gaming machines
By integrating a movable stage body with variable symbol displays and swinging/rocking effects, the entertainment value of gaming machines is enhanced through dynamic and engaging presentations.
Patent Information
- Application Number
- JP2024231282
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-12-26
- Publication Date
- 2025-12-11
- Estimated Expiration
- 2044-12-26
AI Technical Summary
Conventional gaming machines lack sufficient entertainment value in their effects, necessitating improvements to enhance player engagement.
Incorporation of a movable stage body with variable and static symbol displays, accompanied by swinging and rocking effects, along with attention-drawing performances, to create dynamic and engaging game presentations.
The implementation of these features significantly enhances the entertainment value of gaming machines by providing dynamic and attention-grabbing presentations.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine equipped with a performance control means for controlling performance. [Background technology]
[0002] For example, in gaming machines such as pachinko machines, when a gaming ball enters a starting hole, a determination is made as to whether or not a special game advantageous to the player will be executed, and after the special symbol is displayed in a variable manner, a special symbol indicating the result of the determination is displayed in a static manner. Then, when the special symbol indicating that a determination has been made to execute the special game is displayed in a static manner, a special game in which the player can win gaming media is executed. Among these types of gaming machines, there are those that display a variable manner in conjunction with the display of the special symbol, and execute various effects such as a step-up notice that can progress step by step up to any number of steps up to a predetermined number of steps, a dialogue notice that shows a character speaking a line, a group notice that shows multiple characters moving in a predetermined direction, and a cut-in that displays a predetermined cut-in image superimposed on the displayed effect image (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Publication No. 2020-80893 Summary of the Invention [Problem to be solved by the invention]
[0004] However, the effects performed in conventional gaming machines are not necessarily sufficiently entertaining, and there is room for improvement in terms of increasing the entertaining factor.
[0005] Therefore, an object of the present invention is to provide a gaming machine that can execute highly entertaining presentations. [Means for solving the problem]
[0006] The gaming machine of the first invention for solving the above-mentioned problems comprises: A movable stage body that can be operated, a determination means for determining whether or not to execute a special game advantageous to a player; a symbol display control means for, when the determination is made, causing a predetermined symbol display means to variably display a special symbol and then statically display a special symbol indicating the result of the determination; The determination means determines that the special game is to be executed. A special symbol indicating this is displayed on the symbol display means. a special game execution means for executing the special game in the case where a performance control means for controlling the performance, The performance control means It is possible to execute a swinging effect that swings the performance movable body, The rocking effect includes a first rocking effect and a , 2nd Swinging performance and 、 No. 3 There are swinging effects, The performance control means When the first swing performance is executed at the first execution timing, the performance movable body is swung in a first swing pattern, while the second swing pattern is executed at the second execution timing. 2 When performing a swing performance, it is possible to swing the performance movable body in a second swing pattern different from the first swing pattern, The above 3 The swinging time during which the performance movable body swings due to the swinging performance is longer than the swinging time during which the performance movable body swings due to the first swinging performance. and longer than the swing time during which the performance movable body swings due to the second swing performance, The performance control means In accordance with the variable display of the special symbol, a performance symbol that notifies the result of the judgment is displayed in a variable manner, During the variable display of the performance pattern, there are times when the performance pattern is displayed in a first display mode and times when the performance pattern is displayed in a second display mode, During the variable display of the performance symbols, it is possible to perform an attention performance that draws attention to a performance symbol of a mode indicating that the special game is executed, When the performance pattern is displayed in the second display mode, the third swing performance and the attention performance are more likely to be executed than when the performance pattern is displayed in the first display mode, When the first shaking performance is executed, the third shaking performance and the attention performance are more likely to be executed than when the first shaking performance is not executed, When the second rocking effect is executed, the third rocking effect and the attention effect are more likely to be executed than when the second rocking effect is not executed. The present invention is characterized by the above. [Effects of the Invention]
[0008] According to this invention, it is possible to perform highly entertaining presentations. [Brief explanation of the drawings]
[0009] [Figure 1] Front view of gaming machine 1 [Figure 2] Front view of game board 2 [Figure 3] An enlarged view of the main display 40 in FIG. [Figure 4] An explanatory diagram for explaining the opening and closing control of the second large winning opening 28 and the V winning opening 287. [Figure 5] A block diagram showing an example of the configuration of a control device provided in the gaming machine 1. [Figure 6] An explanatory diagram for explaining the jackpot random number and the symbol random number [Figure 7] An explanatory diagram for explaining the flow of a game in the gaming machine 1. [Figure 8] An explanatory diagram illustrating the flow of main effects in normal gaming mode [Figure 9] An explanatory diagram illustrating the flow of a series of effects after the reach establishment effect following the reach establishment provocation effect [Figure 10] Screen diagram showing a specific example of a series of effects from the start of the fluctuation to the reach-establishment effect in a normal gaming state [Figure 11] A screen image showing a specific example of the first performance route of the SPSP reach [Figure 12] Screen diagram showing specific examples of the first performance pattern attention performance and the second performance pattern attention performance [Figure 13] Screen diagram showing a specific example of a reach pattern noteworthy performance [Figure 14] Screen image showing a specific example of the second production route of the SPSP reach (part 1) [Figure 15] Screen diagram showing a specific example of the second production route of the SPSP reach (part 2) [Figure 16] A screen image showing a specific example of a double-digit pattern attention effect that draws attention to three patterns that show the double digits "222". [Figure 17] A screen diagram showing a specific example of a series of effects in which a reach symbol attention effect is followed by a reach symbol reduction movement effect. [Figure 18]Screen diagrams showing a specific example of a series of effects when a miss notification effect is executed after a reach-establishment failure effect. [Figure 19] FIG. 10 is an explanatory diagram illustrating the characteristics of each noteworthy effect and its related effects executed in the normal effect mode. [Figure 20] A screen diagram showing an example of a presentation when a V win is announced during a jackpot game. [Figure 21] An explanatory diagram for explaining the robot type gimmick 15 and the swinging effect using the robot type gimmick 15 [Figure 22] An explanatory diagram illustrating the flow of a series of effects in the target pre-change [Figure 23] An explanatory diagram illustrating the flow of a series of effects in the pre-read target change [Figure 24] FIG. 10 is an explanatory diagram illustrating the characteristics of each swing effect and its related effects executed in the normal effect mode. [Figure 25] An explanatory diagram for explaining the advance shaking effect [Figure 26] FIG. 1 is an explanatory diagram illustrating storage areas of the main RAM 83 and information stored in each storage area. [Figure 27] 10 is a flowchart illustrating an example of an interrupt process executed on the main control board 80. [Figure 28] Detailed flowchart of the sensor detection process in step S2 of FIG. 27 [Figure 29] Detailed flowchart of the preliminary determination process in steps S211 and S219 of FIG. 28 [Figure 30] Detailed flowchart of special symbol processing in step S3 of FIG. [Figure 31] Detailed flowchart of the big win determination process in step S308 of FIG. [Figure 32] Detailed flowchart of the variation pattern selection process in step S309 of FIG. [Figure 33] Detailed flowchart of the special drawing stop processing in step S317 of FIG. [Figure 34]Detailed flowchart (part 1) of the big prize opening / closing control process in step S6 of FIG. 27 [Figure 35] Detailed flowchart (part 2) of the big prize opening / closing control process in step S6 of FIG. 27 [Figure 36] Detailed flowchart (part 3) of the big prize opening / closing control process in step S6 of FIG. 27 [Figure 37] 10 is a flowchart illustrating an example of an interrupt process executed on the sub-control board 90. [Figure 38] Detailed flowchart of the command reception process in step S10 of FIG. 37 [Figure 39] Detailed flowchart of the pending command receiving process in step S13 of FIG. 38. [Figure 40] Detailed flowchart of the icon change effect pattern setting process in step S135 of FIG. [Figure 41] Detailed flowchart of the chance eye effect pattern setting process in step S136 of FIG. [Figure 42] Detailed flowchart of the effect symbol attention effect pattern setting process in step S137 of FIG. [Figure 43] Detailed flowchart of the preliminary shaking effect pattern setting process in step S138 of FIG. [Figure 44] Detailed flowchart of fluctuation start command reception processing in step S16 of FIG. 38 [Figure 45] Detailed flowchart of the variable performance pattern setting process in step S163 of FIG. [Figure 46] Detailed flowchart of the preview effect pattern setting process in step S164 of FIG. [Figure 47] Detailed flowchart of the attention effect pattern setting process in step S165 of FIG. [Figure 48] Detailed flowchart of the rocking effect pattern setting process in step S169 of FIG. [Figure 49] 1 is a flowchart illustrating an example of an interrupt process executed in the image and sound control board 100. [Figure 50] Detailed flowchart of the image display control process in step S71 of FIG. 49 [Figure 51] 10 is a flowchart illustrating an example of an interrupt process executed in the lamp control board 120. DETAILED DESCRIPTION OF THE INVENTION
[0010] Hereinafter, a gaming machine (pachinko gaming machine) 1 according to one embodiment of the gaming machine of the present invention will be described with reference to the drawings as needed.
[0011] [Configuration example of gaming machine 1] First, an example of the configuration of a gaming machine 1 will be described with reference to Figures 1 and 2. Here, Figure 1 is a front view of the gaming machine 1, and Figure 2 is a front view of the gaming board 2. As shown in Figures 1 and 2, the gaming machine 1 comprises a gaming machine frame 30 and a gaming board 2 mounted within the gaming machine frame 30. The gaming machine frame 30 comprises a front frame 31 having a decorative surface, a main frame for mounting the gaming board 2, etc., and an outer frame for fixing the gaming machine 1 to the island equipment of the hall. The front frame 31 supports a glass plate arranged parallel to the gaming board 2 at a predetermined distance, and the glass plate and the gaming board 2 form a gaming area 3 into which gaming balls can flow.
[0012] 1, the front frame 31 is provided with a launch handle 32 for launching game balls, an upper tray 33 for storing game balls to be supplied to a launching device (not shown), and a lower tray 34 for storing game balls that cannot be stored in the upper tray 33. When a player grips the launch handle 32 and rotates it clockwise, the game balls stored in the upper tray 33 are guided to the launching device and launched with a launch strength that corresponds to the rotation angle of the launch handle 32. The launched game balls travel along a rail member 4 located on the left side of the play area 3 and are then guided to an upper position in the play area 3. They change direction as they come into contact with game nails, windmills, etc. provided in the play area 3, and flow down the play area 3 along the game board 2.
[0013] A ball return prevention piece 6 is provided at the end of the rail member 4, and this ball return prevention piece 6 prevents a gaming ball that has entered the gaming area 3 from returning to the launching device. Also, a stop button is provided in a position close to the launching handle 32, and by operating this stop button, the player can temporarily stop the launch of gaming balls without returning the launching handle 32 to its initial position.
[0014] When the player rotates the launch handle 32 by a small rotation angle (a "left hit"), the game ball is launched with a relatively weak launch strength, and this game ball flows down the left game area 3L. On the other hand, when the player rotates the launch handle 32 by a large rotation angle (a "right hit"), the game ball is launched with a relatively strong launch strength, and this game ball flows down the right game area 3R after moving along the rail member 4 located in the upper right of the center decorative body 10.
[0015] In the path through which the game ball passes in the left game area 3L, a first start opening 21, a second start opening 22, an opening / closing member 23, and three general winning openings 24 are provided as devices related to winning and judgment (see Figure 2). In addition, in the path through which the game ball passes in the right game area 3R, the second start opening 22, the opening / closing member 23, one general winning opening 24, a gate 25, a first large winning opening 26, an opening / closing member 27, a second large winning opening 28, and an opening / closing member 29 are provided as devices related to winning and judgment (see Figure 2).
[0016] As a gaming ball launched from the launching device flows down the gaming area 3 along the gaming board 2, it may land in any of the first starting opening 21, the second starting opening 22, the general winning opening 24, the first large winning opening 26, and the second large winning opening 28. In this case, a predetermined number of prize balls corresponding to the winning position are paid out to the upper tray 33 or the lower tray 34. For example, four prize balls are paid out for each gaming ball that enters the first starting opening 21, one prize ball is paid out for each gaming ball that enters the second starting opening 22, and five prize balls are paid out for each gaming ball that enters the general winning opening 24. Furthermore, ten prize balls are paid out for each gaming ball that enters the first large winning opening 26, and ten prize balls are paid out for each gaming ball that enters the second large winning opening 28. In addition, game balls that do not win any prizes are discharged from the game area 3 through a discharge port formed at the bottom end of the game board 2.
[0017] A center decorative body 10 is provided in an opening formed in the center of the gaming board 2. This center decorative body 10 is composed of a stage section 11 having a gaming ball rolling surface on which gaming balls can roll, and a warp section 12 having a warp entrance and a warp exit at both ends. A gaming ball flowing down the left gaming area 3L may enter the warp section 12 from the warp entrance, and this gaming ball is discharged from the warp exit and guided to the stage section 11. A guide groove is formed in the center position of the left and right sides of the stage section 11, allowing gaming balls rolling on the stage section 11 to fall toward the first starting opening 21. For this reason, gaming balls guided to the stage section 11 via the warp section 12 are more likely to enter the first starting opening 21 than gaming balls flowing down the left gaming area 3L without passing through the warp section 12.
[0018] The first start opening 21 is a start area that is always open. The second start opening 22 is a start area that is closed when an opening / closing member 23, which is a normal electric device, is not operating, and is opened when the opening / closing member 23 is operating. In the gaming machine 1, when a gaming ball enters the first start opening 21 (or the second start opening 22), it is determined whether or not a special game (jackpot game) advantageous to the player will be executed. Then, on the first special symbol display 41 (or the second special symbol display 42) described below, symbols are displayed in a variable manner, and a symbol (jackpot symbol or losing symbol) indicating the result of the above determination is displayed in a static manner. Here, when a jackpot symbol is displayed in a static manner, a jackpot game is executed to open the first large prize opening 26 and the second large prize opening 28.
[0019] In the following explanation, the judgment made in response to the entry of a game ball into the first starting hole 21 will be referred to as the "first special pattern judgment," and the judgment made in response to the entry of a game ball into the second starting hole 22 will be referred to as the "second special pattern judgment," and these will be collectively referred to as the "special pattern judgment."
[0020] The first large prize opening 26 is a special prize area that opens and closes depending on the result of the special symbol determination. The opening of the first large prize opening 26 is provided with an opening / closing member 27, which is a plate that opens and closes the first large prize opening 26. The first large prize opening 26 is normally blocked by the opening / closing member 27, which maintains a closed position that forms the same plane as the gaming board 2. In contrast, when the first special symbol (or the second special symbol) is statically displayed as a jackpot symbol on the first special symbol display 41 (or the second special symbol display 42), the opening / closing member 27 is activated to open the first large prize opening 26, resulting in a jackpot game. During this jackpot game, a long open round game is played in which the opening / closing member 27 maintains an open position (see FIG. 2) that opens the first large prize opening 26, and then returns to a closed position that blocks the first large prize opening 26. The long opening round game in which the first large prize opening 26 is opened continues until a predetermined number of game balls (e.g., 10 balls) enter the first large prize opening 26, or until a predetermined time (e.g., 25 seconds) has elapsed since the first large prize opening 26 was opened (without the predetermined number of game balls entering the first large prize opening 26). In this way, during a jackpot game, a long opening round game in which the first large prize opening 26 is opened for a long time is played. For this reason, by hitting to the right during a long opening round game in which the first large prize opening 26 is opened for a long time, the player can obtain more prize balls than when a jackpot game is not being played.
[0021] The second large prize opening 28 is a special prize area that opens and closes depending on the result of the special symbol determination. An opening / closing member 29, which is a blade member that opens and closes the second large prize opening 28, is provided at the opening of the second large prize opening 28. The second large prize opening 28 is normally blocked by the opening / closing member 29 (see FIG. 4(A)). In contrast, when the first special symbol (or the second special symbol) is statically displayed as a jackpot symbol on the first special symbol display 41 (or the second special symbol display 42), the opening / closing member 29 is activated to open the second large prize opening 28, and a jackpot game is executed. During this jackpot game, a round game is executed in which the opening / closing member 29 maintains an open position (see FIGS. 2, 4(B), and (C)) that opens the second large prize opening 28 and then returns to a closed position that blocks the second large prize opening 28.
[0022] As will be described in detail later, the round game in which the second large prize opening 28 is opened and closed includes a long-open round game in which the second large prize opening 28 is opened long so that a predetermined number of game balls (for example, 10) can easily enter the second large prize opening 28, and a short-open round game in which the second large prize opening 28 is opened short so that it is extremely difficult for game balls to enter the second large prize opening 28. In the long-open round game in which the second large prize opening 28 is opened long, 100 prize balls (= 10 balls × 10 counts) are paid out when the player hits the right. Therefore, by hitting the right during the long-open round game in which the second large prize opening 28 is opened long, the player can obtain more prize balls than when a jackpot game is not being played.
[0023] In the gaming machine 1 of this embodiment, when the main CPU 81 determines that a jackpot game is to be executed, the operation of the opening / closing member 27 and the opening / closing member 29 is controlled, and a jackpot game is executed in which the player can acquire game balls as a gaming medium.
[0024] On the other hand, in this embodiment, with regard to the short-open round game in which second large winning opening 28 is short-opened, the opening time, which is the time during which opening / closing member 29 maintains the open position that opens second large winning opening 28, is set to an extremely short time of 0.1 seconds. For this reason, even if a player hits the ball to the right during the short-open round game of second large winning opening 28, basically no game ball will enter second large winning opening 28, and no prize balls will be paid out.
[0025] For ease of explanation, Fig. 2 shows the opening / closing members 27, 29 in the open position that opens the large prize openings 26, 28 when the effect symbols are displayed variably on the display screen 70 of the image display device 7, but in reality, the opening / closing members 27, 29 are not in the open position while the effect symbols are displayed variably. Also, in each round of play in a jackpot game, either the first large prize opening 26 or the second large prize opening 28 is used, so in reality, these large prize openings are not opened at the same time as shown in Fig. 2.
[0026] An opening / closing member 23 (see FIG. 2) is disposed adjacent to second starting port 22. This opening / closing member 23 is capable of changing its position between a closed position in which it blocks second starting port 22 and an open position (see FIG. 2) in which it opens second starting port 22.
[0027] The second starting hole 22 is normally blocked by the opening / closing member 23. In contrast, when a game ball hit by a player to the right passes through the gate 25, a determination is made as to whether or not to open the second starting hole 22, although no prize balls are paid out. If it is determined that the second starting hole 22 should be opened, the opening / closing member 23 maintains an open position for a predetermined time and then returns to a closed position a predetermined number of times. In this way, when the opening / closing member 23 is not operating, the second starting hole 22 is in a state where it is difficult for game balls to pass through, but when the opening / closing member 23 is operating, it becomes easy for game balls to pass through.
[0028] In the following description, the determination that is executed on the condition that the gaming ball passes through the gate 25 will be referred to as a "normal symbol determination."
[0029] The general winning opening 24 is always open, similar to the first starting opening 21, and is a winning opening from which a predetermined number of prize balls (for example, five balls) are paid out when a game ball enters the general winning opening 24. However, unlike the first starting opening 21, no judgment is made even if a game ball enters the general winning opening 24.
[0030] [Configuration example of main display 40] Figure 3 is an enlarged view of the main display 40 in Figure 2. As illustrated in Figure 3, the main display 40 is configured to have a first special symbol display 41, a second special symbol display 42, a normal symbol display 43, a first special symbol reserve display 44, a second special symbol reserve display 45, a normal symbol reserve display 46, a round display 47, a game status display 48, a firing direction display 49, and the like.
[0031] The first special symbol display 41 is configured with eight LEDs indicated by "i to p," and when a first special symbol determination is made, it notifies the result of the first special symbol determination by variably displaying the symbols and then statically displaying the symbols indicating the determination result of the first special symbol determination. Specifically, for example, the variably display of the symbols is performed by lighting up the eight LEDs in sequence, and the symbols are statically displayed by lighting up each LED in a combination according to the determination result of the first special symbol determination for a predetermined fixed time (for example, 0.5 seconds).
[0032] The second special symbol display 42 is configured with eight LEDs indicated by "a to h," and when a second special symbol determination is made, the second special symbol determination result is notified by variably displaying the symbols and then statically displaying the symbols indicating the determination result of the second special symbol determination. Specifically, for example, the variably display of the symbols is performed by lighting up the eight LEDs in sequence, and the symbols are statically displayed by lighting up each LED in a combination according to the determination result of the second special symbol determination for a predetermined fixed time (for example, 0.5 seconds).
[0033] The first special symbol display 41 (or the second special symbol display 42) displays a "jackpot symbol" indicating a jackpot or a "miss symbol" indicating a miss as a symbol indicating the result of the first special symbol determination (or the second special symbol determination). Note that the gaming machine 1 provides a plurality of different jackpot symbols depending on the type of jackpot, and when a jackpot symbol is displayed, a jackpot game is played in which the first large prize opening 26 and the second large prize opening 28 are opened in an opening pattern according to the type of jackpot symbol.
[0034] The normal pattern display 43 is configured with two LEDs indicated by "s-t", and when a normal pattern determination is made, the result of the normal pattern determination is notified by variably displaying the patterns and then statically displaying the patterns indicating the determination result of the normal pattern determination. Specifically, for example, the variably displaying the patterns is performed by alternately lighting the two LEDs, and the static displaying of the patterns is performed by lighting each LED for a predetermined time (for example, 0.5 seconds) in a lighting mode corresponding to the determination result of the normal pattern determination. Here, when a winning pattern is statically displayed, an auxiliary game is performed in which the second starting hole 22 is opened by operating the opening / closing member 23 in an opening pattern corresponding to the current game state.
[0035] In the following explanation, the symbols displayed on the first special symbol display device 41 and the second special symbol display device 42 will be referred to as "special symbols," and the symbols displayed on the normal symbol display device 43 will be referred to as "normal symbols." In addition, the special symbol displayed on the first special symbol display device 41 will be referred to as "first special symbol," and the special symbol displayed on the second special symbol display device 42 will be referred to as "second special symbol" to distinguish between the two.
[0036] The first special symbol reserve indicator 44 is configured with two LEDs indicated by "u to v", and displays the number of reserved first special symbol determinations depending on the lighting state of these LEDs. The second special symbol reserve indicator 45 is configured with two LEDs indicated by "w to x", and displays the number of reserved second special symbol determinations depending on the lighting state of these LEDs. In this embodiment, the upper limit of these reserved numbers is set to "4". The regular symbol reserve indicator 46 is configured with two LEDs indicated by "q to r", and displays the number of reserved regular symbol determinations depending on the lighting state of these LEDs.
[0037] When a jackpot symbol is stopped and displayed on the first special symbol display device 41 or the second special symbol display device 42, the round indicator 47 displays the number of rounds, which indicates how many rounds of play will be played in the jackpot game that is executed in response to the jackpot corresponding to that jackpot symbol. In the gaming machine 1 of this embodiment, there are cases where a jackpot game including three rounds of play is played and cases where a jackpot game including ten rounds of play is played. For this reason, in this embodiment, the round indicator 47 is configured to have a 3R LED and a 10R LED, and the number of rounds is notified by lighting up either of these LEDs.
[0038] The game status indicator 48 is configured with three LEDs indicated by "a1 to a3," and indicates the game status of the gaming machine 1 by the lighting state of these LEDs. The launch direction indicator 49 is configured with two LEDs indicated by "y to z," and indicates the launch direction of the gaming ball by the lighting state of these LEDs. In other words, it indicates whether the state is for a left-handed shot or a right-handed shot.
[0039] [Configuration example of presentation means provided in gaming machine 1] 1 and 2, the game board 2 is provided with decorative members 13, movable decorative members 14, a performance indicator 125, a first special symbol reserve indicator 126, a second special symbol reserve indicator 127, and the like to perform various effects, and an image display device 7 is provided behind the game board 2. In addition, the front frame 31 is provided with frame lamps 37, speakers 38, robot-type gimmicks 15, and the like to perform various effects.
[0040] The decorative member 13 incorporates a panel lamp 5 (see Figure 5) that is composed of multiple colored LEDs, and various light effects can be created by changing the lighting and flashing patterns of each LED or by changing the light color of each LED.
[0041] The movable decorative member 14 is located in front of the display screen 70 of the image display device 7 and behind the decorative member 13. The movable decorative member 14 incorporates multiple color LEDs, and generates predetermined effects through its own movement and / or light. In this embodiment, a predetermined space is provided between the game board 2 and the display screen 70 to allow the movable decorative member 14 to move, and the movable decorative member 14 is configured to be able to move up and down along the display screen 70. The movable decorative member 14 is normally positioned in an initial position (see FIG. 2 ) where most of the movable decorative member 14 is hidden behind the decorative member 13 and only the lower end of the movable decorative member 14 is visible. In contrast, when a preview effect is executed using the display screen 70 or speaker 38 to indicate a relatively high probability of a jackpot, the movable decorative member 14 emits light in a predetermined light pattern and falls to an operating position that covers most of the display screen 70.
[0042] The frame lamp 37 is composed of a plurality of LEDs built into various parts of the front frame 31, and various light effects can be produced by changing the lighting and blinking patterns of each LED or by changing the light color of each LED.
[0043] The robot-type gimmick 15 (an example of a "movable effect body") is provided in the front frame 31 at a position that allows it to be looked down upon by a seated player. Specifically, the robot-type gimmick 15 is provided in the front frame 31 to the left of the first effect button 35 when viewing the gaming machine 1 from the front, at the rear of the upper tray 33. Because the robot-type gimmick 15 is provided at the rear of the upper tray 33, the robot-type gimmick 15 does not get in the way of the player's hand touching the robot-type gimmick 15, for example, when the player places a game ball removed from the lower tray 34 into the upper tray 33 or touches a game ball stored in the upper tray 33. The robot-type gimmick 15 has multiple color LEDs built in, and the robot-type gimmick 15 performs predetermined effects by its own movement and / or light. In this embodiment, the robot gimmick 15 is configured to be able to perform a swinging effect in which the upper body 151 (see FIG. 21) swings alternately from left to right while emitting light in a predetermined lighting pattern. This swinging effect will be described in detail later with reference to FIG. 21 etc.
[0044] The image display device 7 is a liquid crystal display device that displays effect images on its display screen 70, and the player can view the display screen 70 through an opening formed in the center of the gaming board 2. This display screen 70 displays effect images including various display objects such as effect symbols that notify the determination result of the special symbol determination, characters and items, reserved images (reserved icons) that are displayed in the same number as the reserved number of first special symbol determinations (or second special symbol determinations), and change suggestion images (icons) that suggest that the special symbol is currently being displayed. Note that the image display device 7 is not limited to a liquid crystal display device, and may be another image display device such as an EL display device, as long as it is capable of displaying effect images.
[0045] The speaker 38 outputs musical pieces, voices, sound effects, and other sound effects in synchronization with or asynchronous with the display effects on the display screen 70 to perform sound effects.
[0046] The effect display 125 is configured with two LEDs, and displays a variable pattern in accordance with the variable display of the special pattern and effect pattern, and displays a static pattern that notifies the result of the special pattern determination in accordance with the static display of the special pattern and effect pattern. This effect display 125 notifies the result of the special pattern determination by the combination of lighting and extinguishing and the lighting color of each LED.
[0047] The effect first special symbol hold indicator 126 is configured with two LEDs, and by combining the on / off states of each LED, it displays the same number of reserved first special symbol determinations as displayed on the first special symbol hold indicator 44. The effect second special symbol hold indicator 127 is configured with two LEDs, and by combining the on / off states of each LED, it displays the same number of reserved second special symbol determinations as displayed on the second special symbol hold indicator 45.
[0048] [Configuration example of input means provided in gaming machine 1] As illustrated in FIG. 1, the front frame 31 is provided with a first effect button 35 and a second effect button 36 as input means that can be used by the player. The first effect button 35 is a push button that the player presses to input operation information. The second effect button 36 is a push button that the player presses to input operation information by grasping the grip of the second effect button 36 and pressing the second effect button 36. In the gaming machine 1, effects may be generated in response to the operation of the first effect button 35 or the second effect button 36.
[0049] The configuration of the input means is not limited to that exemplified in this embodiment, and may be other. That is, for example, in this embodiment, a case where the gaming machine 1 is equipped with two input means is described, but the input means may be one or three or more. Furthermore, the input means is not limited to push buttons, and may be other input means such as a touch panel capable of detecting a touch operation by a player, an optical sensor capable of detecting, for example, a player's hand held over the display screen 70, a joystick that can be moved back and forth and left and right to specify a position or direction, or an operating means that can be held by a player and whose position can be changed.
