gaming machines

The gaming machine enhances entertainment through dynamic light and display effects, addressing the lack of engagement in conventional machines by incorporating special symbol displays and performance control.

JP7796989B2Active Publication Date: 2026-01-13SANSEI R&D KK
View PDF 4 Cites 0 Cited by

Patent Information

Application Number
JP2021155965
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-09-24
Publication Date
2026-01-13
Estimated Expiration
2041-09-24

AI Technical Summary

Technical Problem

Conventional gaming machines lack sufficient entertainment value in their presentations.

Method used

A gaming machine that includes a determination means for special games, special symbol display control, special game execution, game control, and performance control to execute highly entertaining presentations through varying and static symbol displays, light-emitting effects, and changing displays.

Benefits of technology

Enhances entertainment value by providing dynamic light and display effects that increase player engagement and excitement.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007796989000001
    Figure 0007796989000001
  • Figure 0007796989000002
    Figure 0007796989000002
  • Figure 0007796989000003
    Figure 0007796989000003
Patent Text Reader

Abstract

To provide a game machine capable of executing a performance with high amusement properties.SOLUTION: A game machine includes: determination means for determining whether or not to execute a special game advantageous to a player, and performance control means for controlling a performance. The performance control means is capable of executing a winning notification performance for notifying that a special game is to be executed on the basis of a result of the determination, an expectation performance for causing the player to expect that the winning notification performance is to be executed, and short variable display a plurality of times for variably displaying a performance pattern taking a shorter time than a variation time of a special pattern while the special pattern is being variably displayed. There is a case where a first performance is executed in which short variable display of the performance pattern a plurality of times and the expectation performance are executed in a first performance pattern during a first variable period in which the special pattern is variably displayed, and there is a case where a second performance is executed in which the short variable display of the performance pattern a plurality of times and the expectation performance are executed in a second performance pattern during a second variable period in which the special pattern is variably displayed.SELECTED DRAWING: Figure 8
Need to check novelty before this filing date? Find Prior Art

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 symbols are displayed in a variable manner, a symbol indicating the result of the determination is displayed in a static manner. Some gaming machines of this type perform various preview effects such as step-up effects and line previews while the symbols are displayed in a variable manner (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-39398 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the effects provided by conventional gaming machines are not necessarily sufficiently entertaining, and further improvements in entertaining are required.

[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 determination means for determining whether or not to execute a special game advantageous to a player; a special symbol display control means for causing a predetermined special 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 should be executed is stopped and displayed on the special symbol display means; a game control means for controlling a game in one of a plurality of game states including a normal game state and an advantageous game state that is more advantageous to a player than the normal game state; a performance control means for controlling the performance, The performance control means The display device can execute a winning notification effect that notifies the player that the special game will be executed, a changing display that shows the number displayed in the specific display area increasing in size, and a light-emitting effect that causes a predetermined light-emitting means to emit light prior to the changing display. The light emitting effects include a first light emitting effect that causes the light emitting means to emit light in a first light emitting color, and a second light emitting effect that causes the light emitting means to emit light in a second light emitting color, When the second light emitting effect is executed, the winning notification effect is more likely to be executed than when the first light emitting effect is executed, The change display is an effect in which a second number larger than the first number is displayed in the specific display area instead of the first number displayed in the specific display area, The light-emitting effect and the change display are both effects that are executed when a game is controlled in the normal game state, The performance control means Whether the light emitting effect is the first light emitting effect or the second light emitting effect, After performing the lighting effect The change display surely execution vinegar The present invention is characterized by the above. [Effects of the Invention]

[0007] According to this invention, it is possible to perform highly entertaining presentations. [Brief explanation of the drawings]

