) to (4) can be executed up to three times in one notification effect (one change), and the more times they are executed, the higher the reliability of winning the jackpot in the notification effect currently being executed. Therefore, when executing one or two more sets of pseudo consecutive effects, a set of pseudo consecutive effects is executed as shown in Figure 39(5). Note that at least a part of the pseudo consecutive highlight effects may be different in each set of pseudo consecutive effects.

[0323] Next, at t7 in Figure 26(3), as shown in Figure 39(6), the same effect as Figure 33(5) is executed and the left decorative symbol DI1 is temporarily stopped. Here, if the pseudo consecutive effect is not executed, the effect moves from Figure 38(4) or (5) to Figure 39(6).

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

[0325] After Fig. 39(7) or (8), at t9 in Fig. 26(3), as shown in Fig. 40(1), the right decorative symbol DI2 temporarily stops at a symbol that indicates a reach is established (i.e., a reach is established), and a reach establishment highlighting effect is executed. The reach establishment highlighting effect is an effect that emphasizes the reach establishment (reach eye), and includes unique character movements, lighting effects, and the sound effect "Zugyuun" (volume 7 / 10) (see Fig. 59, etc.). In addition, the decorative symbols (reach eyes) on the left and right that have established a reach are synchronized (harmonized) to perform a swing highlighting effect.

[0326] FIG. 43 is a diagram illustrating an example of a reach-establishment highlighting effect. For example, as shown in FIG. 43(1), in the reach-establishment highlighting effect, a unique character action is performed on the left and right decorative symbols (reach eyes) that have been established, and a unique line-shaped light-emitting effect 310 is displayed that simultaneously straddles (connects) the reach eyes. Also, for example, as shown in FIG. 43(2), in the reach-establishment highlighting effect, a unique character action is performed on the reach eyes, and a unique light-emitting effect 310 that simultaneously straddles and covers the reach eyes is displayed. Also, for example, as shown in FIG. 43(3), in the reach-establishment highlighting effect, a unique character action is performed on the reach eyes, and a unique band-shaped light-emitting effect 310 in which the characters "Reach!!" move from left to right and simultaneously straddle the reach eyes is displayed. Note that when the right decorative symbol DI2 provisionally stops on a symbol that establishes a reach (as in FIG. 33(8), etc.), a provisional stop highlighting effect may be executed first, and then the reach-establishment highlighting effect may be executed.

[0327] Next, as shown in Figure 40 (2), the decorative symbols (reach marks) on the left and right are enlarged while a synchronized (synchronized) swing emphasis effect is performed, and then they move apart to the left and right. The reach marks may be enlarged until they are no longer visible on the screen.

[0328] Next, as shown in Figure 40 (3), the central decorative pattern is enlarged to a pattern that indicates a jackpot (a pattern that is a repeating number), and a jackpot stop teasing effect (and a jackpot stop teasing emphasis effect that emphasizes this effect; see Figure 61, etc.) is executed to stimulate (create anticipation of) the player that the pattern will be temporarily stopped at a slower speed, which will result in a jackpot.

[0329] Next, in the case of a miss, at t10 in FIG. 26(3), as shown in FIG. 40(4), a similar effect to that in FIG. 35(4) is executed, in which the central decorative symbol DI3 temporarily stops on a symbol that will result in a miss, and a temporary stop emphasis effect is executed. Note that this temporary stop emphasis effect (a temporary stop emphasis effect for a reach miss) may be different from the normal temporary stop emphasis effect (see FIG. 32, etc.). Specifically, it may be a unique effect using character movements or light-emitting effects, or it 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. This leaves the player with a sense of anticipation that a revival win effect (not shown) will be executed, in which the central decorative symbol DI3 will fluctuate again and then temporarily stop on a symbol that will result in a jackpot, resulting in a jackpot. In this case, it is desirable to configure this revival win effect to be executed with a low probability (for example, 1% of the time of a jackpot). This temporary stop emphasis effect (a temporary stop emphasis effect of a missed reach) may be considered as a missed reach emphasis effect that emphasizes a missed reach (see FIG. 59, etc.).

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

[0331] Next, at t11 ​​in FIG. 26(3), as shown in FIG. 40(6), the decorative symbols in the left, right, and center are displayed as fixed stop symbols with a reach-miss, and a 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 center decorative symbol DI3 temporarily stops on the symbol (double number) that will result in a jackpot, and a double number highlighting effect is executed. The double number highlighting effect is an effect that emphasizes the jackpot symbol (double number), and includes unique character movements, light-emitting effects, and a sound effect "thud" (volume 8 / 10). In addition, a swing highlighting effect is executed in synchronization (synchronization) with the decorative symbols on the left, right, and center that have temporarily stopped.

[0333] 44 and 45 are diagrams illustrating an example of a doublet highlighting effect. For example, as shown in Fig. 44(1) to (3), in the doublet highlighting effect, a unique character action is performed on the left, right, and center decorative symbols (doublets), and a cross light-emitting effect 311 (unique light-emitting effect) is displayed, spreading from the center of the center decorative symbol until it can be seen off the screen. Also, as shown in Fig. 45(1) to (3), in the doublet highlighting effect, a unique character action is performed on the left, right, and center decorative symbols (doublets), and a number of cross light-emitting effects 311 (unique light-emitting effects) are displayed, spreading from multiple positions on the left, right, and center decorative symbols until they can be seen off the screen.

[0334] Next, as shown in FIG. 40(8), in the state of temporary stop, a pattern confirmation suggestion highlight effect is executed, indicating that the decorative patterns on the left, right, and center are confirmed. The pattern confirmation suggestion highlight effect is an effect that highlights the jackpot pattern (double numbers), and includes a unique light-emitting effect and a sound effect "Kin" (volume 2 / 10). Note that a swing highlight effect is executed (continued) in synchronization (synchronization) with the decorative patterns on the left, right, and center that have temporarily stopped. In addition, the pattern confirmation suggestion highlight effect may include a unique action effect (character action, etc.). In addition, the swing highlight effect may end before the pattern confirmation suggestion highlight effect is executed.

[0335] 46 and 47 are diagrams showing examples of a symbol confirmation suggestion highlight effect. As shown in (1) → (2) → (3) of FIG. 42, the symbol confirmation suggestion highlight effect is a highlight effect in which the light-emitting effect 312, which appears to be reflective and glowing, moves, for example, from bottom to top. By executing the symbol confirmation suggestion highlight effect in this way, the decorative symbols that are oscillating in a provisionally stopped state can be made to appear as if they have been confirmed and completely stopped, despite being oscillating. Here, the symbol confirmation suggestion highlight effect is an important effect that suggests that the decorative symbols will definitely stop at a symbol indicating a jackpot (double numbers). Since it suggests that a jackpot has finally been confirmed after various effects that encourage anticipation of a jackpot have ended, it is intentionally a small-scale (demanding) effect. Therefore, the symbol confirmation suggestion highlight effect is not executed simultaneously with various highlight effects that encourage anticipation of a jackpot (cut-in highlight effect, pseudo-consecutive highlight effect, reach establishment highlight effect, SP development highlight effect, etc.). For example, as shown in (1), (2), and (3) of Figure 47, the pattern confirmation suggestion highlighting effect is a very large-scale highlighting effect in which the light-emitting effect 312 spreads from the middle decorative pattern DI3 until it finally covers the entire screen for an instant (for example, until the decorative patterns on the left, right, and center become difficult to distinguish or impossible to distinguish).