[0050] [Example of internal configuration of No. 2 Large Winning Slot 28] Figure 4 is an explanatory diagram for explaining the opening and closing control of second large prize opening 28 and V prize opening 287. An opening / closing member 29 that opens and closes second large prize opening 28 is provided at the opening of second large prize opening 28 (see Figures 1 and 4(A)). Also, as illustrated in Figures 4(A) to (C), second large prize opening sensor 281, V prize opening sensor 283, discharge opening sensor 284, slide member 285, etc. are provided inside second large prize opening 28.
[0051] The second large prize opening sensor 281 detects a gaming ball that has entered the second large prize opening 28, and in this embodiment, 10 prize balls are paid out each time a gaming ball passes through the second large prize opening sensor 281. The V prize opening sensor 283 detects the passage of a gaming ball through the V prize opening 287 defined by the V prize opening sensor 283. The discharge opening sensor 284 detects the passage of a gaming ball through the discharge opening defined by the discharge opening sensor 284. The slide member 285 guides a gaming ball that has passed through the second large prize opening sensor 281 to the V prize opening 287 or the discharge opening, and is configured to be slidable in the left-right direction in FIG. 4 (the width direction of the gaming machine 1). Figures 4(A) and (B) illustrate a state in which the slide member 285 is positioned in a right position to block the V winning opening 287, and Figures 4(C) and (D) illustrate a state in which the slide member 285 is positioned in a left position to open the V winning opening 287.
[0052] When no jackpot game is being played or during a long-open round game in which first large prize opening 26 is left open for a long time, second large prize opening 28 is closed by opening / closing member 29, and V prize opening 287 is closed by slide member 285 (see FIG. 4(A)). In contrast, during a round game in which second large prize opening 28 is opened and closed, second large prize opening 28 and V prize opening 287 can be in the following states.
[0053] 4(A) and 4(B), in a round game in which second large prize opening 28 is opened and closed, opening / closing member 29 may rotate with slide member 285 remaining in the right position, thereby opening second large prize opening 28. In this case, although second large prize opening 28 is open, V prize opening 287 is still blocked by slide member 285. Therefore, even if a gaming ball enters second large prize opening 28, the gaming ball will not pass through V prize opening 287 but will pass through outlet sensor 284.
[0054] 4(B) and 4(C), in a round game in which second large prize opening 28 is opened and closed, slide member 285 may move from the right position to the left position while second large prize opening 28 remains open, thereby opening V prize opening 287. In this case, since both second large prize opening 28 and V prize opening 287 are open, a gaming ball that enters second large prize opening 28 passes through V prize opening 287 (i.e., is detected by V prize opening sensor 283).
[0055] The V winning port sensor 283 functions as a so-called probability variable switch, and as described above, if a game ball enters the V prize when both the second large winning port 28 and the V winning port 287 are in an open state (the game ball is detected by the V winning port sensor 283), the game will be controlled in a "probability variable game state" described later after the jackpot game in which this V prize has occurred has ended. On the other hand, if a game ball does not enter the V prize when both the second large winning port 28 and the V winning port 287 are in an open state, the game will be controlled in a "time-saving game state" described later after the jackpot game has ended.
[0056] 4(D), there are cases where second large prize opening 28 is closed because opening / closing member 29 is not operating, and V prize opening 28 is opened because slide member 285 moves from the right position to the left position. In this case, V prize opening 287 is open, but second large prize opening 28 is in an entry-prohibitive state, so that game balls cannot enter second large prize opening 28.
[0057] In addition, the letter "V" is written in a position corresponding to the V prize opening sensor 283 on a transparent member provided in a position corresponding to the area containing the second large prize opening sensor 281, the V prize opening sensor 283, the outlet sensor 284, the slide member 285, etc. (see FIG. 2). Therefore, the player can easily identify the position of the V prize opening sensor 283 (the position of the V prize opening 287) by looking at this letter "V."
[0058] [Configuration of the control device provided in the gaming machine 1] FIG. 5 is a block diagram showing an example of the configuration of the control device provided in the gaming machine 1. As shown in FIG. A control device that controls the operation of the gaming machine 1 is provided on the back side of the gaming board 2. As illustrated in FIG. 5, the control device of the gaming machine 1 is composed of a main control board 80 that controls the progress of a game using gaming balls, a sub-control board 90 that comprehensively controls the effects based on information from the main control board 80, an image and sound control board 100 that controls the effects using images and sounds, a lamp control board 120 that controls the effects using various lamps and movable members, and the like. In this embodiment, the main control board 80 functions as a game control unit that controls the progress of the game, and the sub-control board 90, image and sound control board 100, and lamp control board 120 function as an effect control unit that controls the effects. Note that the configuration of the control device is not limited to this, and for example, the sub-control board 90, image and sound control board 100, and lamp control board 120 may be configured on a single board.
[0059] <Configuration example of main control board 80> The main control board 80 includes a main CPU 81, a main ROM 82, and a main RAM 83. The main CPU 81 performs various arithmetic processing related to judgments and the number of prize balls to be paid out based on programs stored in the main ROM 82. The main RAM 83 is used as a storage area for temporarily storing various data used when the main CPU 81 executes the programs, and as a working area for data processing, etc.
[0060] The main control board 80 is connected to a first start opening sensor 211, a second start opening sensor 221, a gate sensor 251, a first large prize opening sensor 261, a second large prize opening sensor 281, a V prize opening sensor 283, an outlet sensor 284, a general prize opening sensor 241, a second start opening solenoid 222, a first large prize opening solenoid 262, a second large prize opening solenoid 282, and a V prize opening solenoid 286. The gaming machine 1 of this embodiment is equipped with four general prize opening sensors 241 corresponding to the four general prize openings 24, but for ease of explanation, only one general prize opening sensor 241 is shown in FIG. 5.
[0061] The first start opening sensor 211 detects that a gaming ball has entered the first start opening 21, and outputs a detection signal thereto to the main control board 80. The second start opening sensor 221 detects that a gaming ball has entered the second start opening 22, and outputs a detection signal thereto to the main control board 80. The gate sensor 251 detects that a gaming ball has passed through the gate 25, and outputs a detection signal thereto to the main control board 80. The first large prize opening sensor 261 detects that a gaming ball has entered the first large prize opening 26, and outputs a detection signal thereto to the main control board 80. The second large prize opening sensor 281 detects that a gaming ball has entered the second large prize opening 28, and outputs a detection signal thereto to the main control board 80. The V prize opening sensor 283 detects that a gaming ball has passed through the V prize opening 287, and outputs a detection signal thereto to the main control board 80. The outlet sensor 284 detects the passage of a gaming ball through the outlet and outputs a detection signal to the main control board 80. The general winning opening sensor 241 detects that a gaming ball has entered the general winning opening 24 and outputs a detection signal to the main control board 80.
[0062] The second starting opening solenoid 222 is an electric solenoid connected to the opening / closing member 23 so as to be able to transmit a driving force, and operates the opening / closing member 23 based on a control signal from the main control board 80 to open and close the second starting opening 22. The first large winning opening solenoid 262 is an electric solenoid connected to the opening / closing member 27 so as to be able to transmit a driving force, and operates the opening / closing member 27 based on a control signal from the main control board 80 to open and close the first large winning opening 26. The second large winning opening solenoid 282 is an electric solenoid connected to the opening / closing member 29 so as to be able to transmit a driving force, and operates the opening / closing member 29 based on a control signal from the main control board 80 to open and close the second large winning opening 28. The V winning opening solenoid 286 is an electric solenoid connected to the slide member 285 so as to be able to transmit a driving force, and operates the slide member 285 based on a control signal from the main control board 80 to open and close the V winning opening 287.
[0063] Although not shown in the figure, the gaming machine 1 is equipped with a payout control board that controls a drive motor that sends out gaming balls from a ball tank provided on the back side of the gaming board 2, thereby supplying gaming balls to the upper tray 33 or the lower tray 34. When a detection signal is input from the first start hole sensor 211, the second start hole sensor 221, the first large prize hole sensor 261, the second large prize hole sensor 281, or the general prize hole sensor 241, the main CPU 81 instructs the payout control board to pay out a predetermined number of prize balls according to the location where the gaming ball has entered, and also manages the number of prize balls to be paid out based on information from the payout control board.
[0064] Furthermore, the main CPU 81 acquires various random numbers as acquired information at the timing when a detection signal is input from the first start hole sensor 211, and executes a first special symbol determination using the acquired random numbers. Furthermore, the main CPU 81 acquires various random numbers as acquired information at the timing when a detection signal is input from the second start hole sensor 221, and executes a second special symbol determination using the acquired random numbers. Here, the various random numbers specifically refer to a jackpot random number, a pattern random number, a reach random number, and a variation pattern random number.
[0065] The jackpot random number is a random number used to determine whether a jackpot is won or not. The pattern random number is a random number used to determine the type of jackpot (such as the number of rounds of jackpot play and the game state after the jackpot play ends) when a jackpot is determined. The reach random number is a random number used to determine whether a reach effect or a no-reach effect will be performed when a miss is determined. The variation pattern random number is a random number used to determine the variation pattern of the special pattern when the special pattern is displayed in a varying manner.
[0066] The main CPU 81 acquires these random numbers at the timing when a gaming ball enters the first start hole 21 (or the second start hole 22), and first determines whether or not to execute a jackpot game based on whether or not the acquired jackpot random number matches a predetermined random number value (winning value) stored in the main ROM 82. Here, if it is determined that a jackpot game will be executed based on the jackpot random number matching the winning value, the type of jackpot is determined based on which random number value of the predetermined random number value (to be compared with the pattern random number) stored in the main ROM 82 matches with the symbol random number acquired together with the jackpot random number.
[0067] On the other hand, when the main CPU 81 determines not to execute a jackpot game because the acquired jackpot random number does not match the winning value, it determines whether to perform a reach effect or a reach-not-reach effect based on whether the reach random number acquired together with the jackpot random number matches a predetermined random number value stored in the main ROM 82 (to be compared with the reach random number). Furthermore, regardless of the result of the determination based on the jackpot random number, the main CPU 81 determines the variation pattern of the special symbol when the special symbol is displayed in a variable manner based on the variation pattern random number acquired together with the jackpot random number. This determines the variation time of the special symbol.
[0068] When the main CPU 81 determines that a jackpot game will be played and determines the type of jackpot, it controls the opening and closing of the first large prize opening 26 (the operation of the opening and closing member 27) via the first large prize opening solenoid 262, the opening and closing of the second large prize opening 28 (the operation of the opening and closing member 29) via the second large prize opening solenoid 282, and the opening and closing of the V prize opening 287 (the operation of the slide member 285) via the V prize opening solenoid 286, thereby playing a jackpot game according to the type of jackpot.
[0069] Furthermore, the main CPU 81 acquires a random number (normal symbol random number) at the timing when a detection signal is input from the gate sensor 251, and executes a normal symbol determination using the acquired normal symbol random number. Then, if it is determined as a result of this normal symbol determination that the second start hole 22 is to be opened, the main CPU 81 executes an auxiliary game to open the second start hole 22 by controlling the opening and closing of the second start hole 22 (the operation of the opening and closing member 23) via the second start hole solenoid 222.
[0070] In addition, the main control board 80 is connected to a first special pattern display 41, a second special pattern display 42, a normal pattern display 43, a first special pattern reserve display 44, a second special pattern reserve display 45, a normal pattern reserve display 46, a round display 47, a game status display 48, and a launch direction display 49.
[0071] The main CPU 81 controls these displays 41 to 49 that constitute the main display 40, and causes them to execute the display process described above with reference to FIG.
[0072] <Configuration example of sub-control board 90> The sub-control board 90 is equipped with a sub-CPU 91, a sub-ROM 92, a sub-RAM 93, and an RTC (real-time clock) 94. The sub-CPU 91 performs calculations to control performances based on programs stored in the sub-ROM 92. The sub-RAM 93 is used as a storage area for temporarily storing various data used by the sub-CPU 91 when executing the programs, and as a working area for data processing, etc. The RTC 94 measures the current date and time (date and time).
[0073] A first effect button detection sensor 96 and a second effect button detection sensor 97 are connected to the sub-control board 90. When the first effect button 35 (see FIG. 1) is operated, the first effect button detection sensor 96 outputs operation information (operation signal) indicating that the first effect button 35 is operated to the sub-control board 90. When the second effect button 36 (see FIG. 1) is operated, the second effect button detection sensor 97 outputs operation information (operation signal) indicating that the second effect button 36 is operated to the sub-control board 90.
[0074] The sub-CPU 91 sets the effect contents based on game information related to special symbol determination, normal symbol determination, jackpot game, etc., transmitted from the main control board 80. At that time, the sub-CPU 91 may accept input of operation information from the first effect button 35 or the second effect button 36 and set the effect contents according to the operation information. The sub-CPU 91 transmits commands to the image and sound control board 100 and the lamp control board 120 to instruct the execution of the effect contents that have been set.
[0075] <Configuration example of image and sound control board 100> The image and sound control board 100 controls image display by the image display device 7 and controls the output of sound effects by the speaker 38. In this embodiment, the image and sound control board 100 includes an image and sound control CPU 101, a control ROM 102, a control RAM 103, a VDP (Video Display Processor) 104, a CGROM 105, a VRAM 106, an audio DSP (Digital Signal Processor) 107, an audio ROM 108, an SDRAM 109, and an amplifier 110.
[0076] The control ROM 102 is composed of a mask ROM, and stores a control program for the image and sound control CPU 101, a display list generation program for generating a display list, and various tables such as a display list creation table used in the process of creating the display list. Here, the display list is composed of a group of commands for instructing the execution of drawing on a frame-by-frame basis, and includes various parameters such as the type of image to be drawn, the position (coordinates) at which the image is drawn, the display priority, the display magnification, the rotation angle, and the transparency. The control RAM 103 is used as a storage area for temporarily storing various data used when the image and sound control CPU 101 executes the control program, and as a working area for data processing, etc.
[0077] The image and sound control CPU 101 instructs the VDP 104 to display image data stored in the CGROM 105 on the image display device 7 based on the control program, various tables such as the display list creation table, and commands received from the sub-control board 90. This instruction is mainly performed by outputting a display list. The image and sound control CPU 101 also instructs the audio DSP 107 to output audio data stored in the audio ROM 108 from the speaker 38.
[0078] CGROM 105 stores effect data necessary for executing the effect associated with the variable display of special symbols and the effect associated with a jackpot game. CGROM 105 is composed of flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed sprite data (a single image data) consisting of a collection of pixel information for a predetermined range of pixels (e.g., 32 x 32 pixels), movie data consisting of a collection of multiple image data, etc. The pixel information consists of color number information that specifies a color number for each pixel and an α value that indicates the transparency of the image. CGROM 105 also stores, without compression, palette data, etc., in which color number information that specifies a color number corresponds to display color information for actually displaying the color.
[0079] It is also possible to compress only a portion of the image data stored in the CGROM 105. As a method for compressing movie data, various known compression methods such as MPEG4 can be used.
[0080] The VRAM 106 is composed of an SRAM that can write and read image data at high speed, and although not shown in the figure, it is composed of a display list storage area, a development storage area, a frame buffer, etc.
[0081] The display list storage area temporarily stores the display list output from the image and audio control CPU 101. The expansion storage area stores image data that has been read from the CGROM 105 and then expanded. The frame buffer is used for both drawing and displaying image data to be displayed on the display screen 70.
[0082] The VDP 104 decompresses image data stored in a compressed state in the CGROM 105 and stores the decompressed image data in a storage area. Furthermore, the VDP 104 performs drawing processing on the frame buffer using the image data stored in the storage area based on the display list stored in the display list storage area. Furthermore, the VDP 104 generates RGB signals as video signals indicating the color of the image from the image data stored in the frame buffer and outputs the generated RGB signals to the image display device 7.
[0083] The audio DSP 107 is connected to an audio ROM 108, an SDRAM 109, and an amplifier 110. The audio ROM 108 stores various audio data related to music, voice, sound effects, warning sounds, etc. The SDRAM 109 is used as a work area for data processing by the audio DSP 107. The audio DSP 107 reads audio data corresponding to instructions from the image audio control CPU 101 from the audio ROM 108 to the SDRAM 109, executes data processing, and outputs the processed audio data to the speaker 38 (via the amplifier 110). The amplifier 110 adjusts the volume in accordance with instructions related to the volume obtained from the image audio control CPU 101 via the audio DSP 107, and outputs the audio data to the speaker 38.
[0084] In this embodiment, the VDP is responsible for drawing management and the audio DSP is responsible for sound management, but in other embodiments, a configuration in which the VDP is responsible for both drawing management and sound management may be adopted, in which case there is no need to provide a separate audio DSP.
[0085] <Configuration example of lamp control board 120> The lamp control board 120 includes a lamp CPU 121, a lamp ROM 122, and a lamp RAM 123, and is connected to the frame lamp 37, the panel lamp 5, the movable decorative member motor 141, the robot-type gimmick swing motor 154, the effect display 125, the effect first special symbol hold display 126, and the effect second special symbol hold display 127. The lamp ROM 122 stores programs executed by the lamp CPU 121, light-emitting pattern data, operation pattern data, and the like. The light-emitting pattern data indicates the respective light-emitting patterns of the frame lamp 37, the panel lamp 5, the LEDs built into the movable decorative member 14, the LEDs built into the robot-type gimmick 15, and the like. The operation pattern data indicates the operation patterns of the movable decorative member 14, the robot-type gimmick 15, and the like. As the operation pattern data for the robot-type gimmick 15, a plurality of swing pattern data indicating swing patterns for swinging the robot-type gimmick 15 in various swing patterns is stored in the lamp ROM 122.
[0086] The lamp CPU 121 performs calculations based on the program stored in the lamp ROM 122 when controlling the operation of the frame lamp 37, the panel lamp 5, the movable decorative member 14, the robot-type gimmick 15, the performance display 125, the performance first special chart hold display 126, the performance second special chart hold display 127, etc.
[0087] The lamp CPU 121 reads out, from among the light emission pattern data stored in the lamp ROM 122, light emission pattern data corresponding to the command received from the sub-control board 90 into the lamp RAM 123, and controls the light emission of the frame lamp 37, the panel lamp 5, the LEDs built into the movable decorative member 14, and the LEDs built into the robot-type gimmick 15. The lamp CPU 121 also reads out, from among the motion pattern data stored in the lamp ROM 122 (swing pattern data for the robot-type gimmick 15), the operation pattern data corresponding to the command received from the sub-control board 90 into the lamp RAM 123, and controls the driving of the movable decorative member motor 141 (in this embodiment, a stepping motor) that operates the movable decorative member 14 and the robot-type gimmick swing motor 154 (in this embodiment, a stepping motor) that operates the robot-type gimmick 15.
[0088] Furthermore, the lamp CPU 121 controls the variable display and stop display of the symbols on the effect display device 125 based on commands from the sub-control board 90. Furthermore, the lamp CPU 121 controls the display of the number of reserved symbols related to the first special symbol determination by the effect first special symbol reserve display device 126 and the display of the number of reserved symbols related to the second special symbol determination by the effect second special symbol reserve display device 127 based on commands from the sub-control board 90.
[0089] [About game status] Next, we will explain the gaming states of the gaming machine 1. In the gaming machine 1 of this embodiment, the game is controlled in one of three gaming states: a "normal gaming state," a "probability variable gaming state," and a "time-saving gaming state."
[0090] The "normal gaming state" is a gaming state in which a special symbol determination is performed in a low probability state in which the probability of determining that a jackpot game will be executed is relatively low, and a support function (such as a function called "electric support") that supports the entry of a gaming ball into the second start hole 22 is not provided. In the normal gaming state, the probability that a special symbol determination determines that a jackpot game will be executed is set to a relatively low probability (e.g., 1 / 210) (see FIG. 6(A)). Also, the probability that a normal symbol determination determines that the second start hole 22 will be opened is set to a relatively low probability (e.g., 1 / 11), the normal symbol variation time is set to a relatively long time (e.g., 20 seconds), and the opening time of the second start hole 22 when it is determined that the second start hole 22 will be opened is set to a relatively short time (e.g., 0.1 seconds × 1 time).
[0091] The "probability variable game state" is a game state in which a special symbol determination is performed in a high probability state in which the probability of determining that a jackpot game will be executed is relatively high, and the support function is provided. That is, in the probability variable game state, the probability of determining that a jackpot game will be executed by the special symbol determination is set to a relatively high probability (e.g., 1 / 60) (see FIG. 6(A)). Also, the probability of determining that the second start hole 22 will be opened by the normal symbol determination is set to a relatively high probability (e.g., 11 / 11), the normal symbol variation time is set to a relatively short time (e.g., 1.5 seconds), and the opening time of the second start hole 22 when it is determined that the second start hole 22 will be opened is set to a relatively long time (e.g., 1.5 seconds x 3 times).
[0092] The "time-saving game state" is a game state in which a special symbol determination is made in the low-probability state described above, and the electric chute support function is provided. That is, in the time-saving game state, the probability that a jackpot game will be executed based on the special symbol determination is set to a relatively low probability (e.g., 1 / 210). Also, the probability that the second start hole 12 will be opened based on the normal symbol determination is set to a relatively high probability (e.g., 11 / 11), the normal symbol variation time is set to a relatively short time (e.g., 1.5 seconds), and the opening time of the second start hole 12 when it is determined to be opened is set to a relatively long time (e.g., 1.5 seconds x 3 times).
[0093] When comparing these game states with respect to the variation time of the special symbols, the variation time of the special symbols in the "probability variable game state" and the "time-limited game state" is likely to be set to a relatively shorter time than the variation time of the special symbols in the "normal game state." Note that the probability of determining that a special game will be executed (jackpot probability), the probability of determining that the second start slot 22 will be opened (winning probability of the normal symbol determination), the variation time of the normal symbols, and the opening time of the second start slot 22 shown in the explanation of each game state are merely examples, and it goes without saying that other probabilities and times may also be used.
[0094] In the following description, the state in which the support function is provided and it is easy for the game ball to enter the second starting hole 22 will be referred to as a "high base state," and the state in which the support function is not provided and it is difficult for the game ball to enter the second starting hole 22 will be referred to as a "low base state." In this embodiment, the "normal game state" corresponds to the low base state, and the "probability variable game state" and the "time-saving game state" correspond to the high base state.
[0095] [Game flow] A game ball hit by a player with the right hand will not enter the first starting hole 21, but may enter the second starting hole 22. However, in a low base state, the second starting hole 22 is difficult to open, and even if it does open, the opening time is short. For this reason, when the game is controlled in a low base state (which in this embodiment corresponds to the "normal game state"), the player will play by hitting with the left hand, aiming at the first starting hole 21.
[0096] When a game ball hit from the left side enters the first starting hole 21 in a normal game state, a first special symbol determination is executed, and the first special symbol is displayed in a variable manner, and then a big win symbol or a losing symbol is displayed as a stopped first special symbol indicating the result of the first special symbol determination.
[0097] Here, if a losing symbol is displayed, the jackpot game will not be played and the game state will not change. On the other hand, if a jackpot symbol is displayed as the first special symbol, a jackpot game will be played for a predetermined number of rounds according to the jackpot symbol, and after the jackpot game ends, the game will be controlled in a "probable win game state" or a "time-saving game state."
[0098] In addition, when the game state transitions to a "probability variable game state" or a "time-saving game state" upon the end of a jackpot game, i.e., when the game transitions from a low base state to a high base state, the support function that facilitates the entry of game balls into the second starting hole 22 makes it easier for game balls to enter the second starting hole 22 than the first starting hole 21. Therefore, when the game is controlled in a high base state, the player will play by hitting the ball to the right, aiming at the second starting hole 22. Also, when both the right to determine the first special symbol and the right to determine the second special symbol are reserved, the second special symbol determination is executed with priority over the first special symbol determination. Therefore, when the game is controlled in a probability variable game state or a time-saving game state, the second special symbol determination is basically executed.
[0099] If a jackpot symbol is displayed as the second special symbol in the probability variable or time-limited game mode, the game will generally be controlled in the probability variable game mode after the jackpot game ends, but the game may also be controlled in the time-limited game mode. On the other hand, if a jackpot cannot be won in the probability variable or time-limited game mode, the game mode will be returned from the probability variable game mode (or time-limited game mode) to the normal game mode.
[0100] [Regarding special design determination using random numbers] Next, the determination process using the jackpot random number and the symbol random number will be explained with reference to Figure 6. Here, Figure 6 is an explanatory diagram for explaining the jackpot random number and the symbol random number. In the explanatory diagrams for each random number illustrated in Figure 6 and subsequent figures, the possible range of the random number is set to a smaller range than the actual range in order to make the explanation easier. In the gaming machine 1, when the gaming ball passes through the first start hole 21 (or the second start hole 22), acquired information such as the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number is acquired.
[0101] <Processing based on jackpot random numbers> The jackpot random number illustrated in Figure 6(A) is a random number used in the jackpot determination process (step S308 in Figure 30) to determine whether or not a jackpot game will be played, and is set separately for a low probability state in which the probability of determining that a jackpot game will be played is relatively low, and a high probability state in which the probability of determining that a jackpot game will be played is relatively high.
[0102] In this embodiment, four winning values for the low probability state are stored in the main ROM 82, and the main CPU 81 determines that a jackpot game will be executed if the acquired jackpot random number matches one of these four winning values when the game is controlled in the low probability state (which in this embodiment corresponds to the "normal game state" and the "time-saving game state"). Also, for the high probability state (which in this embodiment corresponds to the "probable variable game state"), 14 winning values are stored in the main ROM 82, and the main CPU 81 determines that a jackpot game will be executed if the acquired jackpot random number matches one of these 14 winning values when the game is controlled in the high probability state.
[0103] In this embodiment, the jackpot random number can take 840 values from "0" to "839" in both the low probability state and the high probability state (see FIG. 6(A)). Therefore, the jackpot probability in the low probability state is 1 / 210 (= 4 / 840), and the jackpot probability in the high probability state is 1 / 60 (= 14 / 840).
[0104] <Processing based on random numbers> When the main CPU 81 determines that a jackpot game is to be executed, it determines the type of jackpot based on which random number value, among the random numbers preset for each type of jackpot, the symbol random number acquired together with the jackpot random number used in the determination matches. In other words, it selects the first special symbol (or the second special symbol) to be stopped and displayed on the first special symbol display device 41 (or the second special symbol display device 42) as the jackpot symbol.
[0105] (Type of jackpot related to the first special symbol determination) As illustrated in Figure 6(B), in this embodiment, two types of jackpots are available that can be won in response to a game ball entering the first starting hole 21 during normal game play: "3R Special A" and "3R Normal."
[0106] Here, "3R Probable Change A" (see Figure 6(B)) is a jackpot in which, in response to the jackpot pattern X1 being stopped and displayed on the first special pattern display 41, a jackpot game is executed which consists of a total of three long-open round games, including one long-open round game (first round round game) in which the second large prize opening 28 is long-opened, and two long-open round games (second and third round round games) in which the first large prize opening 26 is long-opened.
[0107] If the "3R probability variable A" is won, both the second large prize winning port 28 and the V prize winning port 287 are fully opened in the first round of round play. Therefore, the player can pass the game ball through the V prize winning port 287 by simply hitting the ball to the right, and if even one game ball is detected by the V prize winning port sensor 283 during the first round of round play, the game will be controlled in the "probability variable game state" after the end of the jackpot game.
[0108] In this embodiment, after the jackpot game related to "3R Probability Variable A" ends, the number of times (ST number in FIG. 6(B)) that the second special symbol determination (or first special symbol determination) and the variable display of the second special symbol (or first special symbol) are executed in the "probability variable game state" is set to 100 times, and if no jackpot is determined during that time, the probability variable game state continues until 100 special symbol determinations are executed. If all 100 special symbol determinations are misses, 100 time-saving games are awarded thereafter. Here, "time-saving game" means a game that includes the second special symbol determination (or first special symbol determination) executed in the "time-saving game state" and the variable display of the second special symbol (or first special symbol) executed in response to the special symbol determination.
[0109] On the other hand, the "3R normal" (see FIG. 6(B)) is a jackpot in which, in response to the jackpot symbol X2 being stopped and displayed on the first special symbol display 41, a jackpot game consisting of three round games is executed, including one short-open round game (first round round game) in which the second large prize opening 28 is short-opened, and two long-open round games (second and third round round games) in which the first large prize opening 26 is long-opened. When this "3R normal" is won, in the first round round game, no prize balls are paid out because no game balls enter the second large prize opening 28. Therefore, when the "3R normal" is won, the number of long-open round games executed during the jackpot game is two, so the "3R normal" can be said to be essentially a two-round jackpot.