[0008] [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] A block diagram showing an example of the configuration of a control device provided in the gaming machine 1. [Figure 5] FIG. 1 is an explanatory diagram for explaining the gaming state of the gaming machine 1. [Figure 6] An explanatory diagram for explaining the flow of presentation in normal gaming mode [Figure 7] FIG. 10 is an explanatory diagram for explaining pseudo-consecutive effects; [Figure 8] FIG. 10 is an explanatory diagram for explaining the flow of the presentation in the first presentation mode and the second presentation mode. [Figure 9] An explanatory diagram to explain the flow of the preview performance exclusive to the second performance mode [Figure 10] A time chart illustrating multiple presentation patterns for the preview presentation exclusive to the second presentation mode [Figure 11] An explanatory diagram for explaining the flow of the preview performance exclusive to the first performance mode [Figure 12] A time chart illustrating multiple presentation patterns for preview presentations exclusive to the first presentation mode [Figure 13] An explanatory diagram for explaining the flow of a series of effects that make up the increased effects [Figure 14] An explanatory diagram for explaining the reliability of a jackpot, such as an increase in effects [Figure 15] Screen diagram showing a specific example of the increase effect when a normal reach develops directly into an SPSP reach (part 1) [Figure 16] Screen diagram showing a specific example of the increase effect when a normal reach develops directly into an SPSP reach (part 2) [Figure 17] Screen diagram showing a specific example of the increase effect when a normal reach develops directly into an SPSP reach (part 3) [Figure 18] Screen diagram showing a specific example of the increase effect that occurs when a normal reach develops into an SPSP reach via an SP reach (part 1) [Figure 19] Screen diagram (part 2) showing a specific example of the increase effect that occurs when a normal reach develops into an SPSP reach via an SP reach [Figure 20] Screen diagram (part 3) showing a specific example of the increase effect that occurs when a normal reach develops into an SPSP reach via an SP reach [Figure 21]FIG. 1 is an explanatory diagram illustrating storage areas of the main RAM 83 and information stored in each storage area. [Figure 22] 10 is a flowchart illustrating an example of an interrupt process executed on the main control board 80. [Figure 23] Detailed flowchart of the sensor detection process in step S2 of FIG. 22 [Figure 24] Detailed flowchart of the preliminary determination process in steps S211 and S219 of FIG. 23 [Figure 25] Detailed flowchart of special symbol processing in step S3 of FIG. 22 [Figure 26] Detailed flowchart of the big win determination process in step S308 of FIG. 25 [Figure 27] Detailed flowchart of the variation pattern selection process in step S309 of FIG. 25 [Figure 28] Detailed flowchart of the special drawing stop processing in step S317 of FIG. [Figure 29] A flowchart illustrating a game state setting process executed by the main control board 80 when a big win game ends. [Figure 30] 10 is a flowchart illustrating an example of an interrupt process executed on the sub-control board 90. [Figure 31] Detailed flowchart of operation reception processing in step S40 of FIG. 30 [Figure 32] Detailed flowchart of the command reception process in step S10 of FIG. 31 [Figure 33] Detailed flowchart of the pending command receiving process in step S13 of FIG. 32 [Figure 34] Detailed flowchart of fluctuation start command reception processing in step S16 of FIG. 32 [Figure 35] Detailed flowchart of the variable effect pattern setting process in step S163 of FIG. [Figure 36] Detailed flowchart (part 1) of the preview effect pattern setting process in step S164 of FIG. 34 [Figure 37]Detailed flowchart (part 2) of the preview effect pattern setting process in step S164 of FIG. 34 [Figure 38] 1 is a flowchart illustrating an example of an interrupt process executed in the image and sound control board 100. [Figure 39] Detailed flowchart of the image display control process in step S71 of FIG. 38 DETAILED DESCRIPTION OF THE INVENTION

[0009] 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.

[0010] [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.

[0011] 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.

[0012] 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.

[0013] 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.

[0014] 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).

[0015] As the gaming balls launched from the launching device flow down the gaming area 3 along the gaming board 2, they may land in any of the first starting opening 21, second starting opening 22, general winning opening 24, first large winning opening 26, and second large winning opening 28. In this case, a predetermined number of prize balls according to the winning position are paid out to the upper tray 33 or the lower tray 34. Gaming balls that do not land in any of the winning positions are discharged from the gaming area 3 through a discharge opening formed at the bottom end of the gaming board 2.

[0016] 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.

[0017] 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 or the second large prize opening 28.

[0018] 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."

[0019] The first large prize opening 26 is a special prize area that opens and closes depending on the result of the special symbol determination. An opening / closing member 27, which is a plate that opens and closes the first large prize opening 26, is provided at the opening of the first large prize opening 26. The first large prize opening 26 is normally blocked by the opening / closing member 27. In contrast, when a predetermined large prize symbol is statically displayed 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, and a large prize game is executed. During this large prize game, a long open round game is executed multiple times 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. In this embodiment, each long open round game in which the first large prize opening 26 is opened continues until 10 game balls enter the first large prize opening 26 or 25 seconds have passed since the first large prize opening 26 was opened.