[0336] Next, at t11 ​​in FIG. 26(3), as shown in FIG. 40(9), the decorative symbols DI1 to DI3 that were temporarily stopped on the left, right, and center are reduced to their original size and displayed as fixed stops, and a jackpot is announced.

[0337] [SP Miss / SP Win (variable time 60.00 seconds) notification effect] Fig. 27(1) is a time chart of the notification effect of "SP Miss" / "SP Hit" with a fluctuation time of 60.00 seconds corresponding to the fluctuation pattern number 3 / 4 shown in Fig. 12 etc. Figs. 48 to 51 are diagrams for explaining a specific example of the notification effect of "SP Miss" / "SP Hit" with a fluctuation time of 60.00 seconds executed in the time chart of Fig. 27(1).

[0338] First, from t1 to t6 in Figure 27(1) (to be precise, up to before t7), as shown in Figure 48(1), similar to the effects from Figure 38(1) to Figure 39(5), after the fluctuation begins, a cut-in preview effect and up to three sets of pseudo-consecutive effects can be executed.

[0339] Next, when a specific result prediction effect is executed, an effect similar to that of Figure 33 (5) (6) (8) (9) is executed, as shown in Figure 48 (2) to (5), in which the left decorative pattern DI1 temporarily stops, and then the right decorative pattern DI2 temporarily stops with a pattern that does not result in a reach, and the left and right decorative patterns are synchronized (harmonized) to execute a swing emphasis effect.

[0340] Then, at t7 in FIG. 27(1), as shown in FIG. 48(6), the center decorative symbol DI3 temporarily stops with the same blue color as the left and right decorative symbols, resulting in a specific blue result for the center decorative symbols DI1 to DI3 (see FIG. 22), and a blue specific result highlighting effect is executed. The specific result highlighting effect is an effect that emphasizes the occurrence of a specific result and indicates the likelihood of a zone effect (expectation of a zone entry) being executed in the currently executing notification effect, and includes a unique character action, a light-emitting effect (blue light), and a sound effect "Queen" (volume 6 / 10). Note that when the center decorative symbol DI3 temporarily stops, an effect similar to that shown in FIG. 34(4) (a temporary stop highlighting effect for the center decorative symbol DI3) may be executed, followed by the blue specific result highlighting effect as described above. Furthermore, the specific result highlighting effect can be considered an effect that emphasizes the temporary stop of a decorative symbol, and therefore may be considered a type of temporary stop highlighting effect that is larger in scale than a normal temporary stop highlighting effect.

[0341] Here, the specific result highlighting effects include a blue specific result highlighting effect (Fig. 48(6)) when the left, right, and center decorative symbols DI1 to DI3 all temporarily stop at blue symbols (see Fig. 22), a green specific result highlighting effect (not shown) when the left, right, and center decorative symbols DI1 to DI3 all temporarily stop at green symbols, and a red specific result highlighting effect (not shown) when the left, right, and center decorative symbols DI1 to DI3 all temporarily stop at red symbols. The blue specific result highlighting effect includes a unique character action, a light-emitting effect (blue light), and the sound effect "Queen" (volume 6 / 10), the green specific result highlighting effect includes a unique character action, a light-emitting effect (green light), and the sound effect "Queen" (volume 7 / 10), and the red specific result highlighting effect includes a unique character action, a light-emitting effect (green light), and the sound effect "Queen" (volume 8 / 10). In addition, the green specific result highlighting effect has a higher expectation of entering the zone than the blue specific result highlighting effect, and the red specific result highlighting effect has a higher expectation of entering the zone than the green specific result highlighting effect. Furthermore, when the specific result highlighting effect is executed multiple times in one notification effect, multiple specific result highlighting effects are executed so as not to decrease the expectation of entering the zone.

[0342] Next, as shown in Figure 48 (7), the decorative symbols on the left, right, and center that were temporarily stopped in the specific result highlighting effect are changed again. Note that since this change is a pseudo change, it is preferable that the change start highlighting effect is not executed when the change is changed again, but it may be executed.

[0343] Next, if one or two more sets of the specific result highlighting effect (specific result announcement) described using Figures 48(2) to (7) are to be executed, a set of the specific result highlighting effect is executed as shown in Figure 48(8).

[0344] Next, if the zone effect is not executed, at t9 to t11 in Fig. 27(1), as shown in Fig. 49(1) to (4), the same effects as Fig. 39(6) to (8) and Fig. 40(1) are executed, and after the left decorative symbol DI1 temporarily stops and a reach-inducing effect is executed, the right decorative symbol DI2 temporarily stops and an effect in which a reach is established is executed. Note that if the specific result emphasizing effect is not executed, the effect moves from Fig. 48(1) to Fig. 49(1).

[0345] Next, when a cut-in notice is to be performed, as shown in Figure 49(5), a cut-in notice is performed at t12 in Figure 27(1), similar to Figure 38(5). Note that in Figure 49(5), a green cut-in notice is performed.

[0346] On the other hand, when a zone effect is executed, at t8 in FIG. 27(1), as shown in FIG. 50(1), the zone effect is started and a zone entry emphasis effect is executed. The zone effect is an effect that suggests a high probability of a jackpot in the currently executing notification effect, and is an effect that displays a band image that displays a zone background for the zone effect and a moving text image that reads "Weak Zone" or "Strong Zone." Furthermore, a zone effect that displays a band image of the "Strong Zone" has a higher probability of a jackpot than a zone effect that displays a band image of the "Weak Zone." In FIG. 50(1), a zone effect that displays a band image of the "Weak Zone" is executed. Furthermore, an SP reach effect starts upon the end of the zone effect. Furthermore, the zone entry emphasis effect is an effect that emphasizes the zone effect and includes a unique lighting effect (e.g., lighting of the zone background) and a sound effect of "Gween" (volume 7 / 10). It may also include a unique action (e.g., the action of the band image). Furthermore, the zone entry emphasis effect may be different for the weak zone and the strong zone. In addition, the configuration may be such that, upon completion of the zone effect, another effect (for example, an SPSP reach effect) that raises the expectation of a big win is started.

[0347] Next, at t9 to t12 in Fig. 27(1), as shown in Fig. 50(1) to (5), while executing the zone effect, the same effect as Fig. 49(1) to (5) is executed, and after the left decorative symbol DI1 is temporarily stopped, if a reach-prompting effect is executed, the reach-prompting effect is executed, and after that, if a reach is established and a cut-in notice effect is executed, the cut-in notice effect is executed. Note that in Fig. 50(5), a green cut-in notice effect is executed.