[0110] If the "3R normal" is won, a short-open round game in which the second large prize opening 28 is short-opened is executed as the first round of round play. Therefore, the game ball does not enter the V during the jackpot game related to the 3R normal, and after the jackpot game related to the "3R normal" ends, the game is controlled in a "time-shortened game state." In the gaming machine 1 of this embodiment, the number of time-shortened times for the "3R normal" is set to 100, and when a jackpot game is executed in response to the jackpot pattern X2 (indicating that the "3R normal" has been won) being displayed on the first special pattern display 41, if a jackpot is not determined during the game, the game is controlled in a time-shortened game state until 100 second special pattern determinations (or first special pattern determinations) are performed after the jackpot game ends.
[0111] In this way, "3R Special A" is a jackpot in which the number of STs is "100" and the number of time-saving plays (the number of time-saving plays) is "100", while "3R Normal" is a jackpot in which the number of STs is "0" and the number of time-saving plays is "100" (see Figure 6(B)).
[0112] However, even if a player has won the "3R Probability Variation A" and thus has the right to control the game in the "probability variation game state" after the jackpot game ends, it is conceivable that a situation may occur in which the V entry sensor 283 does not detect the game ball during the first round of round play due to, for example, ball jamming in the play area 3. For this reason, in the gaming machine 1 of this embodiment, even if such a situation occurs, if the game ball does not enter the V during the first round of round play related to the "3R Probability Variation A," 100 time-saving games are awarded after the jackpot game ends, so that the player can easily aim for a jackpot after the jackpot game ends. In other words, the game is controlled in the same way as after the jackpot game related to the "3R Normal" ends.
[0113] In this embodiment, when the result of the first special symbol determination in the normal gaming state is a jackpot, a random number value for determining the type of the jackpot is stored in the main ROM 82. Specifically, as shown in FIG. 6(B), 50 random number values are stored for the "3R probability variable A", and 50 random number values are stored for the "3R normal".
[0114] In this embodiment, the possible range of the pattern random number is set to 100 numbers from "0" to "99", and when a jackpot is determined based on the jackpot random number obtained in response to a game ball entering the first starting hole 21, "3R special A" is selected as the type of jackpot related to the first special pattern determination at a rate of 50% (= 50 / 100 x 100), and "3R normal" is also selected at a rate of 50% (= 50 / 100 x 100) (see Figure 6(B)).
[0115] Therefore, when the result of the first special pattern determination is a jackpot, the probability that the jackpot pattern X1 indicating "3R special A" will be stopped and displayed on the first special pattern display 41, and the probability that the jackpot pattern X2 indicating "3R normal" will be stopped and displayed on the first special pattern display 41 are both 50%.
[0116] In this way, if the result of the first special pattern determination in the normal game state is "3R special A" or "3R normal," in either case, the high base state will be reached after the jackpot game ends, and the player will play by hitting the ball to the right, aiming at gate 25 and second starting hole 22.
[0117] (Type of jackpot related to the second special symbol determination) As illustrated in Figure 6(C), there are four types of jackpots related to the second special pattern determination that is performed in response to a game ball entering the second starting hole 22: "10R Probable Change A," "10R Probable Change B," "3R Probable Change B," and "3R Probable Change C."
[0118] Here, "10R Probable Change A" (see Figure 6(C)) is a jackpot in which, in response to the jackpot pattern Y1 being stopped and displayed on the second special pattern display 42, a jackpot game is executed which consists of a total of 10 long-open round games, including one long-open round game (first round round game) in which the second large prize opening 28 (and V prize opening 287) is long-opened, and nine long-open round games (second to tenth round round games) in which the first large prize opening 26 is long-opened.
[0119] "10R Probable Change B" (see Figure 6(C)) is a jackpot in which, in response to the jackpot pattern Y2 being displayed stopped on the second special pattern display 42, a jackpot game consisting of a total of 10 long-open round games is executed, including one long-open round game (first round round game) in which the second large prize entry port 28 (and V prize entry port 287) is long-opened, and nine long-open round games (second to tenth round round games) in which the first large prize entry port 26 is long-opened, just like when "10R Probable Change A" is won.
[0120] On the other hand, if "3R probability change B" is won, the jackpot symbol Y3 is stopped and displayed on the second special symbol display 42, and if "3R probability change C" is won, the jackpot symbol Y4 is stopped and displayed on the second special symbol display 42 (see FIG. 6(C)). In addition, if "3R probability change B" or "3R probability change C" is won, a total of three long opening round games are executed, including one long opening round game (first round round game) in which the second large prize winning port 28 (and V prize winning port 287) is long opened, and two long opening round games (second round to third round round games) in which the first large prize winning port 26 is long opened, just like when "3R probability change A" (see FIG. 6(B)) is won.
[0121] In this way, in the case of winning "10R probability variable A," "10R probability variable B," "3R probability variable B," or "3R probability variable C," both the second large prize slot 28 and the V prize slot 287 are opened for a long time during the first round of round play. Therefore, as long as the player hits the right during the first round of round play related to these jackpots, he or she can easily obtain the right to play in the "probability variable play state" after the jackpot game ends.
[0122] For these four types of jackpots related to the second special symbol determination, the ST number and time-saving number are set as follows: For "10R Probability Change A" and "3R Probability Change B," both the ST number and time-saving number are set to "100," and for "10R Probability Change B" and "3R Probability Change C," the ST number is set to "100" and the time-saving number is set to "0." Therefore, if a "10R Probability Change B" or "3R Probability Change C" is won, and all 100 special symbol determinations after the jackpot game end are misses, the game state will return to the "normal game state." However, if a "10R Probability Change A" or "3R Probability Change B" is won, and all 100 special symbol determinations after the jackpot game end are misses, the game state will transition from the "probability change game state" to the "time-saving game state."
[0123] Therefore, it can be said that the probability of a player hitting a jackpot in a high base state is higher if they win "10R Probable Change A" or "3R Probable Change B" than if they win "10R Probable Change B" or "3R Probable Change C."
[0124] In this embodiment, when the result of the second special symbol determination is a jackpot, random number values for determining the type of jackpot are stored in the main ROM 82. Specifically, as illustrated in Fig. 6(C), 30 random number values are stored for "10R Probability Change A," 45 random number values are stored for "10R Probability Change B," 10 random number values are stored for "3R Probability Change B," and 15 random number values are stored for "3R Probability Change C."
[0125] In this embodiment, as described above, the possible range of the pattern random number is set to 100 numbers from "0" to "99", and when a jackpot is determined based on the jackpot random number obtained in response to a game ball entering the second starting hole 21, the type of jackpot related to the second special pattern determination is as follows: "10R Probable Change A" is selected at a rate of 30% (= 30 / 100 x 100), "10R Probable Change B" is selected at a rate of 45% (= 45 / 100 x 100), "3R Probable Change B" is selected at a rate of 10% (= 10 / 100 x 100), and "3R Probable Change C" is selected at a rate of 15% (= 15 / 100 x 100) (see Figure 6(C)).
[0126] Therefore, when the result of the second special pattern determination is a jackpot, the probability that the jackpot pattern Y1 indicating "10R certain probability A" will be stopped and displayed on the second special pattern display 42 is 30%, the probability that the jackpot pattern Y2 indicating "10R certain probability B" will be stopped and displayed on the second special pattern display 42 is 45%, the probability that the jackpot pattern Y3 indicating "3R certain probability B" will be stopped and displayed on the second special pattern display 42 is 10%, and the probability that the jackpot pattern Y4 indicating "3R certain probability C" will be stopped and displayed on the second special pattern display 42 is 15%.
[0127] <Processing based on reach random numbers> When the main CPU 81 determines not to execute a jackpot game, it determines whether to execute a reach effect or a no-reach effect based on whether the reach random number acquired together with the jackpot random number used for the determination matches with a random number corresponding to a reach effect or a no-reach effect.
[0128] Although not shown in the figure, in this embodiment, the main ROM 82 stores 10 random number values for reach effects, and the main CPU 81 determines to perform reach effects when the acquired reach random number matches any of these 10 random number values. Also, 90 random number values are stored for no-reach effects, and the main CPU 81 determines to perform no-reach effects when the acquired reach random number matches any of these 90 random number values. In this embodiment, the possible range of reach random numbers is set to "0" to "99," and when it is determined that a jackpot game will not be executed, the probability that reach effects will be performed is 10% (= 10 / 100 x 100), and the probability that reach effects will not be performed (the probability that no-reach effects will be performed) is 90% (= 90 / 100 x 100).
[0129] When the main CPU 81 determines to perform a reach-enabled effect, it selects, as the variation pattern of the special symbol, a variation pattern of the effect symbol accompanied by a reach-enabled effect, which is selected by the sub-control board 90. Conversely, when it determines to perform a non-reach-enabled effect, it selects, as the variation pattern of the special symbol, a variation pattern of the effect symbol not accompanied by a reach-enabled effect, which is selected by the sub-control board 90.
[0130] [About the game flow] Next, the flow of the game will be described with reference to FIG. 7. Here, FIG. 7 is an explanatory diagram for explaining the flow of the game in the gaming machine 1. Due to the board configuration of the gaming board 2, a gaming ball shot into the left gaming area 3L can enter the first start hole 21, while a gaming ball shot into the right gaming area 3R cannot enter the first start hole 21. Furthermore, during normal gaming, the second start hole 22 is unlikely to open, and even if it does, the opening time of the second start hole 22 is extremely short, making it extremely unlikely that a gaming ball will enter the second start hole 22. Therefore, there is no advantage for a player to hit the ball to the right during normal gaming. As is clear from these facts, the normal gaming state is a left-side advantageous state in which shooting a gaming ball into the left gaming area 3L is more likely to result in a jackpot (special symbol determination is more likely to be executed) than shooting a gaming ball into the right gaming area 3R. Therefore, players generally hit the ball to the left during normal gaming.
[0131] When a game ball hit from the left side during normal game mode enters the first starting hole 21, a first special symbol determination is executed, and after the first special symbol is variably displayed on the first special symbol display 41, a first special symbol indicating the determination result of the first special symbol determination is displayed as a stopped symbol. Here, if the determination result of the first special symbol determination is a "miss," a stop symbol is displayed as the first special symbol. On the other hand, if the determination result of the first special symbol determination is a "jackpot," one of the jackpot symbols X1 to X2 (see FIG. 6(B)) is displayed as a stopped symbol as the jackpot symbol, and a jackpot game corresponding to the stopped jackpot symbol is executed. These jackpot games are as described above with reference to FIG. 6(B).
[0132] When the result of the first special symbol determination in the normal game state is a "jackpot," there are two cases where a jackpot symbol indicating a special jackpot (jackpot symbol X1: see Figure 6(B)) is displayed stopped (see Figure 7(A)), and there are also cases where a jackpot symbol indicating a normal jackpot (jackpot symbol X2: see Figure 6(B)) is displayed stopped (see Figure 7(D)).
[0133] Here, when the jackpot symbol X1 that indicates a probability variable jackpot is stopped and displayed, the above-mentioned jackpot game is executed based on Fig. 6 (B). When this jackpot game is executed, on the condition that the game ball enters the V during the long-open round game (during the first round round game) that long-opens the second large prize winning port 28 and the V prize winning port 287, after the jackpot game ends, the game is controlled in the probability variable game state (see Fig. 7 (B)). As mentioned above, this probability variable game state continues until 100 special symbol determinations (and variable display of special symbols) are made unless a jackpot is determined during the process. On the other hand, even if a jackpot game including the above-mentioned long open round game is executed, if the game ball does not enter the V, for example, due to ball jamming in the game area 3, after the jackpot game ends, the game will be controlled in a time-saving game state that can continue until the second special pattern determination (or the first special pattern determination) is executed 100 times (see Figure 7 (C)).
[0134] Here, in the probability variable game state, the winning probability of the normal symbol determination, which is performed on the condition that the game ball has passed through gate 25, is set to a relatively high probability (11 / 11 in this embodiment), and the opening time of second start port 22 in the event of a winning normal symbol determination is set to a relatively long time (1.5 seconds x 3 times in this embodiment). Therefore, the probability variable game state is a right-side advantageous state in which it is easier to hit a jackpot by shooting the game ball into right game area 3R than by shooting into left game area 3L (special symbol determination is more likely to be executed). Therefore, when game play is controlled in the probability variable game state, the player hits the right. This is also true when game play is controlled in the time-saving game state, which is a high-base state similar to the probability variable game state.
[0135] When a game ball hit to the right enters the second starting hole 22 while the game is controlled in a probability variable game state, a second special symbol determination is executed, and after the second special symbol is variably displayed on the second special symbol display 42, a second special symbol indicating the determination result of the second special symbol determination is displayed as a static display. Here, if the determination result of the second special symbol determination is a "miss," a missing symbol is displayed as a static display as the second special symbol. On the other hand, if the determination result of the second special symbol determination is a "jackpot," one of the jackpot symbols Y1 to Y4 (see FIG. 6(C)) is displayed as a static display as a jackpot symbol for a probability variable jackpot (see FIG. 7(F)), and a jackpot game corresponding to the static display of the jackpot symbol is executed. Here, if the game ball enters the V during the jackpot game, the game will be controlled again in the special mode after the jackpot game ends (see Figure 7(B)), and if the game ball does not enter the V during the jackpot game, the game will be controlled in the time-saving mode after the jackpot game ends (see Figure 7(C)).
[0136] Furthermore, when a game ball hit from the right side enters the second starting hole 22 while the game is controlled in the time-saving game state, a second special symbol determination is executed, and after the second special symbol is variably displayed on the second special symbol display 42, a second special symbol indicating the determination result of the second special symbol determination is displayed as a stopped symbol. Here, if the determination result of the second special symbol determination is a "miss," a missing symbol is displayed as a stopped symbol as the second special symbol. On the other hand, if the determination result of the second special symbol determination is a "jackpot," one of the jackpot symbols Y1 to Y4 (see FIG. 6(C)) is displayed as a stopped symbol for a probability variable jackpot (see FIG. 7(I)), and a jackpot game corresponding to the stopped jackpot symbol is executed. Here, if the game ball enters the V during the jackpot game, the game will be controlled in the special mode after the jackpot game ends (see Figure 7(J)), and if the game ball does not enter the V during the jackpot game, the game will be controlled again in the time-saving mode after the jackpot game ends (see Figure 7(K)).
[0137] In addition, if no jackpot is determined even once during the time-saving game state, which continues until 100 special pattern determinations (and variable display of special patterns) have been made, the game state will be returned from the time-saving game state to the normal game state (see Figure 7(L)).
[0138] 6(C), the jackpot related to the second special symbol determination is available in "10R probability variable A" and "3R probability variable B," which are awarded 100 times of time-saving play after 100 times of probability variable play, and "10R probability variable B" and "3R probability variable C," which are not awarded time-saving play after 100 times of probability variable play. Therefore, if a transition to a probability variable play state occurs upon the end of a jackpot play related to "10R probability variable A" or "3R probability variable B," if no jackpot is determined until 100 times of special symbol determination (and special symbol variable display) are performed, the state will transition to a time-saving play state that continues until 100 times of time-saving play are performed (see FIG. 7(H)). On the other hand, if the game transitions to the special mode game state upon the end of a jackpot game related to "10R special mode B" or "3R special mode C," if no jackpot is determined even once until 100 special pattern determinations (and changes in the special pattern are displayed), the game state will be returned from the special mode game state to the normal game state (see Figure 7(G)).
[0139] [About the changing effects] In the gaming machine 1 of this embodiment, various effects are performed on the display screen 70 as the first special pattern (or second special pattern) is displayed in a changing manner and then stopped. Here, we will explain the changing effects that are performed on the display screen 70 as the first special pattern is displayed in a changing manner.
[0140] In the gaming machine 1, when a gaming ball enters the first starting hole 21 and a first special symbol determination is executed, the first special symbol is displayed in a variable manner on the first special symbol display device 41, and then a first special symbol indicating the determination result of the first special symbol determination is displayed in a static manner. The display screen 70 is provided with a performance symbol display area 73 (see FIG. 2) in which a performance symbol notifying the determination result of the first special symbol determination (or the second special symbol determination) is displayed, and in conjunction with the variable display of the first special symbol, a variable performance including a variable display of the performance symbol is performed on the display screen 70 (see FIG. 2). Then, when the first special symbol is displayed in a variable manner for a variable time according to the variable pattern selected when the first special symbol determination is executed, as this first special symbol is displayed in a static manner, a performance symbol is displayed in a static manner in which the determination result of the first special symbol determination is indicated.
[0141] During the variable display of such effect symbols, a so-called reach effect may be performed. Specifically, in the effect symbol display area 73 of the display screen 70, for example, three horizontal rows of part of the effect symbol row, in which the numbers 1 to 9 are written vertically in succession from bottom to top, are displayed. When the variable display of the first special symbol begins, these symbol rows are displayed in a variable display (scroll display) so as to scroll from top to bottom. In contrast, when a reach effect is performed, before all the effect symbols are stopped and displayed, for example, the effect symbols in the left column (left symbol) and the effect symbols in the right column (right symbol) are pseudo-stopped in order or simultaneously so as not to completely stop. Figure 2 illustrates a state in which three symbols are pseudo-stopped as the left symbol and three symbols are pseudo-stopped as the right symbol, and the symbol row in the middle column continues to scroll. A pseudo-stop is an effect in which the effect pattern oscillates in place with almost no movement, and in the following explanation, it may be called a pseudo-stop to distinguish it from a real stop (sometimes simply called a "stop display") in which the effect pattern remains completely still.
[0142] When the same effect symbols as the left and right symbols stop pseudo-stop on the valid line, a reach is established, and a reach effect is performed, making the player hope that three identical effect symbols will line up. This reach effect is an effect in which the reach symbols (left and right symbols) are pseudo-stopped, and the effect symbols (middle symbols) that make up the middle row of symbols are scrolled at a slow speed so that the player can identify them, and finally, a middle symbol that is the same as the reach symbol, or a middle symbol that is different from the reach symbol, stops on the valid line to notify the player of the result.
[0143] Although detailed explanations are omitted, in addition to the effect symbols, other display objects such as characters and items are used in such reach effects. In the following explanation, in the variable effect in which the reach effect is performed, the effect that is performed before the reach is established may be referred to as the "pre-reach effect."
[0144] The types of reach effects will be described in detail later, but if the determination result of the first special symbol determination is a "miss," three effect symbols indicating a reach miss (for example, "323") are pseudo-stopped to notify a miss, and these three effect symbols are actually stopped as the miss symbol is stopped and displayed as the first special symbol. On the other hand, if a reach effect is not performed, three effect symbols indicating a scatter symbol (for example, "629") are pseudo-stopped to notify a miss, and these three effect symbols are actually stopped as the miss symbol is stopped and displayed as the first special symbol. In this way, if it is determined that a jackpot game will not be executed, a miss notification effect is executed in which three effect symbols are pseudo-stopped with a reach miss symbol or a scatter symbol indicating a miss, and then actually stopped to notify a miss (a jackpot game will not be executed).
[0145] When this miss notification effect is executed, the jackpot game is not executed, and if the right to determine the first special pattern is reserved, the first special pattern and the effect pattern are displayed statically for a predetermined fixed time (for example, 0.5 seconds), after which the reserved first special pattern determination is made, and the variable display of the first special pattern corresponding to this determination begins.
[0146] On the other hand, if the determination result of the first special symbol determination is a "jackpot," a reach effect is usually executed during the variable display of the first special symbol, and three effect symbols showing a repeating number (for example, "333") are pseudo-stopped to notify of a jackpot, and these three effect symbols are actually stopped as the jackpot symbol is stopped and displayed as the first special symbol. In this way, if it is determined that a jackpot game will be executed, a win notification effect is executed in which the three effect symbols are pseudo-stopped in a manner indicating a jackpot and then actually stopped to notify of a jackpot (that a jackpot game will be executed). When this win notification effect is executed, a jackpot game is executed.
[0147] [Screen configuration of display screen 70] 2 illustrates an example of the screen configuration of the display screen 70 in the normal game state. When a game is controlled in the normal game state, as illustrated in FIG. 2, a reserved icon display area 71, an icon display area 72, and an effect symbol display area 73 are formed on the display screen 70. As described above, the effect symbol display area 73 is a display area in which the left symbols constituting the left symbol row, the middle symbols constituting the middle symbol row, and the right symbols constituting the right symbol row are displayed.
[0148] <Hold icon display area 71> The reserved icon display area 71 is a display area where a reserved icon indicating that the first special symbol determination is reserved is displayed. In the gaming machine 1, if a gaming ball enters the first start hole 21 in a situation where the special symbol determination and the special symbol variable display cannot be started immediately, such as during the variable display of the special symbol or during a jackpot game, the right to determine the first special symbol is reserved up to a predetermined number (four in this embodiment).
[0149] In this way, when the right to determine the first special symbol is reserved, the reserved icon display area 71 displays the same number of reserved icons as the number of reserved first special symbol determinations indicated by the first special symbol reservation indicator 44. Figure 2 illustrates a state in which two reserved icons are displayed in the reserved icon display area 71 to indicate that the number of reserved first special symbol determinations is "2".
[0150] If a reserve icon is displayed in the reserve icon display area 71 when a highly reliable reach effect such as an SPSP reach described later is being performed, not only is the display area used for the reach effect limited, but the display of the reserve icon may also reduce the interest of the reach effect. For this reason, in the gaming machine 1 of this embodiment, the display objects (in this embodiment, the bases of the reserve icons) and reserve icons constituting the reserve icon display area 71 are displayed during a normal reach or SP reach, but as the reach effect progresses from a normal reach or SP reach to an SPSP reach, the display objects and reserve icons constituting the reserve icon display area 71 are erased from the display screen 70, and after the SPSP reach ends, the display objects and reserve icons constituting the reserve icon display area 71 are displayed again.
[0151] Furthermore, when the game is controlled in the normal game state, basically, no game ball will enter the second starting hole 22. Therefore, in the normal game state, basically, the right to determine the second special symbol is not reserved, and the reserved icon related to the second special symbol determination is not displayed on the display screen 70, and a display area for displaying this reserved icon is not formed.
[0152] <Icon display area 72> The icon display area 72 is a display area that displays the icon as a variation suggesting image that suggests that the first special symbol is being displayed in a varying manner. The icon is displayed in the icon display area 72 as the display of the first special symbol begins to vary, and is erased from the icon display area 72, for example, when the first special symbol is displayed stationary. However, the timing of the icon erasure is not limited to this, and the icon may be erased while the first special symbol is being displayed in a varying manner. For example, the icon may be erased when an SPSP reach, which will be described later, develops or during an SPSP reach.
[0153] Incidentally, if a game ball enters the first starting hole 21 when the variable display of the special symbol is not being performed and the right to determine the special symbol is not reserved, the variable display of the first special symbol begins, and the icon is displayed in the icon display area 72. On the other hand, when a reserved icon is displayed in the reserved icon display area 71 and the variable display of the symbol corresponding to the icon displayed in the icon display area 72 ends, a first special symbol determination is executed for the reserved icon displayed in the reserved icon display area 71 (the reserved icon displayed closest to the icon display area 72). Then, as the variable display of the first special symbol begins in response to the execution of this first special symbol determination, the reserved icon shifts from the reserved icon display area 71 to the icon display area 72 and is displayed as a new reserved icon. In this way, the reserved icon (here, the icon) shifted to the icon display area 72 is displayed larger than when it was displayed in the reserved icon display area 71 (see FIG. 2). Therefore, it is possible to make the player pay more attention to the icon displayed in the icon display area 72 than to the reserved icon displayed in the reserved icon display area 71.
[0154] In addition, if a reserve icon other than the first reserve icon is displayed in the reserve icon display area 71, as the first reserve icon shifts to the icon display area 72, the other reserve icons in the reserve icon display area 71 will shift closer to the icon display area 72. As is clear from the explanation so far, in the gaming machine 1, an icon corresponding to the reserve icon displayed in the reserve icon display area 71 may be displayed in the icon display area 72, so in the following explanation, when there is no need to distinguish between the reserve icon and the icon, they may be collectively referred to simply as "icons."
[0155] (About the icon change effect) The reserved icon is usually displayed as a white reserved icon (default reserved icon). In contrast, an icon change effect may be performed in which the color of the reserved icon changes when the reserved icon is displayed in the reserved icon display area 71. When this icon change effect is performed, the white reserved icon changes to a reserved icon of a color indicating the reliability of a jackpot, such as blue, green, or red. The colors indicating the reliability of a jackpot, as illustrated here, are arranged in order from lowest to highest reliability of a jackpot. Red is likely to be selected when the result of the first special pattern determination corresponding to the red reserved icon is a "jackpot" or when the result is a "miss" but the special pattern change time is set to a relatively long time. Green is likely to be selected when the result is a "jackpot" or a "miss" but the special pattern change time is set to a medium time. Blue is likely to be selected when the result is a "miss" or when the result is a "miss" and the special pattern change time is set to a relatively short time. In this embodiment, the jackpot reliability of a white reserved icon is set to approximately 1%, the jackpot reliability of a blue reserved icon is set to approximately 3%, the jackpot reliability of a green reserved icon is set to approximately 15%, and the jackpot reliability of a red reserved icon is set to approximately 45%.
[0156] Note that, here, an example has been described in which an icon change effect is performed in which the display color of a reserved icon changes only once when the reserved icon is displayed in the reserved icon display area 71, but in the gaming machine 1 of this embodiment, other icon change effects may also be performed. That is, for example, an icon change effect may be performed in which the display color of a single reserved icon changes multiple times, such as when a white reserved icon is displayed in the reserved icon display area 71, it changes to a blue reserved icon and then to a green reserved icon. Also, when a white reserved icon that has shifted from the reserved icon display area 71 to the icon display area 72 is displayed as the icon, an icon change effect may be performed in which the display color of the white reserved icon changes.
[0157] In addition, an icon change effect may be performed in which the display color of the hold icon displayed in hold icon display area 71 changes, and then the display color of the hold icon changes when it shifts to the icon display area 72 and is displayed as the icon, in other words, an icon change effect may be performed in which the hold icon is initially displayed in a display color other than white (for example, blue), or an icon change effect may be performed in which the display color of a hold icon whose initial color is other than white is changed.
[0158] In this way, the gaming machine 1 of this embodiment displays reservation information indicating that the right to determine a special symbol is reserved on the display screen 70, and is capable of changing the display mode of the reservation information. In the following description, a reservation icon or icon whose display color is a color other than white may be referred to as a "special icon" to distinguish it from a normal reservation icon or icon whose display color is white.
[0159] [Modification regarding display control of pending information] The display control of the pending information is not limited to the example shown in this embodiment, and may be as follows: That is, in this embodiment, for the sake of convenience, the display colors of the icons (pending icons and the icons) are four colors, white, blue, green, and red, but in other embodiments, other colors may be prepared, such as gold, which indicates a higher probability of winning than red, or rainbow colors, which are selected only when a "jackpot" occurs.
[0160] In addition, in this embodiment, an example is given of an icon change effect that changes the display color of an icon (a pending icon or the icon in question), but the icon change effect is not limited to the effect exemplified in this embodiment as long as it changes the display mode of the icon, and may be an icon change effect that changes the shape or size of the icon, or an icon change effect that changes the display color in addition to the shape or size of the icon, etc.
[0161] In addition, in this embodiment, in addition to the icon change effect targeting the pending icon displayed in the pending icon display area 71, a case is described in which it is possible to execute an icon change effect targeting the icon displayed in the icon display area 72, but in other embodiments, a configuration may be adopted in which only the former icon change effect can be executed without providing the icon display area 72 (without displaying the icon).
[0162] In addition, in this embodiment, a case will be described as an example in which a hold icon as hold information is displayed on the display screen 70 and the display color of the hold icon is changed. In contrast to this, in other embodiments, for example, four color LEDs whose light emission color can be changed may be provided, and the same number of LEDs as the number of holds for the first special pattern determination may be lit, and the display mode of the hold information may be changed by changing the light emission color of one of the LEDs.