[0020] The second large prize opening 28 is a special prize area that opens 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. In contrast, when a predetermined jackpot symbol is statically displayed 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 long open round game is played multiple times in which the opening / closing member 29 maintains an open position (see FIG. 2) that opens the second large prize opening 28 and then returns to a closed position that blocks the second large prize opening 28. In this embodiment, each long open round game in which the second large prize opening 28 is opened continues until 10 game balls enter the second large prize opening 28 or 25 seconds have passed since the second large prize opening 28 was opened.

[0021] In this way, during a jackpot game, multiple long-open round games are played in which the first large winning opening 26 (or the second large winning opening 28) is left open for a long time, so that by hitting the ball to the right during a jackpot game, the player can obtain more prize balls than when a jackpot game is not being played.

[0022] For ease of explanation, Fig. 2 shows the opening / closing members 27, 29 in an 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 an open position while the effect symbols are displayed variably. Also, in a long open round 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 simultaneously as shown in Fig. 2. Also, which of the first large prize opening 26 or the second large prize opening 28 is used to play a jackpot game is preset depending on the type of jackpot.

[0023] 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.

[0024] 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.

[0025] In the following description, the determination that is performed on the condition that the gaming ball passes through the gate 25 will be referred to as a "normal symbol determination."

[0026] 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 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.

[0027] [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.

[0028] 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, 0.6 seconds).

[0029] 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, 0.6 seconds).

[0030] 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 or the second large prize opening 28 is opened in an opening pattern according to the type of jackpot symbol.

[0031] 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.

[0032] 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.

[0033] 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.

[0034] The round indicator 47 displays the number of rounds of the long open round game in the jackpot game executed in response to the jackpot corresponding to the jackpot symbol when the jackpot symbol is stopped and displayed on the first special symbol indicator 41 or the second special symbol indicator 42. The round indicator 47 is configured with a 4R LED, a 6R LED, an 8R LED, and a 10R LED, and the number of rounds of the long open round game is notified by lighting up any of these LEDs.

[0035] 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.

[0036] [Configuration example of presentation means provided in gaming machine 1] 1 and 2, the game board 2 and the front frame 31 are provided with a decorative member 13, a movable decorative member 14, a frame lamp 37, a speaker 38, 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. In addition, an image display device 7 is provided behind the game board 2.

[0037] The decorative member 13 incorporates a panel lamp 5 (see Figure 4) that is composed of multiple 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.

[0038] The movable decorative member 14 is located in front of the image display device 7 and behind the decorative member 13. This movable decorative member 14 incorporates multiple LEDs, and the movable decorative member 14 performs 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 of the image display device 7, allowing the movable decorative member 14 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 with a relatively high probability of a jackpot is executed using the image display device 7 or speaker 38, or when a jackpot is indicated, the movable decorative member 14 emits light in a predetermined light-emitting pattern and falls to an operating position that covers most of the display screen 70.

[0039] 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.

[0040] 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.

[0041] 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.

[0042] 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.

[0043] 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.

[0044] [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.

[0045] The first effect button 35 also has a built-in first effect button lamp 352 (see FIG. 4) consisting of a plurality of LEDs that illuminate the first effect button 35, and the second effect button 36 also has a built-in second effect button lamp 362 (see FIG. 4) consisting of a plurality of LEDs that illuminate the second effect button 36. In the gaming machine 1, the first effect button lamp 352 emits light in one of a plurality of luminous colors to prompt the player to operate the first effect button 35 during the valid period during which operation of the first effect button 35 is valid. The first effect button 35 also has a built-in vibration motor 353 consisting of an eccentric motor that vibrates the first effect button 35, and in the gaming machine 1, the first effect button 35 vibrates as an effect symbol indicating a jackpot is displayed on the display screen 70, thereby announcing a jackpot. In addition, in the gaming machine 1, the second effect button lamp 362 emits light in one of a plurality of light colors to prompt the player to operate the second effect button 36 during the valid period during which operation of the second effect button 36 is valid.