[0348] After Figure 49(4)(5) or Figure 50(4)(5), at t13 in Figure 27(1), the game progresses to the SP Reach effect as shown in Figure 51(1). Specifically, an SP Reach background dedicated to the SP Reach effect (for example, a background during an SP battle in which the protagonist character fights an enemy character) is displayed, and an SP development emphasis effect is executed to emphasize that the game has progressed to the SP Reach effect. The SP development emphasis effect displays a unique light-emitting 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 "Gyuun" (volume 8 / 10) (see Figure 63, etc.). At this time, the decorative symbols change from a numeric character form to a numeric form (see Figure 23) and are displayed at a reduced size at the top of the screen, and a swing emphasis effect is executed (continued) in synchronization with the numeric decorative symbols (reach eyes).

[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 loss is announced.

[0352] On the other hand, in the case of a jackpot, at t14 in Fig. 27(1), as shown in Fig. 50(5), an image of the SP battle victory in which the SP battle has been won is displayed on the SP reach background, and an SP victory emphasis effect is executed on the SP reach background, etc. The SP victory emphasis effect is an effect that emphasizes that the result of the SP reach is a jackpot (SP battle victory), and for example, a unique light-emitting effect that causes the entire SP reach background to light up on a large scale (for example, the entire display screen lights up) is displayed, and a unique sound effect "Ta-da!" (sound 9 / 10) is output (see Fig. 63, etc.).

[0353] Also, at t14 in FIG. 27(1), as shown in FIG. 50(5), the central decorative symbol DI3 temporarily stops at a symbol that results in a jackpot, and a special temporary stop emphasis effect is executed for the central decorative symbol DI3. In this special temporary stop emphasis effect (temporary stop emphasis effect when a doublet is formed), an effect different from the normal temporary stop emphasis effect (FIG. 32) is executed, and for example, a special light-emitting effect is displayed. Also, a swing emphasis effect is not executed for the temporarily stopped central decorative symbol DI3. Note that when the central decorative symbol DI3 temporarily stops at a symbol that results in a jackpot, the temporary stop emphasis effect may not be executed, and the above-mentioned special sound effect "Ta-da!" may not be output. Also, a swing emphasis effect may be executed for the temporarily stopped central decorative symbol DI3.

[0354] Next, as shown in Figure 51 (6), 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 performance emphasizing the formation of a double number is executed (see Figures 44, 45, 61, etc.).

[0355] Next, as shown in FIG. 51(7), similar to FIG. 40(8), a symbol confirmation suggestion highlight effect is executed for the decorative symbols on the left, right, and center (see FIG. 46, FIG. 47, FIG. 61, etc.).

[0356] Next, at t15 in Figure 27(1), as shown in Figure 51(8), the decorative patterns DI1 to DI3 on ​​the left, right, and center that had been temporarily stopped are reduced to their original size and displayed as definitely stopped, and a jackpot is announced.

[0357] [SPSP Miss / SPSP Win (variable time 90.00 seconds) notification effect] Fig. 27(2) is a time chart of the notification effect of "SPSP Miss" / "SPSP Hit" with a fluctuation time of 90.00 seconds corresponding to the fluctuation pattern 1 / 2 shown in Fig. 12 etc. Fig. 52 is a diagram for explaining a specific example of the notification effect of "SPSP Miss" / "SPSP Hit" with a fluctuation time of 90.00 seconds executed in the time chart of Fig. 27(2).

[0358] First, from t1 to t13 in FIG. 27(2), as shown in FIG. 52(1), the effects from the start of fluctuation to the SP reach effect are executed in the same manner as from t1 to t13 in FIG. 27(1) (FIG. 48(1) to FIG. 51(1)).

[0359] Next, when a cut-in notice performance is executed, at t14 in Fig. 27(2), as shown in Fig. 52(2), while executing the SP reach performance, a cut-in notice performance etc. is executed in the same manner as Fig. 38(5). In Fig. 52(2), a red cut-in notice performance etc. is executed.

[0360] After FIG. 52(1) or (2), at t15 in FIG. 27(2), the game progresses to the SPSP reach effect as shown in FIG. 48(3). Specifically, an SPSP reach background dedicated to the SPSP reach effect (for example, a background during an SPSP battle in which the protagonist character fights an enemy boss character) is displayed, and an SPSP development emphasis effect is executed to emphasize that the game has progressed to the SPSP reach effect. The SPSP development emphasis effect displays a unique light-emitting 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 "Gyoon" (volume 9 / 10) (see FIG. 63, etc.). Furthermore, a synchronized swing emphasis effect is executed (continues) for the decorative symbols (reach eyes) in the form of numbers displayed in reduced size at the top of the screen. It should be noted that the SP reach effect and / or the SPSP reach effect may be configured not to display decorative symbols.

[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 other hand, in the case of a jackpot, at t16 in Fig. 27(2), as shown in Fig. 52(7), an image of the SPSP battle victory in which the SPSP battle has been won is displayed in the SPSP reach background, and an SPSP victory emphasis effect is executed on the SPSP reach background, etc. The SPSP victory emphasis effect is an effect that emphasizes that the result of the SPSP reach is a jackpot (SPSP battle victory), and is, for example, an effect that displays a unique light-emitting effect that causes the entire SPSP reach background to light up on a large scale (for example, the entire display screen to light up), and outputs a unique sound effect "Ta-da-da-da" (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 central decorative symbol DI3 temporarily stops at a symbol that results in a jackpot, and a special temporary stop emphasis effect is executed for the central decorative symbol DI3. In this special temporary stop emphasis effect (temporary stop emphasis effect when a doublet is formed), an effect different from the normal temporary stop emphasis effect (FIG. 32) is executed, and for example, a special light-emitting effect is displayed. Furthermore, no swing emphasis effect is executed for the temporarily stopped central decorative symbol DI3. Note that when the central decorative symbol DI3 temporarily stops at a symbol that results in a jackpot, the temporary stop emphasis effect may not be executed, and the above-mentioned special sound effect "Ta-da-da!" may not be output. Furthermore, at least a part (e.g., light-emitting effect) of the above-mentioned SPSP victory emphasis effect and 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 symbols during the temporary stop are returned from the number mode to the number character mode (see Fig. 23) and enlarged, and a doublet formation highlighting effect is executed (see Figs. 44, 45, 61, etc.). The doublet formation highlighting effect may be different depending on the performance scene (for example, the scene in Fig. 52(8) and the scene in Fig. 51(6)).

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

[0368] Next, at t17 in Figure 27(2), as shown in Figure 52(10), the decorative patterns DI1 to DI3 on ​​the left, right, and center that had been temporarily stopped are reduced to their original size and displayed as definitely stopped, and a jackpot is announced.

[0369] As explained above, in this embodiment, in the notification effect (variable effect), various effects (cut-in advance notice effect, pseudo consecutive effect, reach effect, SP reach effect, chance eye effect, specific result advance notice effect, etc.) with various presentation meanings are executed, and respective emphasis effects are executed during the various presentations (see Figures 28 to 52, etc.). By executing emphasis effects in this way, according to this embodiment, it is possible to suggest (hint), notify, or emphasize the presentation meaning of each of the various presentations described above, and the presentation effect of the notification effect can be synergistically enhanced.