[0163] [About the pre-determination process] In the gaming machine 1 of this embodiment, when the right to the first special symbol determination (or the second special symbol determination) is reserved, a pre-determination process may be performed to determine whether or not a jackpot game will be executed before the first special symbol determination (or the second special symbol determination) is executed for that right. For example, when a gaming ball enters the first start hole 21 during the variable display of the first special symbol in the normal game state, the main CPU 81 acquires acquired information such as a jackpot random number in response to the gaming ball entering the first start hole 21, and performs a similar jackpot determination process based on the acquired jackpot random number prior to the jackpot determination process (see step S308 in FIG. 30) in the first special symbol determination performed when the variable display of the first special symbol starts, thereby determining in advance whether or not a "jackpot" will be determined when the first special symbol determination is executed. In addition, based on the fluctuation pattern random number obtained together with the jackpot random number, a process similar to the fluctuation pattern selection process in step S309 of Figure 30 is performed to determine in advance which fluctuation pattern will be selected when the first special pattern determination is executed.
[0164] In this way, when the main CPU 81 performs a preliminary determination process in response to the reservation of the right to determine the first special symbol, it transmits a reservation command including preliminary determination information indicating the result of the preliminary determination to the sub-control board 90. In response to this, the sub-CPU 91 executes a pre-reading effect based on the preliminary determination information included in the reservation command, which gives the player the expectation that a winning notification effect will be executed as a result of the variable display of the first special symbol that is executed in response to the execution of the reserved first special symbol determination.
[0165] The above-mentioned icon change effect is an example of this look-ahead effect. When the sub-CPU 91 receives a hold command including advance determination information from the main control board 80, it determines whether or not to execute an icon change effect based on the advance determination information. If it determines to execute an icon change effect, it determines the change pattern in which to change the display mode (icon color, etc.) of the icon (hold icon or the icon in question), and causes the image and sound control board 100 to execute the icon change effect based on the result of the determination.
[0166] In addition to the icon change effect, the gaming machine 1 of this embodiment can also execute various other predictive effects such as a weak chance eye effect (see Figure 8(C)), a first effect pattern focus effect (see Figure 8(D)), a strong chance eye effect (see Figure 8(E)), a second effect pattern focus effect (see Figure 8(F)), and a pre-swing effect (see Figure 22(B)), but these predictive effects will be described in detail later.
[0167] [Main effects during normal gameplay] Next, the flow of the main effects in the normal gaming state will be explained with reference to Fig. 8. Here, Fig. 8 is an explanatory diagram illustrating the flow of the main effects in the normal gaming state. Note that "pre-read target change" in Fig. 8 means the change display of the first special symbol (and effect symbol) that is performed in response to the execution of the first special symbol determination that was the subject of the advance determination process, and "pre-target change" means the change display of the first special symbol (and effect symbol) that is performed before the pre-read target change.
[0168] (Pre-target variation) First, as a "pre-target variation," the display of the first special symbol and the effect symbol begins (see FIG. 8(A)). Specifically, as the display of the first special symbol begins, the display screen 70 begins scrolling three symbol rows in the effect symbol display area 73 (see FIG. 2). Here, if the result of the first special symbol determination executed by the main CPU 81 at the start of the pre-target variation is a "miss," and a variation pattern in which a "no-reach effect" is performed is selected as the variation pattern of the first special symbol, at least three effect symbols in which the left and right symbols are different from each other (for example, the three effect symbols of "436") are pseudo-stopped at the end of the display of the first special symbol variation, and as a missing symbol is stopped and displayed as the first special symbol, a no-reach miss notification effect in which the above three effect symbols are actually stopped as they are may be executed (see FIG. 8(B)).
[0169] The sub-CPU 91 executes various pre-reading effects by utilizing the symbol fluctuation in which such a reach effect is not executed as a "pre-target fluctuation." In the example shown in Fig. 8, the sub-CPU 91 executes a weak chance eye effect (see Fig. 8(C)) and a first effect symbol attention effect (see Fig. 8(D)) in the "pre-target fluctuation" based on the advance determination result related to the "pre-reading target fluctuation."
[0170] (Weak chance effect) The weak chance eye effect (see FIG. 8(C)) is an effect in which three effect symbols representing a weak chance eye, including two first effect symbols, are pseudo-stopped during the display of the first special symbol associated with the target-preceding variation in which no reach effect is performed. In this embodiment, the first effect symbols are even-numbered symbols, and examples of weak chance eyes include "221," "443," and "889," each consisting of two even-numbered symbols and one odd-numbered symbol. FIG. 12(C) illustrates an example of a weak chance eye effect displaying "443," consisting of two 4 symbols and one 3 symbol. Note that the combination of three effect symbols representing a weak chance eye is merely an example, and in other embodiments, a different configuration from this embodiment may be adopted, such as displaying three even-numbered symbols as a weak chance eye.
[0171] (First performance pattern noteworthy performance) The first effect symbol attention effect (an example of "another attention effect": see FIG. 8(D)) is an effect that draws attention to the first effect symbol (in this embodiment, the even-numbered symbols) when no reach effect is being executed. FIG. 12(D) illustrates an example in which the left 4 symbol and the center 4 symbol displayed in the weak chance eye effect of FIG. 12(C) are enlarged, and blue rain is pouring from rainclouds onto the left 4 symbol and the center 4 symbol, thereby increasing the attention paid to these two 4 symbols. When this first effect symbol attention effect is executed, a sound effect for the first effect symbol attention effect is output from speaker 38. Thus, in this embodiment, the first effect symbol attention effect displays an effect that shows blue rain pouring onto the left 4 symbol and the center 4 symbol, thereby guiding the player's gaze to the left 4 symbol and the center 4 symbol, thereby effectively increasing the attention paid to the left 4 symbol and the center 4 symbol.
[0172] In this embodiment, an example is described in which there are two first effect symbols that draw the player's attention, but the number of first effect symbols that draw the player's attention is not limited to two, and may be one or three. Also, the first effect symbols are not limited to even-numbered symbols, and may be odd-numbered symbols. In this embodiment, an example is described in which the weak chance eye effect and the first effect symbol attention effect are performed in sequence, but these effects may be performed simultaneously, and a configuration different from this embodiment may be adopted in which the first effect symbol attention effect is performed when the weak chance eye effect is not being performed (for example, in a predictive target variation, when the first effect symbol is displayed without a reach being achieved).
[0173] On the other hand, the sub-CPU 91 may execute a strong chance eye effect (see Figure 8(E)) and a second effect pattern attention effect (see Figure 8(F)) in the "pre-target change" based on the results of the advance judgment regarding the "pre-read target change."
[0174] (Strong chance effect) The strong chance eye effect (see FIG. 8(E)) is an effect in which three effect symbols representing a strong chance eye, including two second effect symbols, are pseudo-stopped during the display of the first special symbol associated with the target-preceding variation in which no reach effect is performed. In this embodiment, the second effect symbols are odd-numbered symbols. Examples of strong chance eyes include "334," "556," and "776," which are composed of two odd-numbered symbols and one even-numbered symbol. FIG. 12(G) illustrates a strong chance eye effect displaying a "776" strong chance eye, which is composed of two 7 symbols and one 6 symbol. Note that the combination of three effect symbols representing a strong chance eye is merely an example. In other embodiments, a different configuration from this embodiment may be adopted, such as displaying three odd-numbered symbols as a weak chance eye.
[0175] (Second performance pattern noteworthy performance) The second effect symbol attention effect (an example of "another attention effect": see FIG. 8(F)) is an effect that draws attention to the second effect symbol (in this embodiment, an odd number symbol) when a reach effect is not being executed. FIG. 12(H) illustrates an example in which the left 7 symbol and the middle 7 symbol displayed in the strong chance eye effect of FIG. 12(G) are enlarged, and red lightning strikes the left 7 symbol and the middle 7 symbol, thereby increasing the attention paid to these two 7 symbols. When this second effect symbol attention effect is executed, a sound effect for the second effect symbol attention effect is output from speaker 38. In this way, in the second effect symbol attention effect in this embodiment, an effect display is performed that shows red lightning strikes the left 7 symbol and the middle 7 symbol, so that the player's gaze can be guided to the left 7 symbol and the middle 7 symbol, and it is possible to effectively increase the attention paid to the left 7 symbol and the middle 7 symbol.
[0176] Here, comparing the effect image used in the first effect symbol attention effect with the effect image used in the second effect symbol attention effect, the first effect symbol attention effect (see Fig. 12(D)) uses an effect image representing rain clouds and blue rain, while the second effect symbol attention effect (see Fig. 12(H)) uses an effect image representing red lightning strikes. In this way, the second effect symbol attention effect uses an effect image of a more noticeable color than the effect image used in the first effect symbol attention effect, so when comparing these effect symbol attention effects, it can be said that the second effect symbol attention effect has a higher effect of drawing attention to the left and center patterns than the first effect symbol attention effect.
[0177] In this embodiment, an example is described in which the number of second effect symbols to which the player is drawn is two, but the number of second effect symbols to which the player is drawn is not limited to two and may be one or three. Furthermore, the second effect symbols are not limited to odd-numbered symbols, and for example, only a specific symbol (e.g., 7 symbol) among the odd-numbered symbols may be drawn as the second effect symbol. Furthermore, in this embodiment, an example is described in which the strong chance eye effect and the second effect symbol attention effect are performed in sequence, but these effects may be performed simultaneously. Furthermore, a configuration different from this embodiment may be adopted in which the second effect symbol attention effect is performed when the strong chance eye effect is not being performed (for example, when the second effect symbol is displayed without a reach being achieved in a predictive target variation).
[0178] (Number of pre-target variations) So far, we have explained the various pre-reading effects that are executed in pre-target variations based on the results of advance judgment regarding the right to determine the first special pattern corresponding to the pre-reading target variation. However, as is clear from the flow of effects returning from Figure 8(B) to Figure 8(A), the number of times a pre-target variation in which a pre-reading effect is executed is executed is not limited to one, and there may be multiple pre-target variations in which each pre-reading effect is executed before a pre-reading target variation.
[0179] For example, if two pre-target variations are performed before a pre-read target variation, a weak chance eye effect (see FIG. 8(C)) and a first effect symbol attention effect (see FIG. 8(D)) may be executed in the first pre-target variation, and then a strong chance eye effect (see FIG. 8(E)) and a second effect symbol attention effect (see FIG. 8(F)) may be executed in the second pre-target variation. Also, for example, if two pre-target variations are performed before a pre-read target variation, a weak chance eye effect (see FIG. 8(C)) and a first effect symbol attention effect (see FIG. 8(D)) may be executed in the first pre-target variation, and then a weak chance eye effect (see FIG. 8(C)) and a first effect symbol attention effect (see FIG. 8(D)) may be executed in the second pre-target variation. Also, for example, if two pre-target variations occur before a predictive target variation, a strong chance eye effect (see Figure 8(E)) and a second variation pattern focus effect (see Figure 8(F)) may be executed during the first pre-target variation, and a strong chance eye effect (see Figure 8(E)) and a second variation pattern focus effect (see Figure 8(F)) may also be executed during the second pre-target variation.
[0180] In addition, when three pre-target variations are performed before a pre-read target variation, for example, a weak chance eye effect (see FIG. 8(C)) and a first variation symbol focus effect (see FIG. 8(D)) are performed in the first pre-target variation, and then a weak chance eye effect (see FIG. 8(C)) and a first variation symbol focus effect (see FIG. 8(D)) are performed in the second pre-target variation, and a strong chance eye effect (see FIG. 8(E)) and a second variation symbol focus effect (see FIG. 8(F)) are performed in the third pre-target variation. In addition, for example, a weak chance eye effect (see FIG. 8(C)) and a first variation symbol focus effect (see FIG. 8(D)) may be performed in all of the first to third pre-target variations, or a strong chance eye effect (see FIG. 8(E)) and a second variation symbol focus effect (see FIG. 8(F)) may be performed in all of the first to third pre-target variations.
[0181] (Pay attention to the first and second performance patterns) As is clear from the explanation so far, the gaming machine 1 of this embodiment can execute both a first effect symbol attention effect that draws attention to the first effect symbol and a second effect symbol attention effect that draws attention to the second effect symbol when not executing a reach effect. Therefore, by executing the first effect symbol attention effect (see FIG. 12(D)) in the target-front variation, it is possible to make the player expect that various attention effects, which will be described later, will be executed in the pre-read target variation. Also, by executing the second effect symbol attention effect (see FIG. 12(H)) in the target-front variation, it is possible to make the player expect that various attention effects will be executed in the pre-read target variation.
[0182] In addition, when comparing the first performance symbol attention effect and the second performance symbol attention effect, when the second performance symbol attention effect is executed, there is a higher possibility that various attention effects and winning notification effects will be executed in the pre-read target variation than when the first performance symbol attention effect is executed, and it can be said that the second performance symbol attention effect is an effect with a higher reliability of winning than the first performance symbol attention effect. For this reason, the player can enjoy the game while hoping that the second performance symbol attention effect will be executed instead of the first performance symbol attention effect in the target variation, or that the second performance symbol attention effect will be executed in the target variation after the target variation in which the first performance symbol attention effect was executed.
[0183] Also, although not shown in Figure 8, when a pre-target change is being performed, a reserve icon indicating that a pre-read target change is on hold is displayed in the reserve icon display area 71 (see Figure 2), and an icon change effect may be performed on the reserve icon corresponding to this pre-read target change.A high performance effect can be obtained through the synergistic effect of the icon change effect targeting the reserve icon corresponding to the pre-read target change, the weak chance eye effect (or strong chance eye effect), and the first performance pattern focus effect (or second performance pattern focus effect), and by executing these pre-reading effects in combination, it is possible to effectively increase the player's anticipation for the execution of a winning notification effect in the pre-read target change.
[0184] In this embodiment, an example is described in which the first performance symbol attention effect is always executed in conjunction with the weak chance eye effect, but in other embodiments, a configuration may be adopted in which the first performance symbol attention effect is executed in part of the case in which the weak chance eye effect is executed. Also, in this embodiment, an example is described in which the second performance symbol attention effect is always executed in conjunction with the strong chance eye effect, but in other embodiments, a configuration may be adopted in which the second performance symbol attention effect is executed in part of the case in which the strong chance eye effect is executed.
[0185] In addition, in this embodiment, the effect image used for the first effect symbol attention effect and the effect image used for the second effect symbol attention are merely examples, and it goes without saying that the content and display color of the effect image used may be other. In addition, in other embodiments, it is also possible to adopt a configuration in which the first effect symbol attention effect is executed when the weak chance eye effect is not executed in the target front variation, or a configuration in which the second effect symbol attention effect is executed when the strong chance eye effect is not executed in the target front variation.
[0186] In addition, in this embodiment, the display screen 70 and the speaker 35 are used for the first and second performance symbol attention effects, but the performance means used for these performance symbol attention effects are not limited to this, and in other embodiments, these performance symbol attention effects may be performed using any one of a plurality of performance means such as the display screen 70, the speaker 35, the frame lamp 37, the board lamp 5, and the movable decorative member 14, or two or more of these performance means may be combined to perform these performance symbol attention effects. For example, when the first performance symbol attention effect is performed using the board lamp 5 alone, one example of the effect is to make the color LEDs that are close to the left and center patterns among the plurality of color LEDs that make up the board lamp 5 emit blue light, and make the other color LEDs emit light in a color other than blue.
[0187] (Pre-read target change) Next, the effects in the pre-read target variation (the variation) will be explained. In the pre-read target variation, as in the case where a pre-target variation is started, first, as the display of the first special symbol begins to vary, scrolling display of three symbol rows in the variation symbol display area 73 begins on the display screen 70. Here, if the result of the first special symbol determination made at the start of the variation of the pre-read target variation is "miss" and it is decided to perform a "no-reach effect", usually a no-reach effect (see Figure 8(H)) in which a reach is not established by the effect symbol during the display of the variation of the first special symbol related to the pre-read target variation is executed, and three effect symbols indicating a scatter pattern are pseudo-stop displayed in order or simultaneously, and then as a miss pattern is stopped and displayed as the first special symbol, a miss notification effect (see Figure 8(I)) in which the three effect symbols indicating the scatter pattern are actually stopped as they are is performed.
[0188] In addition, in the gaming machine 1 of this embodiment, when a weak chance eye effect and a first effect symbol attention effect are executed in the target pre-variation, or when a strong chance eye effect and a second effect symbol attention effect are executed in the target pre-variation, a reach effect is always executed in the pre-read target variation. Therefore, in the gaming machine 1 of this embodiment, when none of these pre-read effects are executed in the target pre-variation, a no-reach effect (see FIG. 8(H)) and a miss notification effect (see FIG. 8(I)) are executed.
[0189] On the other hand, in some cases where the result of the first special pattern determination made at the start of the predicted variation is a "jackpot," or where the result of the first special pattern determination is a "miss" and it is decided to perform a "reach effect," or where the result of the first special pattern determination is a "miss" and it is decided to perform a "no reach effect," the following effects will be performed.
[0190] In other words, a pre-reach performance (see Figure 8(J)) may be performed between the start of the display of the first special symbol and the performance symbol related to the pre-read target change and the establishment of a reach due to the performance symbol. The pre-reach performance here is a notice performance that suggests that there is a possibility that a winning notification performance will be executed in the pre-read target change before the reach due to the performance symbol is established in the pre-read target change, and the degree of this possibility; this pre-reach performance will be described in detail later based on Figure 10.
[0191] Next, when a predetermined time has passed since the start of the display of the first special symbol and the effect symbol related to the predictive target variation, for example, the left symbol is pseudo-stopped on the valid line, and then the right symbol identical to the left symbol is pseudo-stopped on the valid line, thereby performing a reach-established effect that indicates that a reach has been established with the effect symbols (see Figure 8 (K) and Figure 10 (I)). When a reach has been established with the effect symbols in this way, a predetermined reach-established effect is performed that makes the player expect that the middle symbol identical to the reach symbol (left symbol and right symbol) will stop on the valid line and the symbols will be aligned (i.e., a double-digit effect symbol will be displayed).
[0192] In the gaming machine 1 of this embodiment, three types of reach effects are provided as reach effects that can be executed in conjunction with the changing display of the first special pattern in the normal game state: normal reach (see Figure 8(L)), SP reach (see Figure 8(O)), and SPSP reach (see Figure 8(P)).
[0193] (Normal reach) Here, the normal reach (see FIG. 8(L)) is a reach effect in which the reliability of a jackpot is relatively low and it is difficult to execute a winning notification effect, and in this embodiment, the reliability of a jackpot is set to about 3%. When the reach formation effect of FIG. 8(K) is performed, the normal reach (see FIG. 8(L)) is performed first. During the normal reach, a display is performed in which two reach symbols (left symbol and right symbol) are displayed as a pseudo-stop on the active line, and the scrolling speed of the middle symbol row, which has been displayed scrolling at high speed between the left symbol and the right symbol, gradually decreases.
[0194] Here, if the result of the first special pattern determination executed by the main CPU81 at the start of the pre-read target variation is "jackpot," and if a variation presentation pattern that notifies of a jackpot with a normal reach is set by the sub-CPU91 at the start of the pre-read target variation, then at the end of the pre-read target variation, a middle pattern that is the same as the reach pattern is pseudo-stopped and displayed on the valid line, thereby pseudo-stopping and displaying three presentation patterns that represent a doublet (for example, the presentation pattern of "333"), and as the jackpot pattern is stopped and displayed as the first special pattern, a win notification presentation (see Figure 8(M)) is performed in which the three presentation patterns that represent the doublet are actually stopped as they are.
[0195] Furthermore, if the result of the first special pattern determination executed by the main CPU81 at the start of the pre-read target variation is "miss" and a variation presentation pattern that notifies of a miss in a normal reach is set by the sub-CPU91 at the start of the pre-read target variation, then at the end of the pre-read target variation, a middle pattern different from the reach pattern is pseudo-stopped and displayed on the valid line, thereby pseudo-stopping and displaying three presentation patterns that represent a reach miss (for example, the "343" presentation pattern), and as the miss pattern is stopped and displayed as the first special pattern, a miss notification presentation (see Figure 8(N)) is performed in which the three presentation patterns that represent the reach miss are actually stopped as they are.
[0196] (SP Reach) Furthermore, if the result of the first special pattern determination executed by the main CPU81 at the start of the pre-read target variation is a "jackpot," and if a variation presentation pattern that notifies of a jackpot in an SP reach (see Figure 8(O)) developed from a normal reach is set by the sub-CPU91 at the start of the pre-read target variation, three presentation patterns representing a double digit (for example, a "444" presentation pattern) are pseudo-stopped and displayed at the end of the pre-read target variation, and as the jackpot pattern is stopped and displayed as the first special pattern, a win notification presentation (see Figure 8(M)) is performed in which the three presentation patterns representing the double digit are actually stopped.
[0197] Furthermore, if the result of the first special pattern determination executed by the main CPU81 at the start of the pre-read target variation is "miss," and if a variation presentation pattern that notifies of a miss in an SP reach (see Figure 8(O)) developed from a normal reach is set by the sub-CPU91 at the start of the pre-read target variation, three presentation patterns representing a reach miss (for example, the "454" presentation pattern) are pseudo-stopped at the end of the pre-read target variation, and as the miss pattern is stopped and displayed as the first special pattern, a miss notification presentation (see Figure 8(N)) is performed in which the three presentation patterns representing the reach miss are actually stopped.
[0198] Here, the SP reach (see FIG. 8(O)) is a reach effect in which a winning notification effect is more likely to be executed than a normal reach, but is not so likely to be executed, and its jackpot reliability is set to approximately 16% in this embodiment. The content of the SP reach effect can be anything, but in the gaming machine 1 of this embodiment, a battle effect depicting a battle between a main character and an enemy character is executed as the SP reach effect. If the result of the first special symbol determination executed at the start of the pre-read target variation is a "jackpot," a victory effect depicting the main character defeating the enemy character as a result of the battle is executed prior to the win notification effect (see FIG. 8(M)). If the result of the first special symbol determination executed at the start of the pre-read target variation is a "miss," a defeat effect depicting the main character defeating the enemy character as a result of the battle is executed prior to the miss notification effect (see FIG. 8(N)).
[0199] (SPSP Reach) In addition, the variation presentation pattern setting process executed by the sub-CPU 91 at the start of the pre-read target variation may set a variation presentation pattern that progresses from a normal reach (see FIG. 8(L)) via an SP reach (see FIG. 8(O)) to an SPSP reach (see FIG. 8(P)), or a variation presentation pattern that progresses directly from a normal reach to an SPSP reach without passing through an SP reach. In these cases, the SPSP reach starts midway through the pre-read target variation.
[0200] Here, if the result of the first special symbol determination executed by the main CPU81 at the start of the look-ahead target variation is "miss," three effect symbols (for example, the effect symbol of "767") representing a reach miss are pseudo-stopped at the end of the look-ahead target variation, and as the miss symbol is stopped and displayed as the first special symbol, a miss notification effect (see FIG. 8(N)) is performed in which the three effect symbols representing the reach miss are actually stopped as they are. FIG. 11(I) illustrates a state in which three effect symbols representing the reach miss of "454" are pseudo-stopped and displayed as a result of the execution of an SPSP reach.
[0201] On the other hand, if the result of the first special pattern determination executed by the main CPU81 at the start of the pre-read target variation is a "jackpot," then a double-digit performance pattern attention effect (an example of "another attention effect": see Figure 8(Q)) is performed at the end of the pre-read target variation, which draws attention to three performance patterns representing double numbers (for example, the "777" performance pattern), and then these three performance patterns representing double numbers are pseudo-stopped and, as the jackpot pattern is stopped and displayed as the first special pattern, a win notification effect (see Figure 8(R)) is performed in which the three performance patterns representing the double numbers are actually stopped.
[0202] 15(D)-(E), which will be described later, illustrate an example of a doublet effect pattern attention effect that draws attention to three effect symbols representing the doublet of "777" prior to the winning notification effect of FIG. 15(F). Also, FIG. 16(G)-(H), which illustrates an example of a doublet effect pattern attention effect that draws attention to three effect symbols representing the doublet of "222" prior to the winning notification effect of FIG. 16(I). These doublet effect pattern attention effects are effects that draw attention to effect symbols representing doublets at the end of an SPSP reach when the result of the first special pattern determination executed at the start of the pre-read target variation is a "jackpot." These doublet effect pattern attention effects will be described in detail later.
[0203] Here, the SPSP reach (see FIG. 8(P)) is the reach effect that is most likely to produce a win notification effect among the three types of reach effects, and its jackpot reliability is set to approximately 38% in this embodiment. While the content of the SPSP reach effect may be any, in the gaming machine 1 of this embodiment, a battle effect depicting a battle between a main character and an enemy character is produced as the SPSP reach effect. If the result of the first special symbol determination executed at the start of the pre-read target variation is a "jackpot," a victory effect depicting the main character defeating the enemy character as a result of the battle is produced prior to the win notification effect (see FIG. 8(R)). If the result of the first special symbol determination executed at the start of the pre-read target variation is a "miss," a defeat effect depicting the main character defeating the enemy character as a result of the battle is produced prior to the miss notification effect (see FIG. 8(N)).
[0204] In this way, in the gaming machine 1 of this embodiment, battle presentations are performed both during SP reach and SPSP reach, but if a variation presentation pattern that develops from SP reach to SPSP reach is set at the start of the pre-read target variation, for example, the outcome is not decided in the battle presentation (first half battle) during the SP reach, and a series of presentations showing how the SP reach develops into the SPSP reach and a new battle presentation (second half battle) begins are performed before and after the start of the SPSP reach.On the other hand, if a variation presentation pattern that develops directly from normal reach to SPSP reach (without passing through the SP reach presentation) is set at the start of the pre-read target variation, the second half battle will begin without the first half battle being performed.
[0205] In addition, there are multiple victory patterns available for the second half of the battle that takes place during the SPSP reach.In addition to a pattern in which the main character defeats the enemy character alone, there is also a pattern in which the main character and an ally character who appears during the second half of the battle work together to defeat the enemy character.
[0206] So far, we have explained three types of reach effects: normal reach, SP reach, and SPSP reach. If we rank these three types of reach effects from lowest to highest in terms of jackpot reliability, they are normal reach, SP reach, and SPSP reach. This allows players to enjoy playing while hoping that the outcome will eventually develop into an SPSP reach.
[0207] (Reach success promotion) Returning to the explanation of Figure 8, after the pre-reach performance of Figure 8(J) is performed, a reach-achievement prompting performance (see Figures 8(S), 13(C), and 18(A)) may be performed to build up the player's expectations for the reach-achievement based on the performance symbols. When this reach-achievement prompting performance is performed, there are cases where a reach-achievement performance (see Figure 8(U)) is performed afterwards, and cases where a reach-achievement failure performance (see Figure 8(T)) is performed.
[0208] Here, when the reach-achi failure effect (see FIG. 8(T)) is performed, thereafter the reach-achi effect is not performed and the miss notification effect (see FIG. 8(N)) is performed. Figures 18(C) to (I) show an example of how, after the reach-achi failure effect is performed in response to the player's operation of the first effect button 35, a miss notification effect is performed in which three effect symbols indicating a scatter pattern are displayed in a pseudo-stop state and then displayed in a real-stop state.
[0209] (Reach completion effect) FIG. 13(F) illustrates an example of the reach-achi effect of FIG. 8(U). When this reach-achi effect is achieved, the subsequent effect changes depending on the type of effect symbols constituting the reach-achi symbol. Specifically, in the gaming machine 1 of this embodiment, when a reach-achi effect using odd-numbered symbols is achieved, a reach-achi effect (see FIG. 8(U)) is followed by a reach-achi symbol focus effect (see FIG. 8(V)), which then directly progresses to an SPSP reach-achi (see FIG. 8(P)) without passing through a normal reach-achi or SP reach-achi. On the other hand, when a reach-achi effect using even-numbered symbols is achieved, the reach-achi symbol focus effect (see FIG. 8(V)) accompanying the reach-achi effect (see FIG. 8(U)) is not performed, and the effect directly progresses to an SPSP reach-achi (see FIG. 8(P)) without passing through a normal reach-achi or SP reach-achi.
[0210] 13(F)-(I) and 14 show an example in which, after a reach establishment effect that notifies the establishment of a reach with a 7 symbol, a reach symbol attention effect that draws attention to the 7 symbol is performed, and then the game progresses directly to an SPSP reach without passing through a normal reach or SP reach. Also, Fig. 16(D)-(F) shows an example in which, after a reach establishment effect that notifies the establishment of a reach with a 2 symbol, a reach symbol attention effect is not performed, and the game progresses directly to an SPSP reach without passing through a normal reach or SP reach.
[0211] The features of the reach pattern attention effect will be described in detail later, but when a reach is achieved by the effect pattern, the sub-CPU 91 is capable of executing a reach pattern attention effect that draws attention to the second effect pattern (in this embodiment, an odd numbered pattern), but is configured not to execute a reach pattern attention effect that draws attention to the first effect pattern (in this embodiment, an even numbered pattern).