[0046] 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 will be 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 input means that can be held by a player and whose position can be changed.

[0047] [Configuration of the control device provided in the gaming machine 1] FIG. 4 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. 4, 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, and a lamp control board 120 that controls the effects using various lamps and movable members. 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.

[0048] <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.

[0049] 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 general prize opening sensor 241, a second start opening solenoid 222, a first large prize opening solenoid 262, and a second large prize opening solenoid 282. 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 Figure 4.

[0050] 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 general prize opening sensor 241 detects that a gaming ball has entered the general prize opening 24, and outputs a detection signal thereto to the main control board 80.

[0051] 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.

[0052] 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.

[0053] 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.

[0054] 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.

[0055] 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.

[0056] Examples of types of jackpots include a "4R guaranteed jackpot" in which gameplay is controlled in a guaranteed jackpot game state after a jackpot game including four long-open rounds of play has been played, a "6R guaranteed jackpot" in which gameplay is controlled in a guaranteed jackpot game state after a jackpot game including six long-open rounds of play has been played, an "8R guaranteed jackpot" in which gameplay is controlled in a guaranteed jackpot game state after a jackpot game including eight long-open rounds of play has been played, and a "10R guaranteed jackpot" in which gameplay is controlled in a guaranteed jackpot game state after a jackpot game including ten long-open rounds of play has been played.

[0057] 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 non-reach effect based on whether the reach random number acquired together with the jackpot random number matches a predetermined random number value (a random number value corresponding to reach) 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 variably displaying the special symbol based on the variation pattern random number acquired together with the jackpot random number. This determines the variation time of the special symbol.

[0058] When the main CPU 81 determines that a jackpot game will be played and determines the type of jackpot, it plays a jackpot game according to the type of jackpot by controlling the opening and closing of the first large prize opening 26 (or the second large prize opening 28) via the first large prize opening solenoid 262 (or the second large prize opening solenoid 282).

[0059] 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, when 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 that opens the second start hole 22 by controlling the opening and closing of the second start hole 22 via the second start hole solenoid 222.

[0060] 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.

[0061] 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.

[0062] <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).

[0063] A first effect button detection sensor 351 is connected to the sub-control board 90. When the first effect button 35 (see FIG. 1) is operated (pressed), the first effect button 35 outputs operation information (operation signal) indicating that the first effect button 35 has been operated (pressed) to the sub-control board 90. For example, the operation member of the first effect button 35 pressed by the player is provided with a light-shielding piece, and the first effect button detection sensor 351 is configured with a photointerrupter that detects the light-shielding piece when the operation member is positioned in a depressed operating position and outputs a detection signal (operation signal) to the sub-control board 90. The sub-CPU 91 can determine that the first effect button 35 has been "single pressed" based on a single input of an operation signal from the first effect button detection sensor 351 during the valid period. Furthermore, the sub-CPU 91 can determine that the first effect button 35 has been "repeatedly pressed" based on a plurality of intermittent inputs of an operation signal from the first effect button detection sensor 351 during the valid period. Furthermore, when the operating member of the first effect button 35 that has been operated (pressed) returns from the operating position to the initial position, the first effect button detection sensor 351 outputs operation information (return signal) indicating this to the sub-control board 90. Therefore, the sub-CPU 91 can determine that the first effect button 35 has been "pressed and held" based on the fact that a return signal has not been input even after a predetermined time (e.g., 0.8 seconds) has elapsed since the operation signal was input from the first effect button detection sensor 351.

[0064] Also connected to the sub-control board 90 is a second effect button detection sensor 361 that, when the second effect button 36 (see FIG. 1) is operated, outputs operation information (operation signal) indicating that to the sub-control board 90. A light-blocking piece is provided on the operating member of the second effect button 36, which is pushed forward by the player, and the second effect button detection sensor 361 is composed of a photointerrupter that detects the light-blocking piece when the operating member is positioned at the pushed-in operating position and outputs a detection signal (operation signal) to the sub-control board 90.

[0065] 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.

[0066] <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.

[0067] 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.

[0068] The image and sound control CPU 101 instructs the VDP 104 to display image data (performance 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 sound DSP 107 to output sound data stored in the sound ROM 108 from the speaker 38.

[0069] 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.