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

[0371] Here, the re-lottery effect is a presentation in which, in the notification presentation, the decorative symbols are temporarily stopped with a combination (double number) indicating a jackpot, announcing that a jackpot has been won, and then the temporarily stopped decorative symbols are changed again with a double number, and then the decorative symbols are temporarily stopped again with a combination (double number) indicating a jackpot, and the type of jackpot is made to appear as if it has changed depending on the decorative symbols that are temporarily stopped again (i.e., it is a presentation in which the type of jackpot appears to have changed by lottery). As already explained, there are two types of jackpots: a normal jackpot, in which the game is set to a normal game state after a jackpot game, and a time-saving jackpot, in which the game is set to a time-saving game state after a jackpot game and a jackpot can be won via a small jackpot. In the notification presentation, the decorative symbols temporarily stopping with a 3 or 7 indicates that a time-saving jackpot has been won, and the decorative symbols temporarily stopping with a 3 or 7 indicates that a normal jackpot has been won.

[0372] Figures 53 and 54 are specific diagrams for explaining the re-draw performance when a normal jackpot is suggested and then changes to a time-saving jackpot (when the jackpot is upgraded) and when it does not change (when the jackpot is not upgraded). Below, using Figures 53 and 54, we will explain the re-draw performance when a normal jackpot is suggested and then changes to a time-saving jackpot (when the jackpot is upgraded) and when it does not change (when the jackpot is not upgraded).

[0373] First, after the SP battle is won in the SP reach effect and the decorative symbols temporarily stop with a double number (see Figure 51 (5)) (or after the SPSP battle is won in the SPSP reach effect and the decorative symbols temporarily stop with a double number (see Figure 52 (7))), an effect similar to Figure 51 (6) and Figure 52 (8) is executed, as shown in Figure 53 (1), and an effect emphasizing the formation of a double number is executed for the decorative symbols on the left, right, and center.

[0374] Next, as shown in Figure 53 (2), the same effect as in Figure 51 (7) and Figure 52 (9) is executed, and a pattern confirmation suggestion effect is executed, indicating that the decorative patterns on the left, right, and center are confirmed.

[0375] Next, as shown in Fig. 53(3), a re-lottery effect is executed. Specifically, a re-lottery effect is executed in which the decorative symbols are displayed in a reduced size and changed again while a re-lottery background dedicated to the re-lottery effect (for example, a background of a thundercloud with lightning flying) is displayed, and a re-lottery emphasis effect is executed. The re-draw emphasis effect is an effect that emphasizes the re-draw effect (re-draw background), and includes a specific action (for example, an action), light-emitting effects (for example, the entire re-draw background lights up on a large scale, and the sound effect "Goong" (volume 5 / 10) (see Figure 65, etc.). The action of displaying the decorative pattern in a reduced size and re-changing it may be considered as part of the re-draw emphasis effect. Also, when re-changing, the decorative pattern may be changed from a number character form to a number form (see Figure 23). Also, the decorative pattern may be made invisible during re-changing, or the display of re-changing itself may not be executed. Also, a movable role effect may be executed in which the movable role object 73 (see Figure 1) is moved to the front of the screen 70 during re-changing, so that part or all of the decorative pattern during re-changing is hidden (difficult to see or not visible).

[0376] Next, if the game does not progress to a time-limited jackpot, as shown in FIG. 53(4), the decorative symbols that were displayed in a reduced size and then re-changing are enlarged (temporarily stopped) to fill the entire screen with matching symbols indicating a normal jackpot, and a promotion failure double-digit highlighting effect is executed. The promotion failure double-digit highlighting effect is an effect that emphasizes the matching symbols indicating a normal jackpot (promotion failure), and includes unique character actions (e.g., a winning action in which a character raises a hand), light-up effects (e.g., small light-up of decorative symbols on the left, right, and center), and a "thud" sound effect (volume 6 / 10) (see FIG. 65, etc.). Note that a re-draw background may also be displayed during this promotion failure effect. Furthermore, when enlarging (temporarily stopping) the matching symbols indicating a normal jackpot, the enlarged display may extend beyond the screen 70 (partially cut off).

[0377] Next, as shown in Figure 53 (5), a pattern confirmation suggestion emphasis effect is executed to indicate that the decorative patterns on the left, right, and center during the temporary stop will be confirmed (see Figures 46, 47, 61, etc.). Here, the light-emitting effect of the pattern confirmation suggestion emphasis effect of the re-draw effect differs from the flashing light of Figure 46, in which the reflective part moves from bottom to top, in that the reflective part moves from the bottom right to the top right. The sound effects are also different. Note that at least a part of the pattern confirmation suggestion emphasis effect (for example, the light-emitting effect) may be made different or larger (or smaller) in scale depending on the scene of the effect.

[0378] Next, as shown in Figure 53 (6), the decorative patterns DI1 to DI3 on ​​the left, right, and center that had been temporarily stopped are reduced to their original size and displayed as a definitive stop, similar to the effect in Figure 51 (8) etc., and finally, a normal jackpot is announced.

[0379] On the other hand, when the game is promoted to a time-saving jackpot, the display transitions from FIG. 53(3) to FIG. 54(1). As shown in FIG. 54(1), the decorative symbols that were displayed in a reduced size and then re-changing are enlarged (temporarily stopped) to fill the entire screen with the matching symbols indicating a time-saving jackpot, and a promotion success double-digit highlighting effect is executed. The promotion success double-digit highlighting effect is an effect that emphasizes the matching symbols indicating a time-saving jackpot (promotion success), and includes unique character actions (e.g., a winning action in which a character raises a hand), light-up effects (e.g., large-scale illumination of the decorative symbols on the left, right, and center), and a "boom, boom, boom" sound effect (volume 9 / 10) (see FIG. 65, etc.). Note that a re-draw background may also be displayed during this promotion success effect. Furthermore, when the matching symbols indicating a time-saving jackpot are enlarged (temporarily stopped), they may be enlarged until they extend beyond the screen 70 (partially cut off).

[0380] Next, as shown in FIG. 54(2), the same effect as in FIG. 53(2) is performed, and the re-lottery effect of highlighting the symbol confirmation suggestion is executed.

[0381] Next, as shown in Figure 54 (3), the same effect as in Figure 51 (6) is performed, and the decorative patterns DI1 to DI3 on ​​the left, right, and center that had been temporarily stopped are displayed as fixed stops, and finally, it is announced that a time-saving jackpot has been achieved.

[0382] Figure 55 is a specific diagram for explaining a re-lottery effect in which a time-saving jackpot is once suggested and then a re-lottery effect is executed to suggest a time-saving jackpot again. Below, using Figure 55, we will explain the re-lottery effect in which a time-saving jackpot is once suggested and then a re-lottery effect is executed to suggest a time-saving jackpot again.