[0212] After the reach formation effect of Figure 8(U) is performed, it will progress directly to SPSP reach (see Figure 8(P)) regardless of whether or not the reach pattern attention effect of Figure 8(V) is performed, but the series of effects that will be performed after the development into SPSP reach will be described in detail later based on Figure 9.
[0213] <Examples of pre-reach effects in normal game mode> Next, referring to Fig. 10, a specific example of a pre-reach effect performed during the variable display of the first special symbol in the normal gaming state will be described. Here, Fig. 10 is a screen diagram showing a specific example of a series of effects from the start of the variable display in the normal gaming state to the reach-established effect. The gaming machine 1 of this embodiment can execute various pre-reach effects (see Fig. 8(J)) from the start of the variable display of the first special symbol in the normal gaming state (from the start of the variable display in Fig. 8(G)) until the reach-established effect (see Fig. 8(K)) is performed.
[0214] 10(A) illustrates a state in which, on the display screen 70, one reserved icon (e.g., a red reserved icon) is displayed in the reserved icon display area 71, and a losing symbol is displayed as the first special symbol to notify that the result of the first special symbol determination corresponding to the icon displayed in the icon display area 72 is a "miss," and a performance symbol showing a "526" scatter pattern is displayed. In this manner, when a predetermined determination time (0.5 seconds in this embodiment) has elapsed since the losing symbol was displayed as the first special symbol, a first special symbol determination corresponding to the earliest reserved icon (here, the red reserved icon) displayed in the reserved icon display area 71 is executed. Then, when the result of the first special symbol determination is a "miss," and a variable performance pattern that directly progresses from a normal reach (see FIG. 8(L)) to an SPSP reach (see FIG. 8(P)) is set by the sub-CPU 91, the following performance is performed.
[0215] That is, as the variable display of the first special symbol begins in response to the execution of the first special symbol determination corresponding to the earliest reserved icon, the earliest reserved icon displayed in the reserved icon display area 71 shifts to the icon display area 72, and the scrolling display of the three symbol rows begins (see FIGS. 10(A) and (B)). When a predetermined time has elapsed since the scrolling display of the three symbol rows began, the first notice may be executed as a pre-reach performance (see FIG. 8(J)) (see FIG. 10(C)). For example, as the first notice, a step-up notice is executed in which the display mode of a performance image (first notice performance image) related to the step-up notice displayed in the central area of the display screen 70 is changed in stages, and a performance sound related to the step-up notice is output from the speaker 38.
[0216] Following the first notice, a pseudo consecutive effect may be executed (see FIG. 10(D)). Here, the pseudo consecutive effect is an effect that makes it appear as if the effect pattern displayed in the effect pattern display area 73 is displayed multiple times during the variable display of one special pattern (here, the first special pattern). Regarding this pseudo consecutive effect, the following effect display is performed.
[0217] That is, the scrolling speed of the left row of symbols slows down and the left symbol (e.g., symbol 6) pseudo-stops, then the scrolling speed of the right row of symbols slows down and the right symbol (e.g., symbol 4) (different from the left symbol that pseudo-stopped earlier) pseudo-stops, and then the scrolling speed of the middle row of symbols slows down and symbol 7 pseudo-stops as the middle symbol that notifies the execution of the pseudo consecutive performance (see Figure 10(D)).
[0218] In this way, after different effect symbols have pseudo-stopped as the left and right symbols, when a 7 symbol pseudo-stops in the middle row, the pseudo second consecutive change effect (see FIG. 10(E)) following the pseudo first consecutive change effect begins. Specifically, after the character "x2" indicating the start of the pseudo second consecutive change effect is displayed large in the center area of the display screen 70, the character "x2" is displayed small in the upper left area of the display screen 70, and accordingly, the left 6 symbol, the center 7 symbol, and the 4 symbol resume moving downward, and the scrolling display of the three symbol rows in the effect symbol display area 73 resumes (see FIGS. 10(D) and (E)).
[0219] When this pseudo second consecutive change performance is being performed, for example, a line preview is executed as the second preview. Specifically, as shown in Fig. 10(F), a performance image (second preview performance image) showing a state in which a predetermined character speaks a line is displayed in the central area of the display screen 70, and a performance sound (for example, the voice of the character) related to the line preview is output from the speaker 38.
[0220] Although not shown in Fig. 10, when the pseudo second consecutive variation effect starts, a first effect button operation prompt effect similar to that illustrated in Fig. 18(C) described later is performed. Then, when the player operates the first effect button 35 during the valid period of this first effect button operation prompt effect, the above-mentioned line notice is executed as an effect corresponding to that operation. As is clear from the explanation so far, the step-up notice and the line notice are different from each other in that the step-up notice is a pre-reach effect that is performed regardless of the player's operation, while the line notice is a pre-reach effect that is performed in response to the player's operation.
[0221] Returning to the explanation of Fig. 10, when the line notice is executed as the second notice during the pseudo second consecutive variable performance as described above, the second pseudo consecutive performance is then executed during the variable display of the current first special symbol (see Fig. 10(G)). Specifically, as exemplified in Fig. 10(G), the scroll speed of the left-row symbol row slows down and the left symbol (for example, symbol 2) pseudo-stops, then the scroll speed of the right-row symbol row slows down and the right symbol (for example, symbol 5) pseudo-stops, and then the scroll speed of the middle-row symbol row slows down and the 7 symbol pseudo-stops as the middle symbol.
[0222] When the second pseudo consecutive effect is executed during the variable display of this first special symbol, the pseudo third consecutive variable effect following the pseudo second consecutive variable effect starts. Specifically, after the character "x3" indicating the start of the pseudo third consecutive variable effect is displayed large in the central area of the display screen 70, the character "x3" is displayed small in the upper left area of the display screen 70, and accordingly, the scrolling display of the three symbol rows is resumed in the effect symbol display area 73 (see Figures 10(G) and (H)).
[0223] Then, when a predetermined time has elapsed since the pseudo-third consecutive variable effect was started in this way, the scrolling speed of the left row of symbols slows down and the left symbol (for example, symbol 4) pseudo-stops, and then the scrolling speed of the right row of symbols slows down (same as the left symbol) and the right symbol (here, symbol 4) pseudo-stops, and a reach establishment effect (see Figure 8(K)) is performed to notify that a reach with symbol 4 has been established (see Figure 10(I)).
[0224] Note that, here, we have explained an example in which a "pre-reach pseudo-consecutive" is executed, which resumes the scrolling display of each symbol row before a reach is achieved, but there are also cases in which a "post-reach pseudo-consecutive" is executed, which resumes the scrolling display of each symbol row after a reach is achieved.
[0225] <Specific examples of the first and second performance pattern focus effects> Next, referring to Fig. 12, specific examples of the first performance symbol attention performance and the second performance symbol attention performance will be explained. Here, Fig. 12 is a screen diagram showing specific examples of the first performance symbol attention performance and the second performance symbol attention performance. In Fig. 12, the reserved icon with the letters "reserved 1" attached is a reserved icon suggesting that the above-mentioned first target pre-change is reserved, the reserved icon with the letters "reserved 2" attached is a reserved icon suggesting that the above-mentioned second target pre-change is reserved, and the reserved icon with the letters "reserved 3" attached is a reserved icon suggesting that the above-mentioned pre-read target change is reserved.
[0226] FIG. 12(A) illustrates a state in which a total of three reserve icons, namely, a reserve icon for reserve 1, a reserve icon for reserve 2, and a reserve icon for reserve 3, are displayed in the reserve icon display area 71 on the display screen 70, and a losing symbol is displayed as the first special symbol to indicate that the result of the first special symbol determination corresponding to the icon displayed in the icon display area 72 is a "miss," and a performance symbol showing a "965" scatter pattern is displayed in a stopped state. In this manner, when a predetermined determination time (0.5 seconds in this embodiment) has elapsed since the losing symbol was displayed as the first special symbol, a first special symbol determination corresponding to the earliest reserve icon displayed in the reserve icon display area 71 (here, the reserve icon for reserve 1, which indicates that the first pre-target variation is on hold; see FIG. 12(A)). Then, if the result of the first special symbol determination is a "miss" and it has been determined that a "no-reach performance" will be performed, the following performance is performed.
[0227] (First pre-target change) That is, as the first special pattern determination corresponding to the reserved icon of reserved 1 is executed, the display of the change in the first special pattern begins, and the reserved icon of reserved 1 shifts from the reserved icon display area 71 to the icon display area 72, and the scrolling display of the three pattern rows related to the first pre-target change begins (see Figures 12(A) and (B)). Also, as illustrated in Figures 12(A) and (B), the reserved icons of reserved 2 and reserved 3 shift leftward within the reserved icon display area 71 and are displayed as the first reserved icon and the second reserved icon, respectively.
[0228] (Weak chance effect and first effect pattern attention effect) In this way, when a predetermined time has passed since the scrolling display of the three symbol rows related to the first target pre-variation started, the three effect symbols indicating weak chance eyes, the left 4 symbol, the center 4 symbol, and the right 3 symbol, are pseudo-stopped at the same time (see FIG. 12(C)). Accordingly, the pseudo-stopped left 4 symbol and the center 4 symbol are enlarged and the right 3 symbol is reduced, and blue rain falls from the rain clouds on the left 4 symbol and the center 4 symbol, and a first effect symbol attention effect is performed to increase the attention of these two 4 symbols (see FIG. 12(D)). The flow of the effect to execute this weak chance eye effect and the first effect symbol attention effect is as described above based on FIGS. 8(C) and (D).
[0229] Note that Figure 12(D) illustrates an example of a first performance pattern attention effect being performed to increase the attention level of two 4-number symbols as the first performance pattern (in this embodiment, even-number symbols), but there are also cases where, for example, a first performance pattern attention effect is performed to increase the attention level of two 2-number symbols, or a first performance pattern attention effect is performed to increase the attention level of two 8-number symbols.
[0230] Then, at the end of the first pre-target variation, although not shown in the figure, an effect display is performed in which the sizes of the left 4 symbols, the center 4 symbols, and the right 3 symbols are returned to normal size, and then these three effect symbols representing "443" are pseudo-stopped and displayed, and as a losing symbol is stopped and displayed as the first special symbol, a loss notification effect is performed in which these three effect symbols are actually stopped. Figure 12(E) shows an example of the state in which the three effect symbols representing "443" have actually stopped.
[0231] When a predetermined confirmation time (0.5 seconds in this embodiment) has elapsed since a losing symbol is stopped and displayed as the first special symbol for the first target pre-variation, a first special symbol determination is executed corresponding to the earliest reserved icon displayed in the reserved icon display area 71 (here, the reserved icon for reserved 2, which indicates that the second target pre-variation is reserved: see Figure 12 (E)). Then, if the result of this first special symbol determination is "losing" and it has been decided to execute a "no-reach effect", the following effect is executed.
[0232] (Second pre-target change) That is, as the first special pattern determination corresponding to the reserved icon of reserved 2 is executed, the display of the change in the first special pattern begins, and the reserved icon of reserved 2 shifts from the reserved icon display area 71 to the icon display area 72, and the scrolling display of the three pattern rows related to the second pre-target change begins (see Figures 12(E) and (F)). Also, as illustrated in Figures 12(E) and (F), the reserved icon of reserved 3 shifts leftward within the reserved icon display area 71 and is displayed as the foremost reserved icon.
[0233] In this way, when a predetermined time has passed since the scrolling display of the three symbol rows relating to the second target pre-variation started, the three performance symbols indicating the strong chance eye of the left 7 symbol, the middle 7 symbol, and the right 6 symbol will stop at the same time (see FIG. 12(G)). Accordingly, the left 7 symbol and the middle 7 symbol that are displayed in the pseudo-stop state will be enlarged and the right 6 symbol will be reduced, and a red lightning bolt will strike the left 7 symbol and the middle 7 symbol, and a second performance symbol attention performance that increases the attention of these two 7 symbols will be performed (see FIG. 12(H)). The flow of the performance that executes this strong chance eye performance and the second performance symbol attention performance is as described above based on FIGS. 8(E) and (F).
[0234] Note that Figure 12(H) illustrates an example of a second performance pattern attention effect being performed that increases the attention level of two 7 symbols as the second performance pattern (in this embodiment, odd number symbols), but there are also cases where a second performance pattern attention effect is performed that increases the attention level of two 3 symbols, or a second performance pattern attention effect is performed that increases the attention level of two 5 symbols.
[0235] Then, toward the end of the second target variation, although not shown in the figure, a display effect is performed in which the left 7 symbol, the center 7 symbol, and the right 6 symbol are returned to their normal sizes, followed by a pseudo-stop display of the three "776" symbols. As a losing symbol is displayed as the first special symbol, a loss notification effect is performed in which the three symbols are actually stopped. Figure 12(I) illustrates an example of the state in which the three "776" symbols are actually stopped. Thus, after a predetermined time (0.5 seconds in this embodiment) has elapsed since the losing symbol was displayed as the first special symbol for the second target variation, a first special symbol determination is performed corresponding to the earliest reserved icon displayed in the reserved icon display area 71 (here, the reserved icon for reserved 3, indicating that a pre-read target variation is being reserved; see Figure 12(I)). The effect of the pre-read target variation, which is performed in response to the first special symbol determination, will be described in detail later with reference to Figure 13.
[0236] <Reach success hype and reach failure effects> Next, a specific example of a series of effects when a reach-establishment failure effect (see Fig. 8(T)) is performed after a reach-establishment prompting effect (see Fig. 8(S)) will be described with reference to Fig. 18. Here, Fig. 18 is a screen diagram showing a specific example of a series of effects when a miss notification effect is executed after a reach-establishment failure effect.
[0237] (Reach success promotion) As described above based on Fig. 8, in the predictive target variation, a reach establishment teasing performance (see Fig. 8(S)) may be performed after the pre-reach performance (see Fig. 8(J)). Fig. 18(A) shows an example in which a reach establishment teasing performance is performed in which one reserved icon is displayed in the reserved icon display area 71 and three rows of patterns corresponding to the icon (here, the white icon) displayed in the icon display area 72 are scrolled, and a specific character and a speech bubble expressing the specific character's line, "A big chance if a reach is established!?" are displayed, making the player hopeful that a reach will be established by the performance patterns.
[0238] After such a reach establishment encouraging effect is performed, a left-right symbol slow movement effect is performed in which the left symbol and the right symbol that is the same as the left symbol slowly descend simultaneously (see FIG. 18(B)). FIG. 18(B) illustrates an example of the left four symbols and the right four symbols slowly descend simultaneously due to the left-right symbol slow movement effect. When this left-right symbol slow movement effect begins, the scrolling speed of the middle symbol row increases, the middle symbol row becomes hidden, and when the left four symbols and the right four symbols descend to a predetermined height in the vertical direction of the display screen 70, a first effect button operation prompting effect is performed to prompt the player to operate the first effect button 35 (see FIG. 18(C)). Figure 18(C) shows an example of a state in which the first effect button operation promotion effect displays on the display screen 70 a first effect button image that resembles the first effect button 35, the word "Press!" indicating the operation of the first effect button 35 that the player is prompted to perform, and a validity period gauge that indicates the remaining valid time period during which the operation of the first effect button 35 is valid.
[0239] (Failed reach effect) Here, if the sub-CPU 91 has set the execution of a reach-establishment failure effect (see FIG. 8(T)) after the reach-establishment prompting effect (see FIG. 8(S)) at the start of the pre-read target variation, a series of reach-establishment failure effects as illustrated in FIGS. 18(D)-(G) are performed. Here, FIG. 18(D) illustrates a state in which the left 4 symbols pseudo-stop at a predetermined vertical height on the display screen 70, and the right 4 symbols that were about to pseudo-stop at the predetermined height increase their downward movement speed, and the scrolling display of the right symbol row resumes. The following FIG. 18(E) illustrates a state in which the scrolling speed of the right symbol row decreases again, and the right 5 symbol that appeared in the upper right corner slowly descends. The following FIG. 18(F) illustrates a state in which the left 4 symbols and the right 5 symbols pseudo-stop at a predetermined height, and the specific character and a speech bubble representing the specific character's line, "Sorry...," are displayed. Further, the following FIG. 18(G) illustrates an example in which the scrolling speed of the middle row of symbols suddenly decreases, and the middle 5 symbol that appeared at the top slowly descends.
[0240] After this series of failed reach effects are performed, the three effect symbols representing the "455" scatter pattern are pseudo-stopped, and as a losing symbol is displayed as the first special symbol, a failure notification effect is performed in which these three effect symbols are actually stopped (see Figures 18(H) and (I)).
[0241] [A series of effects following the reach-established teasing effect] Next, referring to Figure 9, we will explain a series of effects when a reach establishment prompting effect (see Figure 8(S)) is followed by a reach establishment effect (see Figure 8(U)) and directly develops into an SPSP reach (see Figure 8(P)). Here, Figure 9 is an explanatory diagram illustrating the flow of a series of effects after the reach establishment effect following the reach establishment prompting effect.
[0242] In the above explanation of Figure 18, a specific example of a series of effects was explained in which a reach establishment prompting effect (see Figure 8(S)) is followed by a reach establishment failure effect (see Figure 8(T)), and then a miss notification effect (see Figure 8(N)) is performed. Next, with reference to Figure 9, a flow of a series of effects in the case where a reach establishment prompting effect (see Figure 8(S)) is followed by a reach establishment effect (see Figure 8(U)) and then directly develops into an SPSP reach (see Figure 8(P)) without passing through a normal reach or an SP reach will be explained.
[0243] If a variation presentation pattern in which a reach establishment prompting presentation (see Figure 8(S)) is performed followed by a reach establishment presentation (see Figure 8(U)) and then develops into an SPSP reach (see Figure 8(P)) is set by the sub-CPU91 at the start of the pre-read target variation shown in Figure 8, the following series of presentations will be performed.
[0244] That is, when the above-mentioned variation effect pattern is set, during the display of the variation of the first special symbol and the effect symbol related to the variation of the pre-read target, the reach establishment instigation effect (see FIG. 9(A)) and the reach establishment effect (see FIG. 9(B)) are performed in order. The reach establishment instigation effect is as described above based on FIG. 18(A), and the subsequent reach establishment effect (see FIG. 9(B)) may be an even number symbol reach establishment effect that notifies the reach establishment by an even number symbol (for example, see FIG. 16(D)), or an odd number symbol reach establishment effect that notifies the reach establishment by an odd number symbol (for example, see FIG. 13(F)). When either of the reach establishment effects is performed, the post-reach effect (an example of an "expected effect") from FIG. 9(C) onwards is started.
[0245] In this way, the gaming machine 1 of this embodiment can execute two types of reach-establishment effects, broadly speaking, an even number pattern reach-establishment effect and an odd number pattern reach-establishment effect, but the gaming machine 1 of this embodiment has the feature that the flow of the subsequent effects changes depending on the type of reach-establishment effect.
[0246] Specifically, the sub-CPU91 is configured to perform the following performance control: when an odd number symbol reach-achievement performance is executed as a reach-achievement performance (see FIG. 9(B)), a reach-achievement pattern attention performance (see FIG. 9(C)) is executed following the odd number symbol reach-achievement performance, whereas when an even number symbol reach-achievement performance is executed as a reach-achievement performance (see FIG. 9(B)), the reach-achievement pattern attention performance (see FIG. 9(C)) is not executed. Below, with reference to FIG. 13, a specific example of a reach-achievement pattern attention performance that draws attention to odd number symbols as reach-achievement patterns will be described.
[0247] <Examples of notable reach pattern effects> Figure 13(A) illustrates the state immediately after the start of the pre-read target change (pattern change corresponding to the reserved icon of reserved 3: see Figure 8(G)) after the first pre-target change (pattern change corresponding to the reserved icon of reserved 1: reserved 1 change) and the second pre-target change (pattern change corresponding to the reserved icon of reserved 2: reserved 2 change) described based on Figure 12. Specifically, in response to the execution of the first special pattern determination corresponding to the reserved icon of reserved 3 corresponding to the pre-read target change, as the display of the change of the first special pattern begins, the reserved icon displayed in the reserved icon display area 71 (here, the reserved icon of reserved 3) shifts to the icon display area 72, and the scrolling display of the three pattern rows begins (see Figure 13(A)).
[0248] Then, when a predetermined time has elapsed since the scrolling display of these three symbol rows began, a pre-reach effect (see FIG. 8(J)) is performed, raising expectations that a winning notification effect will be executed in the current pre-read target variation (see FIG. 13(B)). Although not shown in FIG. 13, between the start of the current pre-read target variation and the execution of the reach establishment inciting effect (see FIGS. 8(S), 9(A), and 13(C)), a first button operation prompt effect is performed to prompt the player to operate the first button 35, similar to the first button operation prompt effect described above based on FIG. 18(C). FIG. 13(B) illustrates an example in which a line announcement is performed as a pre-reach effect in response to the player operating the first button 35 during the valid period related to this first button operation prompt effect. In this line announcement, an effect image showing a predetermined character uttering the line "It's your chance!" is displayed on the display screen 70, and a sound with the same content as this line is output from the speaker 38.
[0249] Here, we will explain the case where a dialogue preview is given as a pre-reach performance, but there are also cases where the above-mentioned step-up preview is given as a pre-reach performance, or where both a step-up preview and a dialogue preview are given as pre-reach performance.
[0250] (Reach success promotion) After such pre-reach effects (see Figures 8(J) and 13(B)) are performed, the reach-established prompting effects (see Figures 8(S) and 9(A)) are performed (see Figure 13(C)). The reach-established prompting effects exemplified in Figure 13(C) are as described above based on Figure 18(A), so a detailed description will be omitted here.
[0251] Next, a left-right symbol slow movement effect is performed in which the left symbol and the right symbol that is the same as the left symbol slowly descend simultaneously (see FIG. 13(D)). FIG. 13(D) illustrates an example of the left 7 symbol and the right 7 symbol slowly descending simultaneously due to the left-right symbol slow movement effect. When this left-right symbol slow movement effect begins, the scrolling speed of the middle symbol row increases, the middle symbol row becomes hidden, and when the left 7 symbol and the right 7 symbol descend to a predetermined height in the vertical direction of the display screen 70, a first button operation prompt effect is performed to prompt the player to operate the first button 35 (see FIG. 13(E)). The first button operation prompt effect illustrated in FIG. 13(E) is performed in the same manner as the first button operation prompt effect described above based on FIG. 18(C).
[0252] (Reach formation effect with odd number symbols) Here, since the sub-CPU 91 has preset the establishment of a reach with the 7 symbol at the start of this pre-read target variation, a reach establishment effect (see FIG. 9(B)) that notifies that a reach with the 7 symbol has been established is performed in response to the player operating the first effect button 35, or in response to the expiration of the valid period for the first effect button operation prompt effect of FIG. 13(E) without the player operating the first effect button 35 (see FIG. 13(F)). In FIG. 13(F), as an example of a reach establishment effect, a state is shown in which the left 7 symbol and the right 7 symbol that are pseudo-stop displayed, reach lines that extend left and right so as to pass over these 7 symbols, the word "Reach!", a specific character, and a speech bubble showing the specific character's line, "Good job!!" are displayed, and in conjunction with these display effects, a sound with the same content as the word "Reach!" is output from the speaker 38.
[0253] (Attention to reach patterns) Next, since a reach is achieved with the odd-numbered 7 symbol, a reach achievement effect (see FIGS. 9(B) and 13(F)) is followed by a reach achievement effect (see FIG. 9(C)) (see FIGS. 13(G)-(I)). FIG. 13(G) illustrates an example in which the left 7 symbol, which is pseudo-stopped in the reach achievement effect, expands and moves to the right, while the right 7 symbol, which is pseudo-stopped in the reach achievement effect, expands and moves to the left. The following FIG. 13(H) illustrates an example in which, as the left 7 symbol and the right 7 symbol expand and move toward each other, these 7 symbols rotate clockwise around the axis of the scroll direction (here, downward) of each symbol row. The following FIG. 13(I) illustrates an example in which a combination effect is performed in which the left 7 symbol and the right 7 symbol, which have come within a certain distance, combine, resulting in the display of a single giant 7 symbol. Although not shown in the figure, a specific sound effect is output from the speaker 38 during the period in which the reach symbol attention performance is being performed.
[0254] In the gaming machine 1 of this embodiment, in addition to the display screen 70 and speaker 38, various presentation means such as the frame lamp 37, the board lamp 5, and the movable decorative member 14 are provided, so it is possible that the player may not be looking at the reach symbol displayed by the reach formation presentation. In contrast, in the gaming machine 1 of this embodiment, a reach symbol attention presentation is performed when a reach is formed using odd-numbered symbols, so it is expected that the effect of moving the player's line of sight to the display screen 70 and drawing attention to the reach symbol can be expected.
[0255] In the gaming machine 1 of this embodiment, the reach symbol attention effect starts immediately after the reach establishment effect that notifies the establishment of reach with odd-numbered symbols, so it can be considered that the reach symbol attention effect is executed when reach is established. Also, the reach symbol attention effect is executed using the display screen 70 and the speaker 38, and although not shown in the figure, when the reach symbol attention effect is being executed, the frame lamp 37 and the board lamp 5 emit light in an illumination pattern for the reach symbol attention effect.
[0256] <Specific examples of a series of effects when the reach symbol attention effect is not executed> Next, referring to Fig. 16, a specific example of a series of effects following the reach establishment instigation effect when the reach pattern attention effect explained based on Fig. 13 is not executed will be explained. Here, Fig. 16 is a screen diagram showing a specific example of a double-digit effect pattern attention effect that draws attention to three effect patterns showing the double digits "222". Note that Fig. 16 omits illustration of the effects performed during an SPSP reach, and the effects during this SPSP reach will be explained in detail later based on other drawings.
[0257] (Reach success promotion) Figure 16(A) illustrates an example of how the reach-established prompting effect shown in Figure 8(S) or Figure 9(A) is performed. This reach-established prompting effect is performed in the same way as the reach-established prompting effect described above based on Figure 13(C), so a detailed explanation will be omitted here.
[0258] When the reach establishment encouraging effect of FIG. 16(A) is performed, next, a left-right symbol slow movement effect is performed in which the left symbol and the right symbol that is the same as the left symbol slowly descend simultaneously (see FIG. 16(B)). FIG. 16(B) illustrates an example of the left-right symbol slow movement effect in which two left symbols and two right symbols slowly descend simultaneously. This left-right symbol slow movement effect illustrated in FIG. 16(B) is performed in the same manner as the left-right symbol slow movement effect described above based on FIG. 13(D), except that the descending left and right symbols are different.
[0259] When the left two symbols and the right two symbols descend to a predetermined height in the vertical direction of the display screen 70 due to the left and right symbol slow movement effect in Fig. 16(B), a first button operation prompt effect is performed to prompt the player to operate the first button 35 (see Fig. 16(C)). This first button operation prompt effect exemplified in Fig. 16(C) is performed in the same manner as the first button operation prompt effect described above based on Fig. 18(C).
[0260] (Reach formation effect with even number symbols) Here, since the sub-CPU 91 has preset the establishment of a reach with two symbols at the start of this pre-read target variation, a reach establishment effect (see FIG. 9(B)) that notifies that a reach with two symbols has been established is performed in response to the player operating the first effect button 35, or in response to the expiration of the valid period for the first effect button operation prompt effect of FIG. 16(C) without the player operating the first effect button 35 (see FIG. 16(D)). In FIG. 16(D), as an example of a reach establishment effect, two left and two right symbols are displayed as pseudo-stops, a reach line extending left and right so as to pass over these two symbols, the word "Reach!", a specific character, and a speech bubble showing the specific character's line, "Good job!!" are displayed, and in conjunction with these display effects, a sound with the same content as the word "Reach!" is output from the speaker 38.
[0261] In Fig. 9, as a reach completion effect (see Fig. 9(B)), an even number symbol reach completion effect that notifies the establishment of reach with an even number symbol is performed, followed by a reach symbol shrinking movement effect (see Fig. 9(D)), an effect in which the reach symbol is displayed in a reduced size in the upper left and right areas (see Fig. 9(E)), the start of SPSP reach (see Fig. 9(F)), a double-digit performance symbol attention effect (see Fig. 9(R)), and a win notification effect (see Fig. 9(S)) are performed in this order (the flow of the first performance route to be described later). In contrast to this, Figs. 16(E) to (I) show specific examples of these effects exemplified in Fig. 9.