[0070] 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.

[0071] 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.

[0072] 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.

[0073] 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.

[0074] 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.

[0075] 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.

[0076] <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 a frame lamp 37, a panel lamp 5, a movable decorative member 14, a performance indicator 125, a first special effect symbol hold indicator 126, a second special effect symbol hold indicator 127, a first performance button lamp 352, a second performance button lamp 362, and a vibration motor 353. The lamp ROM 122 stores a program executed by the lamp CPU 121, light emission pattern data, operation pattern data, vibration pattern data, and the like. Here, the light emission pattern data is data indicating the light emission patterns of the frame lamp 37, the panel lamp 5, the LEDs built into the movable decorative member 14, and the like. The operation pattern data is data indicating the operation pattern of the movable decorative member 14, and the like. The vibration pattern data is data indicating the vibration pattern of the first performance button 35, which vibrates due to the driving force of the vibration motor 353.

[0077] The lamp CPU 121 performs arithmetic processing when controlling the operation of the frame lamp 37, the panel lamp 5, the movable decorative member 14, the performance indicator 125, the performance first special chart hold indicator 126, the performance second special chart hold indicator 127, etc., based on the program stored in the lamp ROM 122.

[0078] The lamp CPU 121 reads out, from the light emission pattern data stored in the lamp ROM 122, light emission pattern data corresponding to commands 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, the first effect button lamp 352, and the second effect button lamp 362. The lamp CPU 121 also reads out, from the operation pattern data stored in the lamp ROM 122, operation pattern data corresponding to commands received from the sub-control board 90 into the lamp RAM 123, and controls the drive of the motor that operates the movable decorative member 14. The lamp CPU 121 also reads out, from the vibration pattern data stored in the lamp ROM 122, vibration pattern data corresponding to commands received from the sub-control board 90 into the lamp RAM 123, and controls the drive of the vibration motor 353.

[0079] 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.

[0080] [About game status] Next, the gaming state and game flow of the gaming machine 1 will be described with reference to Fig. 5. Here, Fig. 5 is an explanatory diagram for explaining the gaming state of the gaming machine 1. As illustrated in Fig. 5, in this embodiment, the gaming machine 1 controls the game in one of three gaming states: a "normal gaming state," a "probability variable gaming state," and a "time-shortened gaming state."

[0081] The "normal gaming state" is a gaming state in which a special symbol determination is made 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 (for example, 1 / 200). 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 (for example, 1 / 11), the normal symbol variation time is set to a relatively long time (for example, 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 (for example, 0.1 seconds × 1 time).

[0082] The "probability variable game state" is a game state in which a special symbol determination is made 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 also 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 / 80). 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).

[0083] The "time-saving game state" is a game state in which a special symbol determination is made in the low-probability state and the 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 / 200). Also, the probability that the second start hole 22 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 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).

[0084] 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.

[0085] In the following explanation, the state in which the above-mentioned 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."

[0086] [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 extremely 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.

[0087] 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.

[0088] 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 in which a predetermined number of long open rounds corresponding to that jackpot symbol are played, and after the jackpot game ends, the game will be controlled in a probability variable game state or a time-limited game state.

[0089] As the jackpot symbol (special symbol) that indicates that the result of the special symbol determination is a jackpot, a "probability variable symbol" that indicates a probability variable jackpot and a "normal symbol" that indicates a normal jackpot are prepared. When the "probability variable symbol" is displayed as the jackpot symbol that indicates that the result of the first special symbol determination is a jackpot in the normal game state, the game is controlled in the probability variable game state after the jackpot game ends, and when the "normal symbol" is displayed as the jackpot symbol that indicates that the result of the first special symbol determination is a jackpot, the game is controlled in the normal game state after the jackpot game ends (see Figure 5).

[0090] Furthermore, when the game state transitions to a probability variable game state or a time-limited game state as a result of the end of a jackpot game, that is, when the game state transitions from a low base state to a high base state, the support function described above, which makes it easier for game balls to enter the second start hole 22, makes it easier for game balls to enter the second start hole 22 than the first start hole 21. Therefore, when the game is controlled in a high base state (which in this embodiment corresponds to the "probability variable game state" or the "time-limited game state"), the player will play by hitting the right side aiming at the second start hole 22. Therefore, when the game is controlled in a probability variable game state or a time-limited game state, a second special symbol determination is basically performed.