[0383] First, after the SP battle is won in the SP reach effect and the decorative symbols temporarily stop with a double number (see Figure 51 (5)) (or after the SPSP battle is won in the SPSP reach effect and the decorative symbols temporarily stop with a double number (see Figure 52 (7))), an effect similar to that in Figure 53 (1) is executed, as shown in Figure 55 (1), and the decorative symbols on the left, right, and center are displayed temporarily stopped with matching symbols that normally indicate a jackpot.

[0384] Next, as shown in FIG. 55(2), the same effect as that in FIG. 53(2) is executed, and a symbol confirmation suggestion highlight effect is executed, which indicates that the decorative symbols on the left, right, and center are confirmed.

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

[0386] Next, as shown in Figure 55(4), the same effect as in Figure 54(1) is executed, and the decorative pattern that was displayed in a reduced size and then changed again is enlarged (temporarily stopped) to fill the entire screen with a matching pattern indicating a time-saving jackpot.

[0387] Next, as shown in Figure 55(5), the same effect as Figure 54(2) is performed, and the re-draw effect of the symbol confirmation suggestion highlight effect is executed. Here, since this symbol confirmation suggestion highlight effect does not indicate a successful promotion, it does not indicate a successful promotion, but rather suggests a time-saving jackpot confirmation.

[0388] Next, as shown in Figure 55 (6), the same effect as in Figure 54 (3) is performed, and the decorative patterns DI1 to DI3 on ​​the left, right, and center that had been temporarily stopped are displayed as fixed stops, and finally, it is announced that a time-saving jackpot has been achieved.

[0389] As described above, in this embodiment, various emphasis effects and the like are used in the re-lottery effect in the notification effect, thereby effectively enhancing the effect of the re-lottery effect. For example, the symbol confirmation suggestion emphasis effect (see FIG. 53(3)) before the execution of the re-lottery effect suggests that at least a jackpot has been won, the symbol confirmation suggestion emphasis effect (see FIG. 54(2)) for successful promotion after the execution of the re-lottery effect suggests that a time-saving jackpot has been won, and the symbol confirmation suggestion emphasis effect (see FIG. 53(5)) for unsuccessful promotion after the execution of the re-lottery effect suggests that a regular jackpot has been won. Note that a re-lottery effect may not be executed when the game temporarily stops on a symbol for a time-saving jackpot, as shown in FIG. 55(1). Furthermore, while the above describes an example of executing a re-lottery effect in the notification effect for the "SP hit" and "SPSP hit" presentation patterns (see FIG. 12, etc.), a re-lottery effect may also be executed in the notification effect for the "reach hit" presentation pattern.

[0390] (Third embodiment) The third embodiment will be described below with reference to Fig. 56. 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 Figure 56, the special symbol 400 is displayed small in a predetermined position on the screen 70 (the lower right position in Figure 57), and includes left and right diamond-shaped images (diamond images), left and right number reservation icons displayed above the left and right diamond images, respectively, and left and right center number symbols (number symbol strings) displayed below the left and right diamond images. Note that, for convenience of explanation, Figure 56 shows an enlarged view of the special symbol 400.

[0392] The left diamond image is displayed in white during the execution of the notification effect that notifies 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 that notifies the result of the second special symbol lottery, and is displayed in gray during other periods. In other words, the left and right diamond images are images that notify whether the notification effect for the first symbol lottery or the notification effect for the second symbol lottery is being executed. The left number reserve icon is an image that indicates the number of reserved balls for the first special pattern lottery, and the right number reserve icon is an image that indicates the number of reserved balls for the second special pattern lottery. Like the reserve icon RI, the left and right number reserve icons are designed to suggest (announce) the number of reserved balls for the special pattern lottery. However, unlike the reserve icon RI, they do not perform any effects that suggest the reliability of a jackpot or are involved in various other effects, but rather are designed to clearly suggest (announce) the number of reserved balls for the special pattern lottery. In other words, while the reserve icon RI emphasizes presentation effects, the left and right number reserve icons emphasize clearly suggesting (announces) the number of reserved balls for the special pattern lottery.

[0393] The number symbols in the left and right center, like the decorative symbols DI1 to DI3 in the left and right center, are symbols that suggest (inform) the result of the special symbol lottery by being displayed variably and then stopped, but unlike the decorative symbols DI1 to DI3 in the left and right center, they do not perform or are involved in various effects, but are symbols that clearly suggest (inform) the result of the special symbol lottery. In other words, the decorative symbols DI1 to DI3 in the left and right center place importance on the effect of the effects, while the number symbols in the left and right center place importance on clearly suggesting (informing) the result of the special symbol lottery.

[0394] The special symbol 400 will be specifically described below with reference to FIG. As shown in Figure 56 (1), when the decorative patterns DI1 to DI3 in the left, right, and center are displayed as fixed stops before the start of the notification performance, the special pattern 400 is displayed with the diamond images on the left and right in gray, and the number patterns in the left and center are displayed as fixed stops with the same numbers as the decorative patterns in the left and center that are displayed as fixed stops.

[0395] Next, as shown in Figure 56 (2), while the notification effect is being performed (while the decorative symbols on the left, right, and center are changing), the special symbol 400 is displayed with one of the diamond images on the left or right side in white, and the number symbols on the left and center side are displayed changing downward. Here, the number symbols on the left and center side change only downward in a cyclical manner in the order of symbol 1 → symbol 2 → symbol 3 → symbol 4 → symbol 5 → symbol 6 → symbol 7 → symbol 8 → symbol 9 → symbol 1, respectively.

[0396] Next, as shown in Figure 56 (3), when the notification effect ends and the decorative patterns DI1 to DI3 in the left, right, and center are displayed as fixed stops, the special pattern 400 displays the diamond images on the left and right in gray, and the number patterns in the left and center are displayed as fixed stops with the same numbers as the decorative patterns DI1 to DI3 in the left and right that are displayed as fixed stops.