[0262] (Reach symbol shrinking movement effect) Figure 16(E) shows a specific example of the reach symbol shrinking and movement effect of Figure 9(D). Figure 16(E) shows an example of an effect that suggests development into an SPSP reach, in which the two left symbols shrink and move to the upper left area of the display screen 70, making one rotation clockwise around the scrolling direction as the axis before moving to the upper left area, and at the same time, the two right symbols shrink and move to the upper right area of the display screen 70, making one rotation clockwise around the scrolling direction as the axis before moving to the upper right area.
[0263] The following Figure 16(F) shows a specific example of the effect in which the reach patterns in Figure 9(E) are displayed as pseudo-stops in a state where they are reduced to the upper left and right areas, and the start of the SPSP reach in Figure 9(F). Figure 16(F) shows an example in which the two left patterns are displayed as pseudo-stops in a state where they are reduced to the upper left area, and the two right patterns are displayed as pseudo-stops in a state where they are reduced to the upper right area.In addition, when the SPSP reach starts, although not shown in Figure 16, an effect image of the second half battle, etc. is displayed on the display screen 70 as an SPSP reach effect image that is displayed during the SPSP reach.
[0264] (Featured double-digit pattern) 16(G) and (H) show a specific example of the doublet effect pattern attention effect of FIG. 9(R), which is an attention effect that draws attention to the effect pattern that suggests the execution of a jackpot game. If the result of the first special pattern determination executed by the main CPU 81 at the start of this pre-read target variation is "jackpot," the victory effect of FIG. 9(Q) is performed as the result effect of the SPSP reach, and then three effect patterns showing doublets (here, doublets of "222") are displayed on the display screen 70. The doublet effect pattern attention effect exemplified in FIG. 16(G) and (H) is an effect that draws attention to the three effect images showing doublets displayed in accordance with the end of the SPSP reach. In FIG. 16(G) to (H), the three effect patterns of "222" that are pseudo-stop displayed are gradually enlarged to increase the attention to these three effect patterns.
[0265] Although not shown in Figures 16(G) and (H), when the double-digit performance symbol attention performance is being performed, the frame lamp 37 and the board lamp 5 light up in an illumination pattern for the double-digit performance symbol attention performance so that they appear to glow in rainbow colors.
[0266] In this way, after the double-digit performance pattern attention display that draws attention to the three performance patterns that show the double digits "222" is performed, the three performance patterns that show the double digits "222" are pseudo-stopped and displayed in their normal size (see Figure 16(I)), and as the jackpot pattern is stopped and displayed as the first special pattern, these three performance patterns that show the double digits "222" will actually stop.
[0267] Up to this point, with reference to Figure 16, a specific example of a series of effects has been explained using the example of a case where an even number pattern reach completion effect is performed as a reach completion effect (see Figure 9(B)), followed by a reach pattern shrinking movement effect (see Figure 9(D)). However, as is clear from the notation in Figure 9, a similar reach pattern shrinking movement effect (see Figure 9(D)) may be performed not only when an even number pattern reach completion effect is performed as a reach completion effect (see Figure 9(B)), but also when an odd number pattern reach completion effect is performed as a reach completion effect, followed by a reach pattern focus effect (see Figure 9(C)).
[0268] <About the characteristics of each performance pattern and reach pattern noteworthy performance> Up to this point, with reference to each drawing, we have explained that when a reach is achieved with an odd numbered symbol (for example, 7 symbol) (see Figure 13(F)), a reach pattern attention effect (for example, see Figures 13(G) to (I)) that draws attention to the odd numbered symbol is executed, and when a reach is achieved with an even numbered symbol (for example, 2 symbol) (see Figure 16(D)), an SPSP reach is executed without executing the reach pattern attention effect as exemplified in Figures 13(G) to (I).Here, we will first explain the characteristics of each effect pattern displayed on the display screen 70.
[0269] (Features of 3 and 7 designs) When the result of the first special symbol determination in the normal gaming state is a "jackpot," three effect symbols representing a doublet are pseudo-stopped and displayed on the display screen 70 before the jackpot symbol is stopped and displayed as the first special symbol, and as the jackpot symbol is stopped and displayed as the first special symbol, the three effect symbols representing the doublet are stopped and displayed as they are. In the gaming machine 1 of this embodiment, nine types of doublets are provided as the doublets: "111," "222," "333," "444," "555," "666," "777," "888," and "999." Of these nine types of double numbers, for the two types of double numbers, "777" and "333," when the jackpot symbol X1 (see Figure 6(B)) that notifies that a 3R probability variable A has been won is displayed, the three performance symbols that show the double numbers "777" or "333" may actually stop, whereas when the jackpot symbol X2 (see Figure 6(B)) that notifies that a 3R normal variable has been won is displayed, the three performance symbols that show the double numbers "777" or "333" will not actually stop. From these facts, it can be said that both the three performance symbols that show the double numbers "777" and the three performance symbols that show the double numbers "333" are performance symbols that definitely notify a probability variable jackpot.
[0270] (Features of 2, 4, 6, and 8 designs) On the other hand, for the four types of double numbers consisting of the same three even-numbered symbols, "222," "444," "666," and "888," when the jackpot symbol X2 (see Figure 6(B)) that notifies that a 3R normal win has been won is displayed, the three effect symbols representing any of the four types of double numbers mentioned above will stop in most cases, and when the jackpot symbol X1 (see Figure 6(B)) that notifies that a 3R special A win has been won, the possibility of the three effect symbols representing any of the four types of double numbers mentioned above stopping is extremely low. From this, it can be said that the three effect symbols representing any of the four types of double numbers mentioned above, consisting of three even-numbered symbols, are basically effect symbols that cannot be expected to result in a special jackpot.
[0271] (Features of 1, 5, and 9 designs) Furthermore, the three kinds of double numbers consisting of the same three odd-numbered symbols "111," "555," and "999" (excluding symbols 3 and 7) have the following characteristics: In other words, in both cases where the jackpot symbol X2 (see FIG. 6(B)) that notifies that a 3R normal win has been won is displayed and stopped, and where the jackpot symbol X1 (see FIG. 6(B)) that notifies that a 3R special A win has been won is displayed and stopped, three performance symbols that indicate any of the above three kinds of double numbers will actually stop, but the three performance symbols that indicate any of the double numbers "111," "555," and "999" are more likely to actually stop in the latter case (in the case of 3R special A) than in the former case (in the case of 3R normal). For this reason, it can be said that the three symbols showing the repeated numbers "111," "555," or "999" are symbols that are more likely to result in a guaranteed jackpot than the three symbols showing any of the four types of repeated numbers mentioned above, which are made up of three even-number symbols.
[0272] (Features of the Reach Pattern Attention Production) Incidentally, as is clear from the above description of each effect symbol, the gaming machine 1 of this embodiment has the characteristic that, when three effect symbols representing any of the four kinds of repeated numbers, "222," "444," "666," and "888," are pseudo-stopped and then actually stopped, a probability variable jackpot cannot basically be expected (i.e., the possibility of a 3R normal is extremely high). For this reason, for example, if a configuration such as executing a reach symbol attention effect that draws attention to the reach symbol (even symbol) following the even symbol reach establishment effect exemplified in Fig. 16(D) is simply applied, the player will be conscious of the 3R normal at the time of the reach establishment, and it is thought that the execution of the reach symbol attention effect, which is supposed to improve the interest, will instead reduce the interest.
[0273] Therefore, in the gaming machine 1 of this embodiment, as described above, when a reach is achieved with an odd numbered symbol as exemplified in FIG. 13(F), a reach pattern attention effect is executed that draws attention to the reach pattern (here, odd numbered symbol), while when a reach is achieved with an even numbered symbol as exemplified in FIG. 16(D), a reach pattern attention effect that draws attention to the reach pattern (here, even numbered symbol) is not executed. By adopting such a configuration, it is possible to suppress the occurrence of the above problems and execute a highly entertaining reach pattern attention effect.
[0274] Although not shown in the figure, in the gaming machine 1 of this embodiment, for example, the left 3 and left 4 symbols constituting the left column of symbols are pseudo-stopped and the right 3 and right 4 symbols constituting the right column of symbols are pseudo-stopped, so that a reach with a 3 symbol and a reach with a 4 symbol are simultaneously realized. In this way, when reach with two mutually different reach symbols is realized simultaneously, a reach symbol attention effect that draws attention to the 3 symbol is executed, but a reach symbol attention effect that draws attention to the 4 symbol is not executed.
[0275] (Other configurations related to reach pattern attention performance) In addition, with regard to the reach symbol attention effect, other embodiments may adopt the following configuration. That is, in this embodiment, a configuration is adopted in which a reach symbol attention effect is executed when a reach is achieved with an odd number symbol, but a reach symbol attention effect is not executed when a reach is achieved with an even number symbol. In contrast, in other embodiments, taking into consideration the above-mentioned characteristics of each effect symbol, a reach symbol attention effect is executed when a reach is achieved with a 7 symbol or a 3 symbol (i.e., when it is determined that a jackpot game related to 3R probability variable A will be executed if the symbols are aligned as is), but a reach symbol attention effect is not executed when a reach is achieved with an effect symbol other than a 7 symbol or a 3 symbol (i.e., when it is determined that a jackpot game related to 3R normal will be executed if the symbols are aligned as is).
[0276] In addition, in this embodiment, an example will be described in which a combination of the enlargement movement of the left and right symbols displayed as pseudo-stopped reach symbols (see FIG. 13(G)), the rotation of these left and right symbols (see FIG. 13(G)), and a combined effect of combining these left and right symbols (see FIG. 13(I)) is executed as a reach symbol attention effect. In contrast, in other embodiments, a configuration may be adopted in which a reach symbol attention effect is executed to draw attention to the reach symbols without moving or changing the size of the left and right symbols displayed as pseudo-stopped reach symbols. In order to adopt such a configuration, for example, a decorative image that increases the attention of the reach symbols (left and right symbols) may be displayed around the reach symbols, or a decorative image that increases the attention of the reach symbols (left and right symbols) may be displayed so as to overlap with part of the reach symbols.
[0277] In other embodiments, a combination of two or more of a change in the display mode (for example, at least one of the size, shape, and display color) of the reach patterns (left pattern and right pattern), a change in the display position of the reach patterns, and the display of the decorative image may be executed as a reach pattern attention effect.
[0278] Another possible reach symbol attention effect is one in which two characters appear on the display screen 70, one character points to the left symbol as the reach symbol, and the other character points to the right symbol as the reach symbol, accompanied by a voice such as "Attention!!" being output from the speaker 38.
[0279] In another embodiment, a focus effect may be executed to draw attention to the second effect symbol (in this embodiment, an odd number symbol) at a timing different from when a reach is achieved. In the gaming machine 1 of this embodiment, as described above based on Figures 10(D) and (G), the 7 symbol is pseudo-stopped as the middle symbol that notifies the execution of the pseudo consecutive effect, so that a focus effect may be executed to draw attention to this middle 7 symbol at the timing when this middle 7 symbol is pseudo-stopped.
[0280] [Regarding the production route of SPSP reach] In the gaming machine 1 of the present embodiment, as a series of production flows performed during SPSP reach, as illustrated in FIG. 9, two production routes, a first production route and a second production route, are prepared. In FIG. 9, there is a production branch after the reach establishment provoking production (see FIG. 9(A)), and the production flow in which the production of the first production route or the production of the second production route progresses is illustrated. On the other hand, as described above based on FIG. 8, the gaming machine 1 of the present embodiment has a development pattern that develops from a normal reach (see FIG. 8(L)) via an SP reach (see FIG. 8(O)) to an SPSP reach (see FIG. 8(P)), and a development pattern that directly develops to an SPSP reach without passing through an SP reach from a normal reach. Also, in the case of developing to an SPSP reach in any of these development patterns, the production of the first production route or the production of the second production route illustrated in FIG. 9 progresses during SPSP reach.
[0281] [Production of the first production route of SPSP reach] Here, first, while referring to FIGS. 9 and 11, the series of production flows in the first production route and specific examples of these productions will be described. FIG. 11 is a screen diagram showing a specific example of the production of the first production route of SPSP reach, and shows a specific example of a series of productions from a normal reach directly developing to an SPSP reach until a losing notification production is executed.
[0282] When the SPSP reach effect proceeds along the first effect route of FIG. 9, there are three main patterns. The first pattern is a pattern in which a reach effect (refer to FIG. 9(B)) (which notifies the reach effect of an odd-numbered symbol) is followed by a reach symbol attention effect (refer to FIG. 9(C)) (which draws attention to the odd-numbered symbol as the reach effect), and then a reach symbol shrinking movement effect (refer to FIG. 9(D)) is performed. Next, the second pattern is a pattern in which a reach effect (refer to FIG. 9(B)) (which notifies the reach effect of an even-numbered symbol) is performed, and then a reach symbol shrinking movement effect (refer to FIG. 9(D)) is performed without a reach symbol attention effect (refer to FIG. 9(C)). And the third pattern is a pattern in which a reach symbol shrinking movement effect (refer to FIG. 9(D)) is performed when a normal reach (or SP reach) develops into an SPSP reach, as shown in FIG. 8.
[0283] Here, a specific example of a series of presentations that take place when the second pattern presentation is performed and then the presentation progresses along the first presentation route has been described above based on Figure 16.Here, we will explain the flow of a series of presentations that take place when the third pattern presentation is performed and then the presentation progresses along the first presentation route, and a specific example of that flow.
[0284] Figure 11(A) shows an example of a normal reach being performed following the reach-established effect of Figure 10(I) which notifies the establishment of reach with 4 symbols. In this normal reach, as shown in Figure 11(A), after the reach is established with left 4 symbols and right 4 symbols, the scrolling speed of the middle row of symbols gradually decreases, and an effect is performed in which the middle symbol (here, middle 4 symbol) which is the same as the reach symbol (here, left 4 symbol and right 4 symbol) descends so as to approach the activated line defined by the reach symbol.
[0285] (Reach symbol shrinking movement effect) Here, if a variation effect pattern that progresses directly from a normal reach to an SPSP reach without passing through an SP reach is set by the sub-CPU 91 at the start of variation, a reach symbol shrinking movement effect (see FIG. 9(D)) is performed following the normal reach (see FIG. 11(B)). Specifically, when the scroll display of the middle row of symbols in the normal reach is being performed, the same middle symbol as the reach symbol (here, the middle 4 symbol) passes through the active line without stopping on the active line, and then the scroll speed of the middle row of symbols increases, and after a state in which it is difficult to distinguish the middle symbol, the middle symbol becomes hidden. Then, as exemplified in FIG. 11(B), the left 4 symbols shrink and move to the upper left area of the display screen 70, making one rotation clockwise with the scroll direction as the axis, and then moving to the upper left area. At the same time, the right 4 symbols shrink and move to the upper right area of the display screen 70, making one rotation clockwise with the scroll direction as the axis, and then moving to the upper right area.
[0286] (When the performance pattern is displayed in the first display mode) By performing this type of reach symbol shrinking movement performance, the reach symbols are displayed in a pseudo-stop state in a shrinking state in the upper left and right areas until the end of the variable display of this first special symbol (see Figure 9(E) and Figure 11(C)). Figure 11(C) shows an example in which the left four symbols are displayed in a pseudo-stop state in a shrinking state in the upper left area, and the right four symbols are displayed in a pseudo-stop state in a shrinking state in the upper right area.
[0287] In this way, when the reach symbol is shrunk in the upper left and right areas and is displayed in a pseudo-stop state, the SPSP reach (first route effect) begins (see Fig. 9(F) and Fig. 11(D)). When this SPSP reach begins, although not shown in Fig. 11(D), an effect image of the second half battle or the like is displayed in the central area of the display screen 70 as an SPSP reach effect image displayed during the SPSP reach (see Fig. 9(G)).
[0288] (First possibility suggestion) Next, in the process of the SPSP reach progressing while the reach symbols are displayed in a pseudo-stop state in a state where they are reduced in size in the upper left and right areas, a first possibility suggestion effect may be performed (see Fig. 9(H) and Fig. 11(E)), which suggests that there is a possibility that a winning notification effect (see Fig. 9(S)) will be executed. In this embodiment, the first possibility suggestion effect is an effect in which a possibility suggestion character indicating the degree of possibility that a winning notification effect will be executed is displayed between the reach symbols on the left and right in the upper area of the display screen 70, and Fig. 11(E) shows an example in which the character "CHANCE" is displayed as the possibility suggestion character.
[0289] In this embodiment, two types of possibility suggestion characters are prepared: "CHANCE" and "VERY GOOD CHANCE." The first possibility suggestion effect that displays the characters "VERY GOOD CHANCE" has a higher reliability of a jackpot than the first possibility suggestion effect that displays the characters "CHANCE."
[0290] Furthermore, this first possibility suggestion effect is an effect that can be executed when the SPSP reach effect is progressing along the first effect route, but it is not executed when the SPSP reach effect is progressing along the second effect route, and can be said to be an effect exclusive to the first effect route.
[0291] Although not shown in Fig. 9, Fig. 11(F) illustrates an example in which a first effect button operation prompting effect is performed in the latter half of an SPSP reach or later, prompting the player to operate the first effect button 35. In this first effect button operation prompting effect, a first effect button image that resembles the first effect button 35 and a valid period gauge that indicates the remaining valid time for which operation of the first effect button 35 is valid are displayed on the display screen 70.
[0292] Here, if the player operates the first effect button 35 within the valid period for the first effect button operation prompt effect in FIG. 11(F), or if the valid period ends without the first effect button 35 being operated, a cut-in is performed in which, for example, a predetermined cut-in image is superimposed on an effect image (other than a reach symbol) displayed on the display screen 70 (see FIG. 11(G)). This cut-in is an effect that indicates the degree of possibility that a winning notification effect will be executed in the current symbol variation, and there are three types of cut-ins available: weak cut-in, medium cut-in, and strong cut-in. The weak cut-in is an effect that is presented entirely in green and displays a cut-in image that shows one character, the medium cut-in is an effect that is presented entirely in red and displays a cut-in image that shows two characters, and the strong cut-in is an effect that is presented entirely in gold and displays a cut-in image that shows three characters. Here, if we arrange the above three types of cut-ins in order of the probability of winning (the probability that a winning notification effect will be performed in this pattern change) from low to high, the order is weak cut-in, medium cut-in, and strong cut-in. Note that Figure 11(G) shows an example of a strong cut-in being performed.
[0293] In this way, when a cut-in is made and the SPSP reach reaches the end, a second effect button operation prompting effect is performed (see FIG. 11(H)), which is not shown in FIG. 9, to prompt the player to operate the second effect button 36. In this second effect button operation prompting effect, as exemplified in FIG. 11(H), a second effect button image that resembles the second effect button 36, the text "Press!" indicating the operation content of the second effect button 36, and a valid period gauge that indicates the remaining valid time period during which the operation of the second effect button 36 is valid are displayed.
[0294] Here, if the result of the first special symbol determination executed by the main CPU 81 at the start of this symbol variation is a "miss," then a defeat effect (see Figures 9(I) and 11(I)) showing the main character being defeated by an enemy character is performed as an operation-responsive effect in response to the second effect button 36 being operated during the valid period for the second effect button operation prompt effect, or the valid period for the second effect button operation prompt effect ending without the second effect button 36 being operated. Figure 11(I) illustrates an example of the defeat effect being performed, showing the enemy character leaving after defeating the main character.
[0295] In this way, when a defeat effect is performed as the result effect of the battle effect (second half battle) during the SPSP reach, although it is not shown in Fig. 11, three effect symbols (for example, the three effect symbols of "434" here) that indicate a reach loss are pseudo-stopped just before the end of this pattern change, and as the losing symbol is stopped and displayed as the first special symbol, a loss notification effect (see Fig. 9(J)) is performed in which the three effect symbols that indicate the reach loss are actually stopped. In this way, when a loss notification effect is performed, the doublet effect symbol attention effect is not performed.
[0296] (Featured double-digit pattern) On the other hand, in the example of the effect shown in Fig. 11, if the result of the first special symbol determination executed at the start of this symbol change is "jackpot," then in response to the second effect button 36 being operated during the valid period for the second effect button operation prompt effect, or the valid period for the second effect button operation prompt effect ending without the second effect button 36 being operated, instead of a defeat effect, a victory effect (see Fig. 9(Q)) showing the main character defeating the enemy character and a double-digit effect symbol attention effect (see Fig. 9(R)) that draws attention to the effect symbol suggesting that a jackpot game will be played are performed as operation-responsive effects. In the example of the effect shown in Fig. 11, a reach with four symbols is achieved, so as a double-digit effect symbol attention effect, an effect that draws attention to the three effect symbols that show the double digits "444" is performed. In this way, when the winning effect and the double-digit effect symbol attention effect are performed, the three effect symbols representing the double-digit numbers "444" are pseudo-stopped and displayed in their normal size, and as the jackpot symbol is stopped and displayed as the first special symbol, these three effect symbols representing the double-digit numbers "444" will stop for real.
[0297] So far, with reference to Figure 11 (and Figure 9), we have explained the effects that take place during an SPSP reach, using the example of a case where a normal reach progresses directly to an SPSP reach and the effects of the first effect route proceed.However, the effects of the first effect route are also performed in the same way when the effect proceeds directly from the reach completion effect of Figure 9(B) (here, an even pattern reach completion effect) to the reach pattern reduction movement effect of Figure 9(D), or when the effect proceeds from the reach completion effect of Figure 9(B) (here, an odd pattern reach completion effect) to the reach pattern reduction movement effect of Figure 9(D) via the reach pattern focus effect of Figure 9(C).
[0298] <Attention to the reach pattern → First performance route> Figure 17 is a screen diagram showing a specific example of a series of effects, in which a reach pattern attention effect (see Figure 9(C)) is followed by a reach pattern reduction movement effect (see Figure 9(D)), and continues until just before the first effect route starts as an SPSP reach effect.
[0299] FIG. 17(A) illustrates a state where a reach establishment encouragement effect (see FIG. 9(A)) similar to that of FIG. 16(A) described above is being performed. Here, when it is set by the sub-CPU 91 at the start of the current symbol variation to establish a reach with 7 symbols, the following effects are performed.
[0300] That is, when the reach establishment encouragement effect of FIG. 17(A) is performed, next, a left and right symbol slow movement effect in which the left 7 symbols and the right 7 symbols are simultaneously and slowly lowered is performed (see FIG. 17(B)). The left and right symbol slow movement effect illustrated in FIG. 17(B) is performed in the same manner as the left and right symbol slow movement effect described above based on FIG. 13(D).
[0301] When the left 7 symbols and the right 7 symbols are lowered to a predetermined height in the vertical direction of the display screen 70 by the left and right symbol slow movement effect of FIG. 17(B), a first effect button operation promotion effect that prompts the player to operate the first effect button 35 is performed (see FIG. 16(C)). Similar to that described above based on FIG. 13(E), a first effect button operation promotion effect that prompts the player to operate the first effect button 35 is performed.
[0302] (Reach establishment effect by odd symbols) Here, since it is set at the start of the current symbol variation to establish a reach with 7 symbols, in response to the player operating the first effect button 35, or in response to the expiration of the valid period related to the first effect button operation promotion effect of FIG. 17(C without the player operating the first effect button 35), a reach establishment effect (see FIG. 9(B)) that notifies that a reach with 7 symbols has been established is performed (see FIG. 17(D)). The reach establishment effect of FIG. 17(D) is performed in the same manner as the reach establishment effect described above based on FIG. 13(F).
[0303] (Reach symbol attention effect) In this way, when a reach establishment effect (odd numbered reach establishment effect: see Fig. 9(B)) that notifies the establishment of reach with 7 symbols is performed, a reach symbol attention effect (see Fig. 9(C)) is performed following this reach establishment effect (see Fig. 17(E) to (G)). Note that the reach symbol attention effect here is performed in the same way as the reach symbol attention effect described above based on Fig. 13(G) to (I), so a detailed explanation will be omitted here.
[0304] Next, when the effect progresses from the reach symbol attention effect (see Figure 9(C), Figures 17(E)-(G)) to the effect of the first effect route of the SPSP reach (see Figure 9), the following effect is performed. Specifically, a huge 7 symbol displayed by the combined effect of Figure 17(G) is separated into a left 7 symbol and a right 7 symbol, and a reach symbol separation and reduction effect is performed (see Figure 17(H)), which shows how these 7 symbols are reduced and move away from each other (see Figure 17(H)). Figure 17(H) shows how the left 7 symbol moves leftward and the right 7 symbol moves rightward at the same time. In this way, when one giant 7 symbol is separated into two 7 symbols (a left 7 symbol and a right 7 symbol) by the reach symbol separation and reduction effect of Figure 17(H), although not shown in the figure, the left 7 symbol and the right 7 symbol each return to the position where they were displayed during the reach formation effect (see Figure 17(D)), and are temporarily displayed in a pseudo-stop state at that position.
[0305] In this way, after a reach symbol attention effect (see Figure 9 (C), Figures 17 (E) to (G)) that draws attention to the 7 symbol as a reach symbol is performed, a reach symbol separation reduction effect (see Figure 17 (H)) is performed, and then a reach symbol reduction movement effect is performed (see Figure 9 (D), Figure 17 (I)). The reach symbol reduction movement effect exemplified in Figure 17 (I) is performed in the same way as the reach symbol reduction movement effect described above based on Figure 11 (B), except that the effect symbols that are reduced and moved are different. Then, as is clear from the notation in Figures 11 (B) to (I), when the reach symbol reduction movement effect of Figure 17 (I) is performed, the effect will progress to the effect of the first effect route of the SPSP reach.
[0306] Here, after the reach symbol attention effect (see FIGS. 17(E) to (G)) that draws attention to the seven symbols as the reach symbol, a reach symbol separation and reduction effect (see FIG. 17(H)) and a reach symbol reduction and movement effect (see FIG. 17(I)) that separate one large seven symbol into two seven symbols (left seven symbol and right seven symbol) were described as an example. However, when a reach symbol attention effect that draws attention to an odd symbol different from the seven symbols (for example, three symbols) is performed and then the effect of the first effect route is performed, except for the difference in the reach symbol, the effect will proceed in the same flow as in FIGS. 17(E) to (I).
[0307] Note that the reach symbol separation and reduction effect (see FIG. 17(H)) and the reach symbol reduction and movement effect (see FIG. 17(I)) are performed when the effect proceeds to the effect of the first effect route of the SPSP reach after the reach symbol attention effect. When the effect proceeds to the effect of the second effect route of the SPSP reach (see FIG. 9) after the reach symbol attention effect, these reach symbol separation and reduction effects and reach symbol reduction and movement effects are not performed, and other effects are performed.
[0308] <Effect of the second effect route of SPSP reach> Next, while referring to FIGS. 9, 14, and 15, the flow and specific examples of the effect of the second effect route shown in FIG. 9 will be described. Here, FIGS. 14 and 15 are screen diagrams showing specific examples of the effect of the second effect route of the SPSP reach. Note that FIGS. 14 and 15 show specific examples of the effect of the second effect route when the reach establishment effect (see FIGS. 9(B) and 13(F)) and the reach symbol attention effect (see FIGS. 9(C) and 13(G) to (I)) are performed and then the effect of the second effect route shown in FIG. 9 (effects after FIG. 9(K)) is performed.
[0309] When the second performance route is followed by a reach symbol attention performance (see Fig. 9(C), Fig. 13(G)-(I)), a reach symbol split performance (see Fig. 9(K), Fig. 14(A)-(B)) is performed after the reach symbol attention performance. This reach symbol split performance is a performance in which one giant reach symbol (one giant 7 symbol in the example shown in Fig. 13(I)) displayed by the reach symbol attention performance is split into many tiny reach symbols (here, tiny 7 symbols), and Fig. 14(A)-(B) shows an example in which successive explosions occur for one giant 7 symbol, causing many tiny 7 symbols to fly off from the giant 7 symbol, and the giant 7 symbol gradually becomes smaller as a result.
[0310] The above-mentioned reach symbol separation and reduction effect based on Figure 17(H) separates one giant 7 symbol into two normal-sized 7 symbols in order to progress the effect to the first effect route of the SPSP reach. However, the reach symbol splitting effect (see Figures 14(A)-(B)) is different from the reach symbol separation and reduction effect in that the tiny 7 symbol, which is the reach symbol after splitting, is much smaller than the two normal-sized 7 symbols mentioned above, and the number of tiny 7 symbols after splitting is extremely large (compared to the two normal-sized 7 symbols mentioned above).
[0311] The reach symbol splitting effect (see Fig. 9(K) and Fig. 14(A)-(B)) is an effect in which one huge reach symbol (for example, 7 symbol) displayed by the reach symbol attention effect (see Fig. 9(C)) that draws attention to the reach symbol (here, odd number symbol) is split into many tiny reach symbols (for example, tiny 7 symbol). For this reason, the reach symbol splitting effect (see Fig. 9(K)) is sometimes executed after the reach symbol attention effect, but when the reach symbol attention effect is not executed, that is, when the reach establishment effect (see Fig. 9(B)) that notifies the establishment of reach with even number symbol is executed, the reach symbol splitting effect (see Fig. 9(K)) is not executed.