[0091] Furthermore, the gaming machine 1 of this embodiment is configured so that the probability variable game state continues until the next jackpot, and if a "probability variable symbol" is stopped and displayed as the second special symbol in this probability variable game state, the game is controlled again in the probability variable game state after the jackpot game ends. On the other hand, if a "normal symbol" is stopped and displayed as the second special symbol in the probability variable game state, the game is controlled in the time-saving game state after the jackpot game ends.

[0092] Furthermore, if a "probability variable symbol" is displayed as the second special symbol during the time-saving game mode, the game will be controlled in the probability variable game mode after the jackpot game ends, and if a "normal symbol" is displayed as the second special symbol, the game will be controlled again in the time-saving game mode after the jackpot game ends. On the other hand, if a jackpot does not occur even after the second special symbol determination (or first special symbol determination) is performed a specified number of times (100 times in this embodiment) during the time-saving game mode, the game mode will be returned from the time-saving game mode to the normal game mode.

[0093] [About the changing effects] Next, a description will be given of the variation presentation that is carried out using the display screen 70 etc. as the first special symbol is displayed in a variable manner and then stopped in a normal gaming state.

[0094] In the gaming machine 1, when a gaming ball enters the first starting hole 21 and a first special pattern determination is executed, the first special pattern is displayed variably on the first special pattern display device 41, and then a first special pattern indicating the determination result of the first special pattern determination is displayed statically. The display screen 70 is provided with a performance pattern display area 73 (see FIG. 2) in which a performance pattern announcing the determination result of the first special pattern determination is displayed, and on the display screen 70, a performance including a display of a performance pattern variation is performed in conjunction with the display of the first special pattern variation (see FIG. 2). Then, when the first special pattern is displayed variably for a variation time according to the variation pattern selected when the first special pattern determination is executed, the performance pattern is displayed statically in a manner indicating the determination result of the first special pattern determination as the first special pattern is displayed statically.

[0095] 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 (scrolled) so as to scroll from top to bottom (see, for example, Figures 15(A) and (B)). 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 middle symbol row 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.

[0096] When the same effect symbols as the left and right symbols stop pseudo-on the pay 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, for example, an effect in which the middle row of symbols is scrolled while the reach symbols (left and right symbols) are pseudo-stopped, 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 pay line to notify the result of winning or losing.

[0097] 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."

[0098] The types of reach effects will be described in detail later, but if the determination result of the first special symbol determination is "miss," three effect symbols indicating reach miss numbers (for example, "323") pseudo-stop to notify a miss, and these three effect symbols actually stop as the miss symbol is stopped and displayed as the first special symbol. On the other hand, if the determination result of the first special symbol determination is "miss" and reach effects are not performed, three effect symbols indicating scatter symbols (for example, "629") pseudo-stop to notify a miss, and these three effect symbols actually stop 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 indicating reach miss numbers or scatter symbols indicating a miss are pseudo-stopped and then actually stopped to notify a miss (a jackpot game will not be executed).

[0099] When this miss notification effect is executed, the big win game is not executed, and if the right to determine the first special pattern is reserved, the first special pattern is determined when the first special pattern and the effect pattern are displayed statically for a predetermined fixed time (for example, 0.6 seconds), and the next variable display of the first special pattern is immediately started.

[0100] 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.

[0101] [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.

[0102] <Hold icon display area 71> The reserved icon display area 71 (see FIG. 2) 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).

[0103] 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".

[0104] If a reserve icon is displayed in the reserve icon display area 71 when a highly reliable reach effect such as an SPSP reach (see FIG. 6(G) described later) is being performed, not only will the display area used for the reach effect be limited, but the display of the reserve icon may also reduce the interest of the reach effect. For this reason, the gaming machine 1 of this embodiment employs a configuration in which the display objects and reserve icons that constitute the reserve icon display area 71 are displayed during pre-reach effects, during a normal reach described later, and during a character reach, but the display objects and reserve icons that constitute the reserve icon display area 71 are not displayed during an SP reach, an SPSP reach, or a story reach.

[0105] 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.

[0106] <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.

[0107] 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.

[0108] 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."

[0109] (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%.