[0397] Here, the decorative patterns DI1 to DI3 on ​​the left, right, and center, which emphasize the dramatic effect, change their fluctuation speed, but the number patterns on the left, right, and center of the special pattern 400 are displayed fluctuating at a fixed constant speed that is faster than the fluctuating speed of the decorative patterns DI1 to DI3 on ​​the left, right, and center (the fluctuating speed does not change). Furthermore, unlike the decorative patterns DI1 to DI3 on ​​the left, right, and center of the special pattern 400, which emphasize presentation effects, the number patterns on the left, right, and center do not change appearance (including color change), are not enlarged or reduced in size, and do not have any lighting effects on the patterns. Furthermore, the number reserve icons on the left and right of the special pattern 400 do not change appearance (including color change) or emit light, unlike the reserve icon RI which emphasizes dramatic effect. In addition, the number symbols in the center of the left and right of the special symbol 400 are in reach of winning just like the decorative symbols DI1 to DI3 in the center of the left and right that emphasize the performance effect, but do not perform reach-inducing performance. Note that the number symbols in the center of the left and right of the special symbol 400 may not be in reach of winning, and may change even when the decorative symbols in the center of the left and right are in reach of winning. Moreover, unlike the decorative symbols, the special symbol 400 is displayed at the same size at a specific position (fixed position) on the screen 70 during at least one notification performance period (or always). In addition, the number patterns of the special pattern 400 are of nine types, from pattern 1 to pattern 9, which is fewer in number than the decorative patterns that have consecutive patterns that are different from the normal patterns. Moreover, unlike the decorative patterns, the number patterns of the special pattern 400 move (change) only in a certain direction (downward, etc.). Moreover, unlike the decorative symbols, the special symbol 400 is not partly (or entirely) hidden by the movable symbol 73 when the movable symbol performance is performed. In addition, the special symbol 400 is not displayed during a jackpot game (during a jackpot game performance). In addition, unlike decorative symbols, the special symbol 400 does not execute various light-emitting effects, etc. Furthermore, the special symbol 400 is not affected by various effect images (decorative symbols, etc.) or various light-emitting effects (light-emitting effects such as temporary stop highlighting effects and SP development highlighting effects) that do not overlap in front of it. In addition, unlike the decorative symbols, the number symbols of the special symbol 400 are not displayed as a temporary stop as one mode of variable display, and are displayed as a variable even when, for example, the decorative symbol is in a temporary stop state and a symbol confirmation suggestion highlight effect is being performed. Note that the number symbols of the special symbol 400 may also be displayed as a temporary stop, just like the decorative symbols.

[0398] As explained above, in this embodiment, the decorative symbols DI1 to DI3 on ​​the left, right, and center, which emphasize the performance effect, are displayed, and the special symbol 400 is displayed to clearly indicate (indicate) the result of the special symbol lottery. The special symbol 400 does not perform light-emitting effects, and is not affected by light-emitting effects, etc.

[0399] [Comparison of highlighting effects] Figures 57 to 66 are comparison tables of various highlighting effects described in each embodiment, etc. As shown in Figures 57 to 66, the characteristics of the various highlighting effects described in each embodiment, etc. can synergistically enhance the presentation effect of the notification effects.

[0400] For example, the reach completion highlighting effect (see Figure 59) may include a horizontal line-shaped lighting effect with a narrower lighting area connecting the left and right decorative patterns, compared to the SP development highlighting effect (see Figure 63) and SPSP development highlighting effect (see Figure 63) that may be executed afterwards and in which the entire background screen can be illuminated. Also, for example, the effect emphasizing the completion of a reach (Figure 40 (1) etc.) may include a horizontal line-shaped lighting effect in which the width of the lighting area connecting the left and right decorative patterns is narrower than the chance eye lighting (Figure 36) in which the left, right and center decorative patterns that form the chance eye and their surroundings can be illuminated. Furthermore, for example, the reach completion highlighting effect includes the above-mentioned line-shaped light-emitting effect, and the light-emitting area and light-emitting range are different from the pattern confirmation suggestion highlighting effect (Figure 61, Figure 46, etc.) in which the light-emitting effect moves, for example, from bottom to top, only on the surface of each decorative pattern. Also, for example, the reach establishment highlighting effect includes the above-mentioned line-shaped light emission, and the light emission area and light emission range are different from the pattern confirmation suggestion highlighting effect (see Figures 61 and 47) in which the light emission effect spreads from the middle decorative pattern to the entire screen. Furthermore, for example, the change start emphasis effect (see Figures 57 and 31) and the temporary stop emphasis effect (see Figures 57 and 32) subtly (weakly) emphasize the decorative pattern and its surroundings, and are smaller in scale and have a narrower illumination range than flashy emphasis effects that aim for a greater effect (chance eye emphasis effect, SP development emphasis effect, SPSP development emphasis effect, double number establishment emphasis effect, etc.). Also, for example, in the SP victory highlighting effect (see FIG. 63), the entire screen of the SP reach background is illuminated strongly, while in the SP defeat highlighting effect (see FIG. 63), the entire screen of the SP reach background is illuminated weakly. Note that the illumination range of the SP defeat highlighting effect may be narrower than the illumination range of the SP victory highlighting effect. The same applies to the relationship between the SPSP victory illumination and the SPSP defeat illumination.

[0401] As shown in Figures 57 to 66, the "proportion (maximum value) of the highlighted area to the entire decorative pattern," the "proportion (maximum value) of the highlighted area to the entire decorative pattern," and the "proportion (maximum value) of the highlighted area to the entire screen" (hereinafter sometimes referred to as "three proportions") vary depending on each highlighting effect. Here, in the above three proportions, the "highlighted area" may be considered, for example, as the area where character movements and light-emitting effects are performed, or as the area where light-emitting effects are performed. Note that in the descriptions of these proportions (descriptions in %) in Figures 57 to 66, relatively desirable proportions (%) are underlined, but this is not limited to this. For example, the proportion of the fluctuation emphasis effect may be smaller than the proportion of the temporary stop emphasis effect, the fluctuation start emphasis effect, the reach establishment emphasis effect, the double number establishment emphasis effect, etc. Also, for example, the ratio of three in the reach miss highlighting effect may be smaller than that in the reach success highlighting effect and the doublet success highlighting effect. Also, for example, the proportion of the temporary stop emphasis effect and the change start emphasis effect may be smaller than the proportion of the reach establishment emphasis effect and the doublet establishment emphasis effect. Here, the chance eye emphasis effect is an emphasis effect that is executed when the variation stops (more precisely, before the decorative pattern is fixed and stopped), so it can be considered a type of temporary stop emphasis effect. Also, the variation start notice emphasis effect, which will be described later, is an emphasis effect that is executed when the variation starts, so it can be considered a type of variation start emphasis effect. In that case, the chance eye emphasis effect and the variation stop notice emphasis effect may have a larger proportion of the three than 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 Figures 57 to 66 and other figures are merely examples and are not limited thereto. For example, emphasis effects that are expected to have a high effect (e.g., reach-establishment emphasis effects, SP development emphasis effects, etc.) may be characterized by strong light emission, wide-area light emission, loud sound effects, or flashy action. Also, emphasis effects that are not expected to have a high effect (e.g., fluctuation start emphasis effects, temporary stop emphasis effects, etc.) may be characterized by weak light emission, narrow-area light emission, low-volume sound effects (no sound effects), or modest action (no action). Also, the mode of each emphasis effect may be different depending on the game state, the effect stage (effect mode), or the effect scene (e.g., before or after a specific effect (e.g., reach-establishment effect, SP reach development effect, etc.)).