[0312] (When the performance pattern is displayed in the second display mode) Next, when the reach symbol splitting effect (see FIG. 9(K) and FIG. 14(A)-(B)) is performed, a background image representing a minimal reach symbol is displayed (see FIG. 9(L) and FIG. 14(C)). Specifically, the sub-CPU 91 changes the background image from a normal background image (not shown) to a background image of a minimal odd symbol pattern (here, a minimal 7 symbol background of a minimal 7 symbol pattern). This allows the player to identify the reach symbol based on the background image displayed during the second effect route of the SPSP reach symbol. Furthermore, since the 7 symbol in this embodiment is an effect symbol that, if aligned, confirms the winning of 3R probability variable A (see FIG. 6(B)), by continuously displaying the minimal 7 symbol background during the effect route of the second effect route, it is possible to effectively increase the player's anticipation for a probability variable jackpot.
[0313] The minimal 7 symbol background is displayed when the first special symbol is being variably displayed in the normal game state, so for example, the minimal 7 symbol background is displayed on the entire screen of the display screen 70 so that each minimal 7 symbol represented by the minimal 7 symbol background appears to oscillate. Therefore, the player can recognize that the first special symbol is being variably displayed by seeing each minimal 7 symbol oscillating.
[0314] Here, the display modes of the reach symbols when the SPSP reach progresses along the first presentation route and when the SPSP reach progresses along the second presentation route will be compared.
[0315] When the SPSP reach progresses along the first performance route, as described above with reference to Figures 11(C) to (I), for example, the left symbol as the reach symbol is displayed in a pseudo-stop state in the upper left area in a reduced state, and the right symbol as the reach symbol is displayed in a pseudo-stop state in the upper right area in a reduced state. Note that these left and right symbols that are displayed when the performance is progressing along the first performance route are not shown in the figure, but are superimposed on the background image.
[0316] On the other hand, when the SPSP reach progresses through the second presentation route, there is no concept of left or right patterns, and the reach pattern is represented by an odd pattern background such as the above-mentioned tiny 7 pattern background, as exemplified in Figures 14(C) to (I) and 15(A).
[0317] In this way, since the display mode of the reach pattern differs between the first presentation route and the second presentation route, the player can easily determine whether the presentation is progressing on the first presentation route or the second presentation route based on the display mode of the reach pattern during an SPSP reach.
[0318] In addition, Figures 14(C) to (I) and Figure 15(A) show an example of a state in which a minimal 7 pattern background with a minimal 7 pattern is displayed because a reach with a 7 pattern has been achieved, but if, for example, a reach with a 3 pattern has been achieved, a minimal 3 pattern background with a minimal 3 pattern will be displayed, and if, for example, a reach with a 5 pattern has been achieved, a minimal 5 pattern background with a minimal 5 pattern will be displayed.
[0319] However, such a minimal odd number pattern background is displayed only when a reach is achieved using an odd number pattern and a reach pattern attention effect (see Figure 9(C)) is performed, which draws attention to the odd number pattern as the reach pattern, so the minimal even number pattern background of an even number pattern will never be displayed.
[0320] When the display of the extremely small odd number symbol background (here, the extremely small 7 symbol background) starts as described above, an extremely small reach symbol intermittent illumination effect in the background (see FIG. 9(M)) starts, which intermittently illuminates the extremely small reach symbol (here, the extremely small 7 symbol) represented by the extremely small odd number symbol background. This extremely small reach symbol intermittent illumination effect in the background is an effect in which each extremely small odd number symbol (the extremely small 7 symbol in the example shown in FIG. 14) represented by the extremely small odd number symbol background is illuminated intermittently, and FIGS. 14(D), (F), and (H) show examples of the state in which each extremely small 7 symbol is illuminated, and FIGS. 14(E), (G), and (I) show examples of the state in which each extremely small 7 symbol is not illuminated.
[0321] In the gaming machine 1 of this embodiment, when a reach is achieved with an odd numbered symbol, a reach symbol attention display is performed to draw attention to the odd numbered symbol, but when the SPSP reach display is progressing on the second display route, the extremely small reach symbol intermittent illumination display in the background is performed intermittently as described above, so it is possible to draw attention to the reach symbol (odd numbered symbol) not only when a reach is achieved with an odd numbered symbol, but also during the display of the second display route of the SPSP reach.
[0322] Next, the SPSP reach begins (see Figure 9(N) and Figure 14(E)). The presentation of the SPSP reach here is basically the same as when the presentation of the first presentation route progresses, and when the SPSP reach begins, although not shown in Figure 14(E), presentation images of the second half battle, etc. are displayed in the entire screen area of the display screen 70 as SPSP reach presentation images displayed during the SPSP reach (see Figure 9(O)).
[0323] When the first presentation route is being performed, the left-hand symbols are displayed in a reduced size in the upper left area, and the right-hand symbols are displayed in a reduced size in the upper right area, so as described above with reference to Fig. 9(G), the presentation of the second half of the battle is performed using the central area of the display screen 70. In contrast, when the second presentation route is being performed, the reach symbols are expressed using a minimal odd-numbered symbol background, so it is possible to present the presentation of the second half of the battle in a wider display area than when the first presentation route is being performed.
[0324] (Second possibility suggestion) Next, as the presentation of the second presentation route of the SPSP reach progresses, a second possibility suggestion presentation may be performed (see Fig. 9(P) and Fig. 14(G)), suggesting that there is a possibility that a winning notification presentation (see Fig. 9(S)) will be executed. In this embodiment, the second possibility suggestion presentation is a presentation in which vertically long strip-shaped images representing letters indicating the degree of possibility that a winning notification presentation will be executed are displayed on both the left and right sides of the display screen 70, and Fig. 14(G) illustrates an example of the second possibility suggestion presentation being performed in which a strip-shaped image representing the letters "SUPER" is displayed on the left side of the display screen 70 and a strip-shaped image representing the letters "CHANCE!" is displayed on the right side of the display screen 70.
[0325] In this embodiment, the presentation pattern of the second possibility suggestion presentation is only one type, as exemplified in Figure 14(G), and as the presentation of the second presentation route progresses, there are cases where the second possibility suggestion presentation is executed and cases where the second possibility suggestion presentation is not executed, with the former case having a higher reliability of a jackpot than the latter case (i.e., the winning notification presentation of Figure 9(S) is more likely to be executed in this pattern change).
[0326] Therefore, when the presentation of the second presentation route is progressing as the presentation of the SPSP reach, the player can enjoy the game while hoping that the second possibility suggestion presentation will occur.
[0327] Furthermore, this second possibility suggestion effect is an effect that can be executed when the SPSP reach effect is progressing along the second effect route, but it is not executed when the SPSP reach effect is progressing along the first effect route, and can be said to be an effect exclusive to the second effect route.
[0328] Although not shown in Figure 9, Figure 14 (H) illustrates an example of a first effect button operation promotion effect being performed in the latter half of the SPSP reach or later, urging the player to operate the first effect button 35.However, since this first effect button operation promotion effect is performed in the same manner as during the first effect route described above based on Figure 11 (F), a detailed explanation will be omitted here.
[0329] Figure 14(I) shows an example of a cut-in being performed in response to the first effect button 35 being operated during the valid period of the first effect button operation prompt effect in Figure 14(H), or in response to the valid period ending without the first effect button 35 being operated. The cut-ins here include weak cut-ins, medium cut-ins, and strong cut-ins, just like the cut-ins that occur during the first effect route, and Figure 14(H) shows an example of a medium cut-in being performed.
[0330] In this way, when a cut-in is made and the SPSP reach reaches the end, a second button operation prompting effect is performed (see FIG. 11(H)), which prompts the player to operate the second button 36, although this is not shown in FIG. 9. This second button operation prompting effect is performed in the same way as the second button operation prompting effect in FIG. 11(H) that is performed during the first effect route, except that it is performed with the extremely small 7 symbol background displayed.
[0331] Here, if the result of the first special symbol determination executed by the main CPU 81 at the start of this symbol variation is a "miss," then in response to the second effect button 36 being operated during the valid period for the second effect button operation prompt effect, or the valid period for the second effect button operation prompt effect ending without the second effect button 36 being operated, a defeat effect similar to that described above based on Figure 11 (I) (see Figure 9 (T)) is performed, and a background destruction effect is performed (see Figure 15 (G)) showing the panel with the tiny 7 symbol background being destroyed as a miss suggestion effect suggesting a miss. The display of the tiny 7 symbol background ends and the background returns to the normal background.
[0332] Then, as a miss notification effect in Figure 9(U), just before the display of the changing first special pattern ends, three performance patterns indicating the reach miss number of "767" are pseudo-stopped and displayed (see Figure 15(H)), and as the miss pattern is stopped and displayed as the first special pattern, the three performance patterns indicating the reach miss number of "767" actually stop (see Figure 15(I)).
[0333] (Featured double-digit pattern) On the other hand, if the result of the first special symbol determination executed by the main CPU 81 at the start of this symbol variation is a "jackpot," then in response to the second symbol button 36 being operated during the valid period for the second symbol button operation prompt effect, or the valid period for the second symbol button operation prompt effect ending without the second symbol button 36 being operated, a victory effect (see FIG. 9(Q)) showing the main character defeating the enemy character and a double-digit symbol attention effect (see FIG. 9(R)) that draws attention to the effect symbol suggesting that a jackpot game will be played are performed as operation-responsive effects. Note that the victory effect is omitted in FIG. 15, and specific examples of the double-digit symbol attention effect are shown in FIGS. 15(B) to (E).
[0334] Here, when the performance proceeds along the first performance route, regardless of whether the three performance symbols representing the doublets are odd or even, a doublet performance symbol attention performance similar to the above-described doublet performance symbol attention performance is performed based on Figures 16(G) to (H). This is because when the performance proceeds along the first performance route, the extremely small odd number symbol background (see Figures 14(C) to (I)) is not displayed. In contrast, as exemplified in Figures 14 and 15, when the performance proceeds along the second performance route with the extremely small odd number symbol background (here, the extremely small 7 symbol background) displayed and a doublet performance symbol attention performance is performed, a doublet performance symbol attention performance that is partially different from when the performance proceeds along the first performance route is performed. Specifically, it is as follows.
[0335] That is, in response to the operation of the second effect button 36 in response to the second effect button operation prompt effect in Fig. 15(A), a victory effect is first performed, which shows the main character winning against the enemy character, although this is not shown in Fig. 15. Then, as part of the doublet effect symbol attention effect following this victory effect, each of the minimal odd number symbols represented by the minimal odd number symbol background is collected (moved) into each of the display areas of the left symbol display area where the left symbol is displayed in a pseudo-stop state, the middle symbol display area where the middle symbol is displayed in a pseudo-stop state, and the right symbol display area where the right symbol is displayed in a pseudo-stop state, and the minimal odd number symbols collected in each display area are combined to generate an effect symbol, and by repeating this series of effects, a collection combination expansion effect is performed in which the same effect symbol that has appeared in each display area gradually becomes larger (see Figs. 15(B) to (C)). Figures 15(B) to (C) illustrate how the tiny 7 symbols displayed in various places on the display screen 70 are gathered and combined into one of the three display areas, causing the 7 symbols generated in each display area to gradually become larger.
[0336] In this way, as a result of the group combination expansion effect, when the normal size 7 symbol is pseudo-stopped and displayed in each of the right symbol display area, the center symbol display area, and the right symbol display area, the same doublet effect symbol attention effect as described above based on Figures 16(G) to (H) is executed consecutively (see Figures 15(D) to (E)). Figures 15(D) to (E) illustrate how the attention level to these three effect symbols increases as the three effect symbols showing the doublet of "777" pseudo-stopped and displayed by the group combination expansion effect of Figures 15(B) to (C) are gradually enlarged and displayed.
[0337] In this way, when a victory effect (see Figure 9(Q)) and a double-digit effect pattern attention effect (see Figure 9(R), Figures 15(B) to (E)) are performed in response to operation of the second effect button 36, the three effect patterns indicating the double-digit "777" are pseudo-stopped and displayed in their normal size (see Figure 15(F)), and as the jackpot pattern (here, jackpot pattern X1 indicating a win in 3R special mode A: see Figure 6(B)) is displayed as the first special pattern, a win notification effect (see Figure 9(S)) is performed in which these three effect patterns indicating the double-digit "777" are actually stopped.
[0338] (Other configurations related to double-digit performance pattern attention performance) The following configuration may be adopted for the double-digit effect symbol attention effect. That is, in this embodiment, when the first effect route of the SPSP reach is performed and then the winning notification effect is performed, the double-digit effect symbol attention effect exemplified in Figures 16(G) to (H) is executed, and when the second effect route of the SPSP reach is performed and then the winning notification effect is performed, the double-digit effect symbol attention effect exemplified in Figures 16(G) to (H) that is partially different from the double-digit effect symbol attention effect of Figures 16(G) to (H) is executed. In contrast, in other embodiments, for example, when the effect of the second effect route progresses, a configuration may be adopted in which the double-digit effect symbol attention effect of Figures 15(D) to (E) is executed without executing the group combination expansion effect of Figures 15(B) to (C), so that when the effect progresses along the second effect route, a double-digit effect symbol attention effect that is common to when the effect progresses along the first effect route is executed.
[0339] In addition, in this embodiment, an example is described in which a doublet effect symbol attention effect is executed in which three effect symbols representing a doublet are simultaneously enlarged. However, other effects different from the effect exemplified in this embodiment may be executed as the doublet effect symbol attention effect as long as they can draw the player's attention to the three effect symbols representing a doublet. An example of such other effects is an effect in which three effect symbols representing a doublet are displayed in a pseudo-stop state and a decorative image of a predetermined color is added to these effect symbols. It is also possible to adopt a method of combining the movement or rotation of the three effect symbols representing a doublet with such other effects to increase the attention of these three effect symbols.
[0340] [Features of each noteworthy performance performed in normal performance mode and related performances] Up to this point, we have explained each of the featured effects performed when the effects are controlled in the normal effect mode, and the flow and specific examples of each of the featured effects related to these featured effects, mainly with reference to Figures 8 to 18. Below, we will explain the features of each of the featured effects performed in the normal effect mode and their related effects with reference to Figure 19. Here, Figure 19 is an explanatory diagram for explaining the features of each of the featured effects performed in the normal effect mode and their related effects.
[0341] In Figure 19, the effect whose variation type is "pre-target variation" is a pre-reading effect that is performed in a pattern variation prior to the pre-read target variation based on the results of a preliminary judgment regarding the pre-read target variation, and the effect whose variation type is "pre-read target variation" (the variation) is a performance that is performed in the pre-read target variation based on the judgment results of the first special pattern judgment that is performed at the start of the pre-read target variation.
[0342] (Featured double-digit pattern) The gaming machine 1 of this embodiment is configured to be able to execute a doublet effect pattern attention effect as a "different attention effect" different from any of the reach symbol attention effect that draws attention to the second effect symbol (an odd number symbol displayed as a reach symbol), the first effect symbol attention effect that draws attention to the first effect symbol (for example, an even number symbol), and the second effect symbol attention effect that draws attention to the second effect symbol (for example, an odd number symbol displayed when a reach symbol is not being executed). Specifically, the gaming machine 1 is configured to execute, for example, a post-reach effect (an example of an "expectation effect") from FIG. 9(C) onward that draws attention to the effect symbol that suggests that a jackpot game will be executed (in this embodiment, three effect symbols that show doublets) that draw attention to the effect symbol that suggests that a jackpot game will be executed.
[0343] This doublet effect symbol attention effect has been described above based on Figures 8(Q), 9(R), 15(B)-(E), 16(G)-(H), etc., and has the characteristic that it can be executed when the result of the first special pattern determination executed by the main CPU 81 when the first special pattern starts to vary in the normal gaming state is a "jackpot," but it is not executed when the result of this first special pattern determination is a "miss." From this, it can be said that the doublet effect symbol attention effect is an effect that makes a jackpot highly likely when it occurs (i.e., an effect with a jackpot reliability of 100%), and is a definite suggestion effect that definitely suggests that a win notification effect will be executed.
[0344] In the gaming machine 1 of this embodiment, only in the first case where a winning notification effect is executed in an SPSP reach, a doublet effect symbol attention effect is executed prior to this winning notification effect, and in the second case where a winning notification effect is executed in a normal reach, or in the third case where a winning notification effect is executed in an SP reach, a doublet effect symbol attention effect is not executed. On the other hand, in other embodiments, in the second case and the third case, a doublet effect symbol attention effect may be executed prior to the winning notification effect, as in the first case.
[0345] (First performance pattern noteworthy performance) As described above based on Figures 8 and 12, the first performance pattern attention effect (see Figure 8(D)) is an effect that draws attention to the first performance pattern (in this embodiment, an even number pattern) displayed by the weak chance eye effect (see Figure 8(C)) when the pre-target fluctuation in which the no-reach effect and miss notification effect are performed ends (see Figures 12(C) to (D)), and in this embodiment, the jackpot reliability of the first performance pattern attention effect is set to approximately 15% (see Figure 19).
[0346] In this embodiment, as described above, the jackpot reliability of the first performance symbol focus effect is set to a relatively high value of approximately 15%, and in the gaming machine 1 of this embodiment, when the first performance symbol focus effect is executed (together with the weak chance eye effect) in the target pre-variation, some kind of reach effect will always be executed in the subsequent pre-read target variation. This is because the sub-CPU 91 executes the first performance symbol focus effect only when it obtains advance determination information indicating that the first special symbol variation pattern that will result in the execution of some reach effect in the pre-read target variation will be selected at the start of the pre-read target variation. Furthermore, when the weak chance eye effect and the first performance symbol focus effect are combined in the target pre-variation, the doublet performance symbol focus effect (and the win notification effect) is more likely to be executed in the pre-read target variation than when the weak chance eye effect is executed alone in the target pre-variation. Therefore, by executing the first performance pattern attention performance in the pre-target variation before a reach is established in the pre-read target variation and a reach performance is performed, it is possible to direct the player's attention to the performance pattern, and as a result, it is possible to effectively suggest that there is a possibility that a performance attention performance such as a double-digit performance pattern attention performance will be performed in the pre-read target variation.
[0347] (Second performance pattern noteworthy performance) As described above based on Figures 8 and 12, the second performance pattern attention effect (see Figure 8(F)) is an effect that draws attention to the second performance pattern (in this embodiment, an odd numbered pattern) displayed by the strong chance eye effect (see Figure 8(E)) when the pre-target variation in which the no-reach effect and miss notification effect are performed ends (see Figures 12(G) to (H)), and in this embodiment, the jackpot reliability of the second performance pattern attention effect is set to approximately 31% (see Figure 19).
[0348] In this embodiment, as described above, the jackpot reliability of the second performance symbol attention effect is set to about 31%, which is higher than the jackpot reliability of the first performance symbol attention effect (about 15% in this embodiment), and in the gaming machine 1 of this embodiment, when the second performance symbol attention effect is executed in the target pre-variation (together with the strong chance eye effect), a reach effect of SP reach or higher (at least one of SP reach or SPSP reach) is always executed in the subsequent pre-read target variation. This is because the sub-CPU 91 executes the second performance symbol attention effect only when it obtains advance determination information indicating that the first special pattern variation pattern, which will result in at least one of SP reach and SPSP reach being executed in the pre-read target variation, is selected at the start of the pre-read target variation. Furthermore, the second performance symbol attention effect has the characteristic that when the strong chance eye effect and the second performance symbol attention effect are combined in the target pre-variation, it is easier to execute the doublet performance symbol attention effect (and the winning notification effect) in the pre-read target variation than when the strong chance eye effect is executed alone in the target pre-variation. For this reason, by executing the second performance symbol attention effect in the target pre-variation before a reach is established in the pre-read target variation and a reach effect of SP reach or higher is executed, it is possible to direct the player's attention more to the performance symbol than when the first performance symbol attention effect is executed, and as a result, it is possible to effectively suggest that there is a possibility that an attention effect such as the doublet performance symbol attention effect will be executed in the pre-read target variation.
[0349] (Attention to reach patterns) The reach pattern attention effect (see Figures 8(V) and 9(C)) is an attention effect that draws attention to the second performance pattern (in this embodiment, an odd numbered pattern) when a reach is achieved using a performance pattern, and when a reach is achieved using a performance pattern that targets the first performance pattern (in this embodiment, an even numbered pattern), no attention effect that draws attention to this first performance pattern is executed.
[0350] As is clear from the notation in FIG. 8, the reach symbol attention effect (see FIG. 8(V)) is an effect that is executed following the reach achievement effect (see FIG. 8(U)) that follows the reach achievement instigation effect (see FIG. 8(S)) before the start of the SPSP reach (see FIG. 8(P)), and in the gaming machine 1 of this embodiment, the reach symbol attention effect is not executed following the reach achievement effect of FIG. 8(K). In this way, the reach symbol attention effect is not executed when the reach achievement effect of FIG. 8(K) is executed because, after the reach achievement effect of FIG. 8(K), a miss notification effect (see FIG. 8(N)) is often executed in a normal reach (see FIG. 8(L)), and if a reach symbol attention effect is executed before the start of such a normal reach, it will cause discomfort to the player, and there is a concern that it will decrease interest rather than increase interest.
[0351] In this manner, the reach symbol attention effect (see FIG. 8(V)) that is executed following the reach establishment effect (see FIG. 8(U)) that is executed after the reach establishment prompting effect (see FIG. 8(S)) has a jackpot reliability set to about 39% in this embodiment. In this manner, the reach establishment prompting effect, which has a relatively high jackpot reliability, is executed when a reach is established with odd symbols, but is not executed when a reach is established with even symbols. Therefore, the player can enjoy playing while hoping that the reach establishment effect (see FIG. 8(U)) that notifies the establishment of a reach with odd symbols will be executed, rather than the reach establishment effect (see FIG. 8(U)) that notifies the establishment of a reach with even symbols.
[0352] (A production in which the reach pattern is displayed in a reduced size in the upper left and right areas) As described above based on Figures 9(D) to (F) and Figures 16(D) to (F), in the gaming machine 1 of this embodiment, when the first presentation route is presented as an SPSP reach presentation, the presentation pattern is displayed in the first display mode, whereby the left pattern as the reach pattern is displayed in a pseudo-stop state in a reduced state in the upper left area of the display screen 70, and the right pattern as the reach pattern is displayed in a pseudo-stop state in a reduced state in the upper right area of the display screen 70.
[0353] As is clear from the notation in Fig. 9, in the gaming machine 1 of this embodiment, in some cases where the doublet effect symbol attention effect (see Fig. 9(R)) and the winning notification effect (see Fig. 9(S)) are performed, an effect is performed in which the reach symbol is displayed in a reduced size in the upper left and right areas (see Fig. 9(E)). In the doublet effect symbol attention effect, as described above based on Figs. 16(G) to (H), etc., an effect is performed in which the three effect symbols indicating the doublet are focused on, whereas in the effect in which the reach symbol is displayed in a reduced size in the upper left and right areas, as is clear from a comparison between the notation in Fig. 16(F) and the notation in Figs. 16(G) to (H), an effect is performed in which the left and right symbols of the above three effect symbols are focused on less. From this, it can be said that the effect of displaying the reach pattern in a reduced size in the upper left and right areas, the double-digit effect pattern attention effect, as shown in Figure 19, is an effect that suggests there is a possibility that the double-digit effect pattern attention effect will be executed, and in this embodiment, the reliability of this jackpot is set to approximately 27%.
[0354] (First possibility suggestion) As described above, the first possibility suggestion effect (see Figures 9(H) and 11(E)) is an effect in which possibility suggestion characters indicating the degree of possibility of a winning notification effect being executed are displayed between the left and right reach symbols in the upper area of the display screen 70. As described above, in this embodiment, two types of possibility suggestion characters are prepared: "CHANCE" and "VERY GOOD CHANCE." The jackpot reliability of the first possibility suggestion effect displaying the characters "CHANCE" is set to approximately 18%, and the jackpot reliability of the first possibility suggestion effect displaying the characters "VERY GOOD CHANCE" is set to approximately 40%. Figure 11(E) illustrates how the first possibility suggestion effect displaying the characters "CHANCE" is performed.
[0355] As is clear from the notation in Figure 9, this first possibility suggestion effect (see Figure 9(H)) is an effect that can be executed when an effect in which the reach pattern is displayed in a reduced size in the upper left and right areas (see Figure 9(E)) is being performed, i.e., during part of the time when the first effect route is being performed as an SPSP reach effect, but has the characteristic that it is not executed when the second effect route is being performed as an SPSP reach effect (i.e., when an effect in which a background image representing a tiny reach pattern is being displayed is being performed) (see Figure 19).
[0356] Furthermore, in the gaming machine 1 of this embodiment, based on the result of the pre-determination process (pre-determination information) related to the right to determine the first special symbol corresponding to the pre-read target change (see FIG. 8), it is possible to execute an icon change effect targeting a reserved icon that suggests that the pre-read target change is on hold, and the first possibility suggestion effect has the characteristic that when the icon change effect is executed, the first possibility suggestion effect is more likely to be executed than when the icon change effect is not executed. Therefore, by executing the icon change effect targeting the reserved icon that suggests that the pre-read target change is on hold prior to the start of the pre-read target change, the effect of the first effect route progresses as an SPSP reach effect in the pre-read target change, and it is possible to make the player expect that the first possibility suggestion effect will be executed in the process.
[0357] In this embodiment, in order to realize the above-mentioned feature that when the icon change effect is executed, the first possibility suggestion effect is more likely to be executed than when the icon change effect is not executed, the sub-CPU 91 performs the following processing. That is, when advance determination information indicating that a first special symbol change pattern in which an SPSP reach is executed in the pre-reading target change is selected at the start of the pre-reading target change is obtained as advance determination information related to the right of first special symbol determination corresponding to the pre-reading target change, an icon change effect targeting a reserved icon suggesting that the pre-reading target change is on hold is executed with a higher probability than when advance determination information indicating that a first special symbol change pattern in which an SPSP reach is not executed in the pre-reading target change is selected at the start of the pre-reading target change is obtained.
[0358] (A background image showing the smallest reach pattern is displayed) As described above based on Figures 9(K) to (N) and Figure 14, in the gaming machine 1 of this embodiment, when the second presentation route (see Figure 9) is performed as the presentation of an SPSP reach, the background image of the extremely small reach pattern is displayed full screen on the display screen 70 as a presentation in which the presentation pattern is displayed in the second display mode.For example, Figure 14(C) illustrates a state in which, since a reach with a 7 pattern has been achieved, the extremely small 7 pattern background of the extremely small 7 pattern is displayed full screen as the background image of the extremely small reach pattern.
[0359] As is clear from the notation in FIG. 9, in the gaming machine 1 of this embodiment, in some cases where the doublet effect symbol attention effect (see FIG. 9(R)) and the win notification effect (see FIG. 9(S)) are performed, the effect of FIG. 9(L) is performed, displaying a background image representing a minimal reach symbol (in this embodiment, a minimal odd number symbol background). As illustrated in FIG. 19, the jackpot reliability of the effect displaying the background image representing this minimal reach symbol is set to approximately 42% in this embodiment, which is higher than the jackpot reliability of the effect displaying the reach symbol in a reduced size in the upper left and right areas (approximately 27% in this embodiment). Therefore, it can be said that the doublet effect symbol attention effect (see FIG. 9(R)) and the win notification effect (see FIG. 9(S)) are more likely to be performed when the effect displaying the background image representing the minimal reach symbol is performed than when the effect displaying the reach symbol in a reduced size in the upper left and right areas is performed.
[0360] As described above with reference to Figure 9 etc., the effect of displaying a reduced-size reach symbol in the upper left and right areas (see Figure 9(E)) can be executed regardless of whether the reach symbol is an odd number symbol or an even number symbol, whereas the effect of displaying a background image representing a minimal reach symbol (see Figure 9(L)) is executed only when the reach symbol is an odd number symbol. In the gaming machine 1 of this embodiment, when the effect of displaying a background image representing a minimal reach symbol (see Figure 9(L)) is executed, prior to that, an odd number symbol reach establishment effect (see Figure 9(B)) that notifies the establishment of a reach with an odd number symbol and a reach symbol attention effect (see Figure 9(C)) that draws attention to the reach symbol (in this embodiment, an odd number symbol) are always executed. Therefore, the player can enjoy the game while expecting that an odd number symbol reach establishment effect that notifies the establishment of a reach with an odd number symbol will be executed first, rather than an even number symbol reach establishment effect that notifies the establishment of a reach with an even number symbol, and furthermore, an effect that displays a background image showing a minimum reach symbol will be executed.