[0110] 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.

[0111] 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.

[0112] 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.

[0113] [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.

[0114] 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.

[0115] 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).

[0116] 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.

[0117] [Flow of the presentation accompanying the change in the first special symbol] Next, the flow of the presentation accompanying the variable display of the first special symbol in the normal gaming state will be described with reference to Fig. 6. Here, Fig. 6 is an explanatory diagram illustrating the flow of the presentation accompanying the variable display of the first special symbol in the normal gaming state.

[0118] When a first special symbol determination is executed during normal gaming, the first special symbol is displayed variably on the first special symbol display device 41, and the first special symbol indicating the result of the first special symbol determination is displayed stationary. On the other hand, as the display of the first special symbol begins, the display of three symbol rows in the effect symbol display area 73 (see FIG. 2) begins (see FIG. 6(A)). Specifically, in the effect symbol display area 73, 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. As the display of the first special symbol begins, the scrolling display of the three symbol rows begins, such that these symbol rows (e.g., the left row, the middle row, and the right row) scroll from top to bottom, as illustrated in FIGS. 15(A) and (B).

[0119] Here, if the result of the first special pattern determination performed at the start of the display of the first special pattern variation is "miss" and it is decided not to execute the reach effect, three effect patterns showing a scatter pattern (for example, "458") are pseudo-stopped at the end of the display of the first special pattern variation, and a miss notification effect is performed in which these three effect patterns are actually stopped as a missing pattern is displayed as the first special pattern (see Figure 6(B)).

[0120] On the other hand, if the result of the first special symbol determination is a "jackpot" or if it is determined that a reach effect will be performed even though it is a "miss," that is, if a variation pattern in which a reach effect is performed is selected as the variation pattern of the first special symbol, one or more reach effects will be performed while the first special symbol is being displayed. When a reach effect is performed, a normal reach effect (normal reach) will be performed first (see FIG. 6(D)). When this normal reach is performed, prior to the start of the normal reach, a pre-reach effect is performed in which the left symbol in the effect symbol display area 73 is pseudo-stopped on the active line, and the right symbol row is scrolled at a low speed so that the right symbol common to the left symbol moves onto the active line (see FIG. 6(C)). As a result of this pre-reach performance, when the common left and right symbols pseudo-stop on the effective line, a reach is established, and a normal reach is performed in which the middle symbol row is displayed variably so that the middle symbol common to the left and right symbols pseudo-stopped on the effective line as reach symbols will be expected to stop between these reach symbols.

[0121] During the pre-reach performance in which the display symbols are variably displayed when a reach has not been achieved, a preview performance may be executed to warn of the possibility of a winning notification performance. Examples of this preview performance include a dialogue preview performance and a step-up preview performance. A dialogue preview performance is a performance that includes a performance display showing a predetermined character speaking lines, and suggests the reliability of a jackpot based on the content and display color of the lines. A step-up preview performance is a performance that can change in stages up to a predetermined number of stages, and suggests the reliability of a jackpot based on how many stages the performance ultimately changes to.

[0122] However, this type of advance notice effect is not limited to the pre-reach effect, but may also be executed when a reach is established or during one of the five types of reach effects. For example, an advance notice effect called a group advance notice, which shows a large number of characters moving in a predetermined direction on the display screen 70, may be executed when a reach is established. Also, an effect called a cut-in, which displays a predetermined cut-in image in response to the operation of the first effect button 35 in response to the first effect button operation prompt effect, and which suggests the reliability of a jackpot depending on the type of cut-in image, may be executed at the end of an SPSP reach.

[0123] In this embodiment, five types of reach effects are available as reach effects that can be executed in conjunction with the changing display of the first special pattern in normal game play state: normal reach, character reach (character reach effect), SP reach (SP reach effect), SPSP reach (SPSP reach effect), and story reach (story reach effect).

[0124] The above-mentioned normal reach (see Figure 6(D)) is the reach effect with the lowest jackpot reliability among the above five types of reach effects (for example, jackpot reliability: approximately 1%). This normal reach is a reach effect with a shorter performance time than the SP reach, SPSP reach, and story reach described below, and when a reach is established, the normal reach is performed first. During this normal reach, a pseudo consecutive performance may be performed, which makes it appear as if multiple performance pattern changes are being displayed during one display of the first special pattern. This pseudo consecutive performance will be described in detail later based on Figure 7, etc.