[0403] (Fourth embodiment) The fourth embodiment will be described below with reference to FIGS. 67 to 69. In the fourth embodiment, in the gaming machine 1 according to each embodiment, when the effect button 16 is operated in a predetermined manner during the valid operation period (for example, 5 seconds) during which the operation of the effect button 16 is accepted, an operation response effect is executed, which enables the execution of a predetermined effect (for example, a predetermined notice effect, a movable role effect, etc.). In addition, in order to improve the effect of the effect by executing the operation response effect, an operation prompt effect is executed during the valid operation period to prompt the player to perform a predetermined operation of the effect button 16. The operation prompt effect includes the display of an operation prompt image 351 (specifically, an image including a button image imitating the effect button 16, a gauge image dynamically indicating the remaining valid operation period, and a text image (such as "Press!")). Hereinafter, an operation prompt image including a gauge image or the like may be referred to as a button image. The operation prompt effect may also include audio output (such as "Press!"). In addition, in this embodiment, there are a single press operation response effect that executes an operation response effect in response to the effect button 16 being pressed once during the valid operation period, a rapid press operation response effect that executes an operation response effect in response to the effect button 16 being pressed a predetermined number of times (e.g., 10 times) during the valid operation period, and a long press operation response effect that executes an operation response effect in response to the effect button 16 being pressed for a predetermined period of time (e.g., 2 seconds) during the valid operation period.

[0404] An example of a single-press operation response effect will be described with reference to Fig. 67. First, as shown in Fig. 67(1), a button image highlighting effect is executed to highlight the button image 351 (see Fig. 65, etc.). Specifically, at a position where the button image 351 is displayed to prompt the player to operate the effect button 16, a light-emitting effect 350 is displayed for a predetermined time (e.g., 0.5 seconds) to highlight the button image 351 in advance and to suggest that the button image 351 will be displayed. Note that a unique sound effect may be output as part of the button image highlighting effect.

[0405] Next, as shown in FIG. 67(2), button image 351 is displayed. Here, button image 351 starts to be displayed just before the display of light-emitting effect 350 ends (for example, 0.1 seconds before). In other words, button image 351 and light-emitting effect 350 are displayed simultaneously for a moment. Here, light-emitting effect 350 is semi-transparent (for example, 50% transparency) and is larger than button image 351, so that button image 351 can be seen through light-emitting effect 350 behind it. Note that another light-emitting effect (a light-emitting effect different from light-emitting effect 350) that emphasizes button image 351 may be displayed on the displayed button image 351. Also, as shown in FIG. 67(2), together with the display of button image 351 (linked to the display of button image 351), a button highlight effect that emphasizes the effect button 16 is executed (see FIG. 65, etc.). The button highlight effect is an emphasis effect that emphasizes the effect button 16, and is an emphasis effect that makes the effect button 16 emit light, vibrate, or protrude (for example, the button portion protrudes by 5 cm). In Figure 67 (2), the effect button 16 is illuminated and vibrated. Note that the vibration of the effect button 16 is accompanied by a physical vibration sound, and this vibration sound can also be considered as an effect button emphasis effect. In addition, the effect button emphasis effect may include a sound effect specific to the effect button (sound effect output from a speaker).

[0406] Next, as shown in FIG. 67(3), when the effect button 16 is pressed (pressed once) within the valid operation period, a button image emphasis effect is executed to emphasize the button image 351 when the button image 351 disappears (is hidden) in response to the depression (as shown in FIG. 65, etc.), and the button emphasis effect ends. The valid operation period also ends (even before its expiration). Specifically, a light-emitting effect 352 that emphasizes the button image 351 (emphasizes the disappearance of the button image 351) is displayed at the position where the button image 351 was displayed for a predetermined time (e.g., 0.7 seconds). The button image 351 is hidden immediately (e.g., 0.2 seconds) after the display of the light-emitting effect 352 begins. That is, the button image 351 and the light-emitting effect 352 are simultaneously displayed for a moment. The light-emitting effect 352 is translucent (e.g., 50% transparency) and larger than the button image 351, so that the button image 351 can be seen through the light-emitting effect 352. A unique sound effect may be output as part of the button image emphasis effect. In addition, by continuing the effect button highlighting effect even after the button image 351 disappears, it may be possible to suggest that the probability of a big win is high.

[0407] Next, as shown in Fig. 67(4), an operation response effect (such as a preview effect) is executed in response to the operation of the effect button 16. Note that the gauge image and text image ("Press!") shown in Fig. 67(2) can be considered as part of a button image emphasis effect that emphasizes the operation prompt image (i.e., the button image), rather than as an operation prompt image. The button emphasis effect may start at the timing when the light-emitting effect 350 is displayed, or may start at an earlier timing.

[0408] Next, an example of a rapid-fire operation response effect will be described with reference to Fig. 68. First, as shown in Fig. 68(1), a button image highlighting effect is executed to highlight the button image 351, similar to Fig. 67(1) (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 a type 1 rapid-fire operation response effect, as shown in FIG. 68(2-1), an effect similar to that of FIG. 67(2) is performed, and the button image 351 is displayed. However, in FIG. 68(2-1), the text image "Rapid Fire!" is displayed. Note that the displayed button image 351 may display another light-emitting effect (a light-emitting effect different from the light-emitting effect 350) that emphasizes the button image 351. Also, as shown in FIG. 68(2-1), similar to FIG. 67(2), together with the display of the button image 351 (linked to the display of the button image 351), a button highlight effect that emphasizes the button 16 is executed (see FIG. 65, etc.). Note that the vibration of the button 16 is accompanied by a physical vibration sound, and this vibration sound can also be considered a button highlight effect. Also, a sound effect specific to the button highlight effect (a sound effect output from a speaker) may be included.

[0410] Next, as shown in FIG. 68 (3-1), when the effect button 16 is repeatedly tapped (or pressed and held) within the effective operation period, a button image highlighting effect that highlights the button image 351 is executed accordingly (see FIG. 65, etc.). Specifically, while the effect button 16 is being repeatedly tapped (or pressed and held), a semi-transparent light-emitting effect 353 (light-emitting effect 353 larger than the button image 351) that highlights the button image 351 is displayed at the position where the button image 351 was displayed, and a button image rapid tapping motion display is performed in which the button image 351 periodically moves up and down as if it were being tapped repeatedly. Note that, together with this button image rapid tapping motion display, the button image may flash as part of the button image highlighting effect. Also, a unique sound effect may be output as part of the button image highlighting effect. Also, the button image rapid tapping motion display can be considered as part of the button image highlighting effect. Also, as shown in FIG. 68 (3-1), the button image highlighting effect that highlights the effect button 16 continues in different highlighting modes (e.g., different light-emitting colors) or in the same highlighting mode.

[0411] On the other hand, in the case of a type 2 rapid-press operation response effect, the button image 351 is displayed as in FIG. 68(2-1), and then a button image rapid-press action display is performed as shown in FIG. 68(2-2). Note that the button image 351 on which the button image rapid-press action display is performed may display another light-emitting effect (a light-emitting effect different from the light-emitting effect 350) that emphasizes the button image 351. Also, as shown in FIG. 68(2-2), similar to FIG. 67(2), together with the display of the button image 351 (linked to the display of the button image 351), a button highlight effect that emphasizes the button 16 is executed (see FIG. 65, etc.). Note that the vibration of the button 16 is accompanied by a physical vibration sound, and this vibration sound can also be considered a button highlight effect. Also, a sound effect specific to the button highlight effect (a sound effect output from a speaker) may be included.