[0361] In this way, by successively executing an odd number pattern reach establishment effect that notifies the player that a reach has been established with an odd number pattern, and a reach pattern attention effect that draws attention to the reach pattern (in this embodiment, an odd number pattern), and further executing an effect that displays a background image representing a very small reach pattern, it is possible to effectively increase the player's anticipation for the execution of the double number pattern attention effect (and winning notification effect).
[0362] Note that the reach symbols (minimal odd symbols: see, for example, FIG. 14(C)) displayed by a presentation that displays a background image showing a minimal reach symbol (see FIG. 9(L)) are smaller than the reach symbols (left and right symbols: see FIG. 16(F)) displayed by a presentation that displays the reach symbols in reduced size in the upper left and right areas (see FIG. 9(E)). In other words, when the presentation of the second presentation route proceeds as the SPSP reach symbol, the displayed reach symbols are smaller than when the presentation of the first presentation route proceeds as the SPSP reach symbol. This allows the player to enjoy the game while paying attention to the size of the reach symbols displayed during the SPSP reach symbol.
[0363] (Intermittent illumination of extremely small reach symbols in the background) The intermittent illumination effect of the extremely small reach symbol in the background (see FIG. 9(M)) is an effect in which the extremely small reach symbol (in this embodiment, the extremely small odd symbol) represented by the extremely small odd symbol background is illuminated intermittently, and FIGS. 14(D) to (I) show an example of a large number of extremely small 7 symbols as extremely small reach symbols being illuminated intermittently. This intermittent illumination effect of the extremely small reach symbol in the background uses the extremely small reach symbol represented by the extremely small odd symbol background, and is characterized in that it is only executed when the extremely small reach symbol is displayed by the extremely small odd symbol background (see FIG. 19).
[0364] In addition, in the gaming machine 1 of this embodiment, when an effect displaying a background image representing a very small reach pattern is executed, an intermittent illumination effect of a very small reach pattern in the background is always executed as a set, so the probability of a jackpot for the intermittent illumination effect of a very small reach pattern in the background is approximately 42%, the same as for the effect displaying a background image representing a very small reach pattern.
[0365] In the gaming machine 1 of this embodiment, when a reach is achieved with an odd numbered symbol after the reach achievement prompting effect (see Figure 9(A)), the reach achievement effect (see Figure 9(B)) and the reach symbol attention effect (see Figure 9(C)) are executed, and the above-mentioned intermittent lighting effect is executed during the subsequent performance of the second performance route, so that it is possible to draw the player's attention to the reach symbol not only when a reach is achieved with an odd numbered symbol, but also thereafter.
[0366] (Second possibility suggestion) As described above, the second possibility suggestion effect (see Fig. 9(P) and Fig. 14(G)) is an effect in which vertically long strip images representing letters indicating the degree of possibility of a winning notification effect being executed are displayed on both the left and right sides of the display screen 70, and in this embodiment, the probability of a winning jackpot is set to approximately 55%, as illustrated in Fig. 19. Fig. 14(G) illustrates an example of the second possibility suggestion effect being performed, in which a strip image representing the letters "SUPER" is displayed on the left side of the display screen 70, and a strip image representing the letters "CHANCE!" is displayed on the right side of the display screen 70.
[0367] As is clear from the notation in Figure 9, this second possibility suggestion effect (see Figure 9(P)) is an effect that can be executed when an effect that displays a background image representing a very small reach pattern (see Figure 9(L)) is being performed, that is, during part of the time when the second presentation route is being performed as an SPSP reach presentation, but has the characteristic that it is not executed when the first presentation route is being performed as an SPSP reach presentation (that is, when an effect is being performed in which the reach pattern is displayed in a reduced size in the upper left and right areas) (see Figure 19).
[0368] Furthermore, in the gaming machine 1 of this embodiment, based on the result of the pre-determination process (pre-determination information) related to the right to determine the first special symbol corresponding to the pre-read target change (see FIG. 8), it is possible to execute an icon change effect targeting a reserved icon that suggests that the pre-read target change is on hold, and similar to the first possibility suggestion effect, the second possibility suggestion effect has the characteristic that, when the icon change effect is executed, the second possibility suggestion effect is more likely to be executed than when the icon change effect is not executed. Therefore, by executing the icon change effect targeting the reserved icon that suggests that the pre-read target change is on hold prior to the start of the pre-read target change, the effect of the second effect route will progress as an SPSP reach effect in the pre-read target change, and the player can be made to expect that the second possibility suggestion effect will be executed in the process.
[0369] In this embodiment, in order to realize the above-mentioned feature that when the icon change effect is executed, the second possibility suggestion effect is more likely to be executed than when the icon change effect is not executed, the sub-CPU 91 performs the following processing. That is, when advance determination information relating to the right of the first special symbol determination corresponding to the pre-read target change is obtained, which indicates that a first special symbol change pattern in which an SPSP reach is executed in the pre-read target change is selected at the start of the pre-read target change, the icon change effect targeting the reserved icon suggesting that the pre-read target change is on hold is executed with a higher probability than when advance determination information indicating that a first special symbol change pattern in which an SPSP reach is not executed in the pre-read target change is selected at the start of the pre-read target change is obtained.
[0370] By performing such processing, the gaming machine 1 of this embodiment can effectively suggest that there is a possibility that the first possibility suggestion effect or the second possibility suggestion effect will be executed by executing an icon change effect targeting the pending icon, which suggests that the predicted target change is pending.
[0371] [About the effects that occur during jackpot play] As described above, when the result of the first special symbol determination in the normal gaming state is a "jackpot," one of the jackpot symbols X1 to X2 (see FIG. 6(B)) is stopped and displayed on the first special symbol display 41. Accordingly, three effect symbols representing a double number, such as "222," are stopped on the display screen 70. In the gaming machine 1 of this embodiment, the double numbers "777" and "333" are effect symbols that definitively indicate that the game will be controlled in a probability variable gaming state after the jackpot game ends. When 3R probability variable A is selected as the type of jackpot related to the first special symbol determination (when the jackpot symbol X1 is stopped and displayed), one of these double numbers will be stopped on the display screen 70 as the three effect symbols indicating a probability variable jackpot.
[0372] In this way, when the three performance symbols showing the double numbers "777" or "333" that definitely notify of a probability variable jackpot stop as the jackpot symbol X1 is stopped, as described above based on Figure 6 (B), a jackpot game including a long opening round game in which the second large prize winning port 28 and the V prize winning port 287 are long opened is executed. For this reason, during this long opening round game, a launch promotion effect (see Figures 20 (B) and (C)) that encourages the player to launch a game ball aimed at the V prize winning port 287 is executed as a round performance, and when the game ball passes through the V prize winning port 287 during this long opening round game, the launch promotion effect ends, and a V prize winning notification effect (see Figure 20 (D)) that notifies that the game ball has entered the V prize is executed.
[0373] On the one hand, as a type of jackpot related to the first special symbol determination, when 3R sure change A is selected, and when 3R normal (see Fig. 6(B)) is selected, any one of the seven types of symbol combinations of "111", "222", "444", "555", "666", "888", and "999" (excluding the symbol combinations of "777" and "333") will come to a stop on the display screen 70. Here, when the three effect symbols showing the symbol combination of "777" or "333" come to a stop, a sure change confirmation notification effect that definitely notifies that it is a sure change jackpot during the opening period of the jackpot game is performed. On the other hand, when the three effect symbols showing any one of the above seven types of symbol combinations come to a stop, during the opening period of the jackpot game, for example, an operation promotion effect that prompts the player to operate the first effect button 35 is performed, and according to the operation of the first effect button 35, a success effect (an effect that notifies that it is a sure change jackpot) or a failure effect (an effect that notifies that it is a normal jackpot) is performed. Specifically, when the type of jackpot is 3R sure change A, a success effect is executed according to the operation of the first effect button 35, and when the type of jackpot is 3R normal, a failure effect is executed according to the operation of the first effect button 35.
[0374] In this way, when the above-mentioned sure change confirmation notification effect or success effect (according to the operation of the first effect button 35) is executed during the opening period of the jackpot game (when winning 3R sure change A), a three-round long opening round game including a long opening round game in which the second big winning port 28 and the V winning port 287 are opened for a long time is executed. This three-round long opening round game is as described above based on Fig. 6(B) and the like. On the other hand, when the above-mentioned failure effect is executed during the opening period of the jackpot game (when winning 3R normal), as described above based on Fig. 6(B), a one-round round game in which the second big winning port 28 is opened briefly and two long opening round games in which the first big winning port 26 is opened for a long time are executed.
[0375] <When V winning is notified> 20 is a screen diagram showing an example of a presentation when a V prize is announced during a jackpot game. When the result of the first special symbol determination in the normal game state is a "jackpot," and the jackpot symbol X1 (see FIG. 6(B)) indicating 3R probability variable A is stopped and displayed on the first special symbol display 41, three presentation symbols indicating, for example, the double number "777" may stop on the display screen 70. In this case, the following presentation is performed during a jackpot game related to 3R probability variable A.
[0376] First, during the opening period of the jackpot game related to 3R probability variable A, a predetermined opening effect is executed (see FIG. 20(A)). Specifically, as illustrated in FIG. 20(A), the word "RUSH BONUS" that notifies the type of jackpot this time is displayed in the central area of the display screen 70, and the word "RIGHT HIT" and a right-pointing arrow that encourages the player to hit right are displayed in the upper right area of the display screen 70. The word "RUSH BONUS" definitely notifies that the game will be controlled in a probability variable game state after the jackpot game ends, and the effect that displays the word "RUSH BONUS" functions as the above-mentioned probability variable confirmation notification effect.
[0377] Following the opening period of the jackpot game related to the 3R probability variation A in which such an opening effect is performed, a predetermined in-round effect is executed in association with the first round of round play, which is a long-open round play in which the second large prize winning port 28 and the V prize winning port 287 are long-opened (see FIGS. 20(B) and (C)). Specifically, as exemplified in FIGS. 20(B) and (C), three arrows (with the words "hit right") pointing to the V prize winning port 287 and large letters saying "Aim for V" are displayed large on the display screen 70, and a shot promotion effect is executed in which the voice saying "Aim for V" is output from the speaker 38. In addition, the three effect symbols of "777" that actually stopped before the start of this jackpot game are displayed small in the upper left area of the display screen 70.
[0378] Thus, in the first round of play, in which a launch promotion effect is performed to encourage the player to launch a game ball aimed at the V winning opening 287, the second large winning opening 28 is opened for a long time, and 1.5 seconds after the second large winning opening 28 begins to open, the V winning opening 287 begins to open for a long time. This long opening of the V winning opening 287 continues until the tenth game ball enters the second large winning opening 28 or the V winning opening 287 has been open for 10 seconds. Therefore, as long as the player hits the ball to the right in accordance with the launch promotion effect, the player can easily cause the game ball to enter the V winning opening 287. Note that this embodiment describes an example in which the launch promotion effect begins with the start of the first round of play. However, in other embodiments, the launch promotion effect may begin midway through the opening period or at the start of the opening period.
[0379] Next, when the game ball passes through the V winning hole 287 during the first round of play, a predetermined V winning notification effect is executed to notify that the game ball has won a V prize (see FIG. 20(D)). Specifically, for example, an effect display is performed showing two characters holding up a star-shaped emblem containing the letter "V" in joy, and a predetermined V winning notification sound is output from the speaker 38.
[0380] In this way, when the V-winning notification effect is executed to notify that the game ball has entered the V-winning hole during the first round of round play, a predetermined interval period begins, and during the subsequent second round of round play (long-open round play of the first large prize opening 26), the star-shaped emblem is displayed in a small size in the lower left area of the display screen 70 (see FIG. 20(E)). Although not shown in FIG. 20, during the third round of round play, a similar effect to that during the second round of round play is performed. Then, when the ending period of the jackpot game following the third round of round play begins, the words "Gekitou RUSH Enter!" are displayed in large size in the central area of the display screen 70, and the voice "Gekitou RUSH Enter!" is output from the speaker 38 to notify that a presentation mode called "Gekitou RUSH" will begin, which definitely notifies that the game is in a "probable game state."
[0381] [Robot-type gimmick 15 and swinging effects] Next, with reference to Figure 21, we will explain the schematic configuration of the robot-type gimmick 15 provided in the gaming machine 1 of this embodiment and the swinging effect using this robot-type gimmick 15. Here, Figure 21 is an explanatory diagram for explaining the robot-type gimmick 15 and the swinging effect using the robot-type gimmick 15. As described above based on Figure 1, in the gaming machine 1 of this embodiment, the robot-type gimmick 15 is provided in the front frame 31 at a position that can be looked down upon by a seated player. This robot-type gimmick 15 is provided on the back side of the upper tray 33, so that when a player looks at the upper tray 33, the robot-type gimmick 15 will naturally come into view.
[0382] 21, the robot-type gimmick 15 is configured to have an upper body 151, a lower body 152, and a connecting portion 153. This robot-type gimmick 15 is a movable performance accessory that resembles an ally character that may appear midway through the above-mentioned SPSP reach (second half battle), and the connecting portion 153 represents the waist area of the ally character, the upper body 151 represents the part of the ally character above the waist, and the lower body 152 represents the part of the ally character below the waist.
[0383] The lower body 152 has both feet (two lower end portions) fixed to the front frame 31 (see FIG. 1). In contrast, the upper body 151 and the connecting part 153 are fixed to each other, and the upper body 151 and the connecting part 153 are configured to be able to move integrally on the lower body 152. Although not shown in the figure, the connecting part 153 is provided with a rotation axis whose axial direction is perpendicular to the plane of the paper in FIG. 21. Also, although not shown in the figure, the robot-type gimmick swing motor 154 (see FIG. 5) that operates the robot-type gimmick 15 is provided in the front frame 31 so that its rotation axis, like the rotation axis of the connecting part 153, is perpendicular to the plane of the paper in FIG. 21, and the rotation axis of the robot-type gimmick swing motor 154 is connected to the rotation axis of the robot-type gimmick 15 so as to be able to transmit drive power via a drive transmission mechanism (not shown). Therefore, by alternately rotating the rotation shaft of the robot-type gimmick swing motor 154 in the forward and reverse directions, the upper body 151 (and the connecting part 153) can be swung counterclockwise and clockwise.
[0384] Fig. 21(A) illustrates the robot gimmick 15 in its initial position. Fig. 21(B) illustrates the robot gimmick 15 in a left-tilt position where the upper body 151 (and the connecting part 153) is tilted to the left by rotating the rotation axis of the robot gimmick swing motor 154 forward, and Fig. 21(C) illustrates the robot gimmick 15 in a right-tilt position where the upper body 151 (and the connecting part 153) is tilted to the right by rotating the rotation axis of the robot gimmick swing motor 154 backward.
[0385] The gaming machine 1 of this embodiment is configured to be able to execute various swing effects that swing the robot-type gimmick 15 between a left-tilt attitude and a right-tilt attitude (via the initial attitude) by the lamp CPU 121 (see FIG. 5) controlling the rotation of the robot-type gimmick swing motor 154. These swing effects will be described in detail later with reference to FIGS. 22 to 25.
[0386] [A series of performances including swinging effects] Below, various swing effects performed during the variable display of the first special symbol in the normal game state will be explained with reference to Figures 22 and 23. Here, Figure 22 is an explanatory diagram illustrating the flow of a series of effects in the pre-target variation, and Figure 23 is an explanatory diagram illustrating the flow of a series of effects in the pre-read target variation.
[0387] 22 is a pre-target variation similar to the pre-target variation described above based on FIG. 8, and in the gaming machine 1 of this embodiment, in the pre-target variation illustrated in FIG. 8, a series of effects illustrated in FIG. 22 may be performed based on advance determination information related to the right to determine the first special symbol corresponding to the pre-read target variation. Also, the pre-read target variation illustrated in FIG. 23 is a pre-read target variation similar to the pre-read target variation described above based on FIG. 8, and in the gaming machine 1 of this embodiment, in the pre-read target variation illustrated in FIG. 8, a series of effects illustrated in FIG. 23 may be performed based on the determination result of the first special symbol determination performed at the start of the pre-read target variation. In the following description, the effects after the SPSP reach in the pre-read target variation (the effects after FIG. 23(J)) will be referred to as "following effects," and the effects performed before that will be referred to as "advancing effects."
[0388] First, as described above with reference to Fig. 8(A), in a state in which the right to determine the first special symbol corresponding to the pre-read target variation is reserved in the normal game state, the display of the first special symbol and the effect symbol as a pre-target variation may be started (see Fig. 22(A)). Here, when a game ball enters the first start hole 21 during the display of the first special symbol variation in the normal game state and the right to determine the first special symbol related to the pre-read target variation is reserved, the main CPU 81 executes a pre-determination process based on the acquired information such as the jackpot random number acquired at the time of winning, and the sub-CPU 91 may set to execute a pre-swing effect in the pre-target variation based on the result of this pre-determination process (pre-determination information).
[0389] (Pre-swing performance) In this way, when it is set to execute a pre-swing effect, the sub-CPU 91 executes a pre-swing effect that swings the robot gimmick 15 while the first special symbol and the effect symbol are being displayed as a pre-target variation (see FIG. 22(B) as an example of a "first first swing effect"). This pre-swing effect swings the robot gimmick 15 at ultra-high speed by alternately switching the forward and reverse rotation of the robot gimmick swing motor 154 at extremely short time intervals (for example, 0.1 second intervals), and the swing time from the start to the end of the swing of the robot gimmick 15 in the pre-swing effect is set in advance to 1 second (see FIG. 22(B)). As described above, this robot-type gimmick 15 is modeled after an ally character that may appear during the SPSP reach (second half of the battle), so by executing this kind of advance shaking effect prior to the predicted target change, it is possible to effectively make the player expect that the second half of the battle will take place during the predicted target change, and that an ally character will appear during that second half of the battle.
[0390] Such a pre-swing effect is performed when the result of the first special pattern determination performed at the start of the target pre-variation is "miss" and a variation pattern of the first special pattern in which a no-reach effect is performed is selected. Therefore, in the target pre-variation, three performance patterns indicating a scatter pattern are pseudo-stopped on the display screen 70, and as a miss pattern is stopped and displayed as the first special pattern, a no-reach miss notification effect is performed in which the three performance patterns indicating the scatter pattern are actually stopped (see Figure 22 (C)).
[0391] 22, the pre-swing effect is executed by utilizing a pre-target fluctuation in which the first special symbol fluctuation time is relatively short (for example, a pre-target fluctuation with a fluctuation time of 5 seconds). For this reason, the pre-swing effect is not executed during the execution of the first effect button operation prompting effect that prompts the player to operate the first effect button 35, during the execution of an operation-responsive effect in response to the operation of the first effect button 35 in response to this first effect button operation prompting effect, during the execution of the second effect button operation prompting effect that prompts the player to operate the second effect button 36, or during the execution of an operation-responsive effect in response to the operation of the second effect button 36 in response to this second effect button operation prompting effect.
[0392] Up to this point, with reference to FIG. 22, an example has been described in which a pre-swing effect (see FIG. 22(B)) is executed in a pre-target variation, but a no-reach miss notification effect (see FIG. 22(C)) may also be executed without the pre-swing effect being executed. Note that the pre-swing effect has the following characteristics. That is, when the pre-determination result related to the right to determine the first special pattern corresponding to the pre-read target variation indicates a "jackpot," the pre-swing effect is more likely to be executed than when it indicates a "miss." Another characteristic is that the longer the variation time of the first special pattern specified based on the pre-determination result (pre-determination information) related to the right to determine the first special pattern corresponding to the pre-read target variation, the more likely the pre-swing effect is to be executed.
[0393] In addition, since the pre-swing effect is an effect that does not use the display screen 70, it is possible to combine it with other pre-reading effects, and in the pre-target fluctuation, the pre-swing effect (see Figure 22(B)) is performed before the weak chance eye effect (see Figure 9(C)) and the first performance pattern focus effect (see Figure 9(D)) are performed, or the pre-swing effect (see Figure 22(B)) is performed before the strong chance eye effect (see Figure 9(E)) and the second performance pattern focus effect (see Figure 9(F)) are performed, and it can be said that the likelihood of a jackpot is higher when these pre-reading effects are performed in combination than when they are performed alone.
[0394] Next, a series of effects performed during the variable display of the first special symbol and performance symbol related to the pre-read target variation will be explained with reference to Fig. 23. Note that here, during the variable display of the first special symbol and performance symbol related to the pre-read target variation, a series of effects including various swing effects using the robot type gimmick 15 will be explained using an example in which the effects progress in the order of pre-reach performance (see Fig. 8(J)), reach establishment performance (see Fig. 8(K)), normal reach (see Fig. 8(L)), SP reach (see Fig. 8(O)), and SPSP reach (see Fig. 8(P)).
[0395] In normal game mode, when a predetermined time has elapsed since a losing symbol is stopped and displayed as the first special symbol at the end of the pre-target variation immediately preceding the pre-read target variation, the main CPU 81 executes a first special symbol determination corresponding to the pre-read target variation, and based on a variation start command from the main control board 80 including the determination result of this first special symbol determination, the sub-CPU 91 sets the presentation patterns of various presentations that are performed during the variable display of the first special symbol (and) presentation symbol related to the pre-read target variation. In this way, at the start of the pre-read target variation, the main CPU 81 executes the first special symbol determination, and when the sub-CPU 91 sets the presentation patterns of various presentations that are performed in the pre-read target variation, the presentation may be performed in the following flow as exemplified in FIG. 23.
[0396] (Incompatible with operation when fluctuation starts) That is, when a first special pattern determination corresponding to a pre-read target change is executed, the display of the first special pattern (and effect pattern) related to the pre-read target change begins (see FIG. 23(A)). In this way, when the display of the first special pattern (and effect pattern) related to the pre-read target change begins, a non-operation-responsive shaking effect at the start of change (an example of a "second first shaking effect", see FIG. 23(B)) may be performed. This non-operation-responsive shaking effect at the start of change is a shaking effect that shakes the robot-type gimmick 15 regardless of the player's operation of the first effect button 35 (or the second effect button 36) at approximately the same time as the display of the first special pattern (and effect pattern) begins, or immediately thereafter. In addition, the non-operation-compatible rocking effect at the start of fluctuation is an effect in which the robot-type gimmick 15 is rocked at high speed by alternately switching the robot-type gimmick rocking motor 154 between forward and reverse rotation at short time intervals (for example, 0.2 second intervals), and the rocking time from the start to the end of the rocking of the robot-type gimmick 15 in the non-operation-compatible rocking effect at the start of fluctuation is preset to 2 seconds (see Figure 23 (B)).
[0397] This non-operation-responsive swing effect at the start of fluctuation (see Figure 23(B)) is an effect that occurs before the reach establishment effect in Figure 23(F), and therefore can be said to be one of the pre-reach effects described above based on Figure 8(J) etc.
[0398] It should be noted that this non-operation-responsive swing effect at the start of the change (see Figure 23 (B)) is not necessarily executed when the first special pattern (and performance pattern) related to the predicted change starts to change, and there are cases where the non-operation-responsive swing effect at the start of the change is executed and cases where the non-operation-responsive swing effect at the start of the change is not executed.
[0399] Next, after the fluctuation start operation non-responsive swing effect (see FIG. 23(B)) is performed, or when a predetermined time has passed since the start of the pre-read target fluctuation without the fluctuation start operation non-responsive swing effect being performed, a first effect button operation prompt effect may be performed to prompt the player to operate the first effect button 35 (see FIG. 23(C)). This first effect button operation prompt effect is performed in the same way as the first effect button operation prompt effect described above based on, for example, FIG. 11(F), so a detailed description here will be omitted.
[0400] (Dialogue preview) Here, if the player operates the first effect button 35 during the valid period for the first effect button operation prompt effect in Fig. 23(C), or if the valid period ends without the player operating the first effect button 35, a line preview is given as an operation-responsive effect (an example of a "first operation-responsive effect": see Fig. 23(D)). The line preview here is as described above based on Fig. 10(F), and is configured as an effect in which an effect image showing a predetermined character uttering a line is displayed in the central area of the display screen 70, and audio with the same content as the line is output from the speaker 38.
[0401] (Pre-reach operation corresponding to shaking effect) In the gaming machine 1 of this embodiment, a pre-reach operation-responsive shaking effect (an example of a "second first shaking effect," see FIG. 23(E)) may be performed in conjunction with the above-mentioned line announcement (see FIG. 23(D)). This pre-reach operation-responsive shaking effect is similar to the line announcement in that it is an operation-responsive effect executed in response to the operation of the first effect button 35 in response to the first effect button operation prompt effect of FIG. 23(C). The pre-reach operation-responsive shaking effect is an effect in which the robot-type gimmick 15 is swung at a medium speed by alternately switching the forward and reverse rotation of the robot-type gimmick swing motor 154 at medium time intervals (for example, 0.5 second intervals), and the swing time from the start to the end of the swing of the robot-type gimmick 15 in the pre-reach operation-responsive shaking effect is preset to 3.5 seconds (see FIG. 23(E)).
[0402] This pre-reach operation-responsive shaking effect (see Figure 23(E)), like the operation-incompatible shaking effect at the start of fluctuation (see Figure 23(B)) and the dialogue preview (see Figure 23(D)), is an effect that occurs before the reach establishment effect in Figure 23(F), and therefore can be said to be one of the pre-reach effects described above based on Figure 8(J) etc.
[0403] The pre-reach operation corresponding swing effect may be executed in parallel with the line announcement, or the line announcement may be executed alone without the pre-reach operation corresponding swing effect being executed, and the former case has a higher jackpot reliability than the latter case. From this, it can be said that the pre-reach operation corresponding swing effect is a chance-up effect that raises the jackpot reliability of the line announcement.
[0404] So far, we have explained that depending on the operation of the first effect button 35 in response to the first effect button operation prompt effect in Figure 23(C), both the dialogue preview (see Figure 23(D)) and the pre-reach operation corresponding shaking effect (see Figure 23(E)) will be executed, or only the dialogue preview will be executed.However, depending on the effect pattern set by the sub-CPU 91, the first effect button operation prompt effect may not be executed, and in this case, since no validity period is set for the first effect button operation prompt effect, even if the player operates the first effect button 35, the dialogue preview and the pre-reach operation corresponding shaking effect will not be executed.
[0405] In this way, when a predetermined time has passed since the pre-reach performance began and the pre-read target change began, a reach completion performance (see Figure 23(F)) is performed and a normal reach begins (see Figure 23(G)), after which a predetermined development performance is performed and an SP reach (first half battle) begins. In this way, the flow of the performances progressing in the order of reach completion ...
Claims
[Claim 1] A movable stage body that can be operated, a determination means for determining whether or not to execute a special game advantageous to a player; a symbol display control means for, when the determination is made, causing a predetermined symbol display means to variably display a special symbol and then statically display a special symbol indicating the result of the determination; a special game execution means for executing the special game when a special symbol indicating that the determination means has determined that the special game will be executed is stopped and displayed on the symbol display means; a performance control means for controlling the performance, The performance control means It is possible to execute a swinging effect that swings the performance movable body, The rocking performance includes a first rocking performance, a second rocking performance, and a third rocking performance, The performance control means When the first swing performance is executed at a first execution timing, the performance movable body is swung in a first swing pattern, while when the second swing performance is executed at a second execution timing, the performance movable body can be swung in a second swing pattern different from the first swing pattern; The swing time during which the performance movable body swings due to the third swing performance is longer than the swing time during which the performance movable body swings due to the first swing performance, and is longer than the swing time during which the performance movable body swings due to the second swing performance, The performance control means In accordance with the variable display of the special symbol, a performance symbol that notifies the result of the judgment is displayed in a variable manner, During the variable display of the performance pattern, there are times when the performance pattern is displayed in a first display mode and times when the performance pattern is displayed in a second display mode, During the variable display of the performance symbols, it is possible to perform an attention performance that draws attention to a performance symbol of a mode indicating that the special game is executed, When the performance pattern is displayed in the second display mode, the third swing performance and the attention performance are more likely to be executed than when the performance pattern is displayed in the first display mode, When the first shaking performance is executed, the third shaking performance and the attention performance are more likely to be executed than when the first shaking performance is not executed, The gaming machine is characterized in that the third shaking performance and the attention performance are more likely to be executed when the second shaking performance is executed than when the second shaking performance is not executed.
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