[0412] Next, as shown in FIG. 68(3-2), when the effect button 16 is repeatedly tapped (or pressed and held) within the effective operation period, a button image emphasis effect that emphasizes the button image 351 is executed accordingly (see FIG. 65, etc.). Specifically, while the effect button 16 is being repeatedly tapped (or pressed and held), a semi-transparent light-emitting effect 353 that emphasizes the button image 351 is displayed at the position where the button image 351 was displayed, and the button image rapid tapping motion display continues. Note that, together with this button image rapid tapping motion display, the button image may flash as part of the button image emphasis effect. 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 button emphasis effect that emphasizes the effect button 16 continues in a different emphasis mode (for example, a different light-emitting color) or in the same emphasis mode.

[0413] After FIG. 68(3-1) or (3-2), as shown in FIG. 68(4), when the conditions for executing the operation response effect (for example, 10 consecutive taps or a long press for 3 seconds) are met, the button image 351, the button image highlighting effect, and the button highlighting effect are terminated, and the operation response effect (such as a preview effect) is executed. At that time, the operation valid period ends (even if it has not yet expired). Note that the gauge image and text image ("Continuous tap!") shown in FIG. 68 can be considered not as an operation prompting image, but as part of the button image highlighting effect that emphasizes the operation prompting image (i.e., the button image). Also, the button image rapid tapping action display can be considered as part of the button image highlighting effect.

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

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

[0416] Next, as shown in FIG. 69(3), if the effect button 16 is pressed and held for a predetermined time (e.g., 3 seconds) within the valid operation period, a button image highlighting effect that highlights the button image 351 is executed accordingly (see FIG. 65, etc.). The valid operation period also ends (even before its expiration). Specifically, while the effect button 16 is being pressed and held, a translucent light-emitting effect 353 (the light-emitting effect 353 is larger than the button image 351) that highlights the button image 351 is displayed at the position where the button image 351 was displayed, and the button image 351 is pressed as if it had been pressed and held. Along with this button image long-press action display, the button image may flash as part of the button image highlighting effect. A unique sound effect may also be output as part of the button image highlighting effect. The button image long-press action display can also be considered part of the button image highlighting effect. As shown in FIG. 69(3), the button highlighting effect that highlights the effect button 16 continues in a different highlighting mode (e.g., a different light-emitting color) or in the same highlighting mode.

[0417] Next, as shown in Fig. 69(4), when the execution condition for the operation response effect (for example, a long press for 3 seconds) is satisfied, the button image 351, the button image emphasis effect, and the button emphasis effect are terminated, and the operation response effect (such as a preview effect) is executed. Note that the gauge image and text image ("Long Press!") shown in Fig. 69 can be considered as part of the button image emphasis effect that emphasizes the operation prompt image (i.e., the button image), rather than as an operation prompt image. Also, in the single press operation response effect, rapid press operation response effect, and long press operation response effect shown in Figs. 68 to 69, the modes of the corresponding emphasis effects (for example, light-emitting effect 350, etc.) may be different from each other.

[0418] As described above, according to this embodiment, various highlighting effects that highlight the operation prompting image (button image) are executed, thereby making it possible to significantly improve the entertainment value of the effects.

[0419] (Fifth embodiment) The fifth embodiment will be described below with reference to Figures 70 to 77. In the fifth embodiment, in the gaming machine 1 according to each embodiment, a volume gauge and a light intensity gauge are displayed on the main image display unit 70, and control is performed to prevent a decrease in the visibility of these gauges. The volume gauge is a gauge that indicates the volume (maximum volume) output from the speaker 9. The light intensity gauge is a gauge that indicates the amount of light (maximum light intensity) output from the movable role object 73, the effect button 16, the board lamp, the frame lamp, etc. In this embodiment, the light intensity of the main image display unit 70 and the sub-image display unit 71 is not adjusted, but it may also be possible to adjust the light intensity of the main image display unit 70 and the sub-image display unit 71 in the same way as (simultaneously with) the board lamp, etc.

[0420] FIG. 70 is a diagram showing an example of a volume gauge 360 ​​and a light intensity gauge 361 displayed on the main image display section 70. As shown in FIG. The volume gauge 360 ​​and the light quantity gauge 361 are both displayed simultaneously when any key on the cross key 18 (or the back key 170) is pressed, and both are hidden when a predetermined time (for example, 5 seconds) has elapsed since the last operation of the cross key 18. Note that the volume gauge 360 ​​may be displayed / hidden in conjunction with the operation of the up and down keys on the cross key 18, and the light quantity gauge 361 may be displayed / hidden in conjunction with the operation of the left and right keys on the cross key 18. Alternatively, a configuration may be adopted in which only the volume gauge 360 ​​is displayed when any key on the back key 170 is pressed.

[0421] As shown in Fig. 70, the volume gauge 360 ​​includes a scale display and a text display indicating the current volume (maximum volume), and an operation method display indicating that the volume can be changed using the up and down keys of the cross key 18. In Fig. 70, the scale display shows 5 marks, and the text display shows "Volume 5." The maximum value of the scale display and the text display of the volume gauge 360 ​​is "7." 70, light intensity gauge 361 includes a scale display showing the current light intensity (ma...

Claims

[Claim 1] A gaming machine capable of executing a special game advantageous to a player, A determination means for making a determination; A performance control means for controlling a predetermined game performance; A display means for displaying the game performance is provided, The performance control means The display means can display a display effect in which a specific image is displayed in a varying manner, then temporarily stopped, and then stopped; In the display effect, when the specific image is temporarily stopped and displayed, a first emphasis effect can be executed to emphasize the specific image, A second emphasis effect can be executed to emphasize the specific image during the temporary stop display, The second highlighting effect may include a first change effect that periodically changes the specific image, It is possible to execute specific notifications regarding performance effects, The first emphasis effect can execute an image display capable of emphasizing at least an area outside the specific image and can execute an audible output, The second highlighting effect may be an image display that can highlight at least a surface area of ​​the specific image, and may not be an audible output; The specific notification can be performed by displaying an image and / or outputting an audible signal; The image display of the first highlighting effect and / or the second highlighting effect can be restricted from affecting the specific notification, The display effect can be set in any one of a plurality of effect modes including a first effect mode and a second effect mode, It is possible to execute an operation performance that prompts the player to operate the operation means, The operation presentation includes a predetermined operation image, A third emphasis effect can be executed in the operation effect to emphasize the predetermined operation image, The third emphasis effect may include a second change effect that periodically changes the predetermined operation image, The cycle of the first change performance and the cycle of the second change performance can be made different, When the first effect mode is set, a first sound effect related to the third emphasis effect can be output; When the second performance mode is set, a second sound effect different from the first sound effect related to the third emphasis performance can be output; A fourth emphasis effect that emphasizes the operation means can be executed, The fourth emphasis effect may include an effect using a vibration sound of the operating means.

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