[0125] For example, when the first special symbol starts to change, if a change effect pattern for the effect symbol that notifies the winner or loser in a normal reach is set, a win or loss notification effect (a win notification effect or a miss notification effect) is performed at the end of the normal reach (see Figure 6(E)). Specifically, if the result of the first special symbol determination is a "jackpot," three effect symbols that show a double number (for example, "222") are pseudo-stopped by pseudo-stopping the same center symbol (for example, center 2 symbol) as the reach symbol (for example, left 2 symbol and right 2 symbol) on the effective line, and then, as the jackpot symbol is stopped and displayed as the first special symbol, a win notification effect is performed in which these three effect symbols are actually stopped. On the other hand, if the result of this first special pattern determination is a "miss," a middle pattern (for example, a middle 3 pattern) different from the reach pattern (for example, the left 2 pattern and the right 2 pattern) is pseudo-stopped on the valid line to pseudo-stop three performance patterns indicating a reach miss (for example, "232"), and then, as the miss pattern is displayed as the first special pattern, a miss notification effect is performed in which these three performance patterns are actually stopped as they are.

[0126] On the other hand, when a variable presentation pattern is set that develops from a normal reach to another reach presentation, the following presentation is performed. For example, when a variable presentation pattern is set that develops from a normal reach (see FIG. 6(D)) to a character reach (see FIG. 6(I)) and notifies the winner or loser at the character reach, a predetermined development suggestion presentation is performed at the end of the normal reach, suggesting development to a character reach, and the high-speed scrolling of the middle row of symbols is resumed, and the reach presentation develops into a character reach. Although not shown in the figure, in this character reach, for example, a predetermined character will line up in the central area of ​​the display screen 70, or a predetermined presentation display will be performed that raises expectations of development to an SPSP reach (or story reach) as exemplified in FIG. 6(G). In other words, when a normal reach develops into a character reach, there are cases where a win / loss notification effect is executed during the character reach (see Figures 6(I) and (H)), cases where the character reach develops into an SPSP reach (see Figures 6(I) and (G)), and cases where the character reach develops into a story reach (see Figures 6(I) and (G)).

[0127] Of the five types of reach effects, the character reach is the reach effect with the second lowest jackpot reliability after the normal reach (for example, jackpot reliability: approximately 2%), and in most cases, the character reach does not develop into another reach effect (here, SPSP reach or story reach), and a miss notification effect (see FIG. 6(H)) is performed in the character reach, but if the result of this first special pattern determination is a "jackpot," a win notification effect (see FIG. 6(H)) may be performed in the character reach. Also, if a variable effect pattern is set that develops from the character reach into another reach effect (in this embodiment, SPSP reach or story reach), the reach effect will develop from the character reach into an SPSP reach (see FIG. 6(G)) or a story reach (see FIG. 6(G)).

[0128] On the other hand, depending on the variation presentation pattern set at the start of the variable display of the first special symbol, the reach presentation may develop from a normal reach (see FIG. 6(D)) to an SP reach (see FIG. 6(F)). Here, the SP reach is a reach presentation with a higher jackpot reliability than the character reach, but a lower jackpot reliability than the SPSP reach or story reach (e.g., jackpot reliability: approximately 13%). When a normal reach develops into an SP reach, the following presentation is performed. That is, after the center symbol identical to the reach symbol passes over the active line, the high-speed scrolling of the center row of symbols is resumed, and the reach symbols (left and right symbols) that are quasi-stopped on the active line are reduced while maintaining the reach state and move to the upper left and upper right regions of the display screen 70, respectively (see FIGS. 18(B) and 18(C)). Then, an SP reach presentation image is displayed in the center region of the display screen 70 (see FIG. 18(D)), and a predetermined presentation display that anticipates a jackpot is performed.

[0129] When the game progresses to this SP reach, there are cases where a win / loss notification effect is executed with the SP reach (see Figures 6(F) and (H)), and cases where the reach effect develops from the SP reach to the SPSP reach (or story reach) (see Figures 6(F) and (G)). As mentioned above, the reliability of the SP reach is relatively low, so the possibility of the win notification effect being executed with the SP reach or the development from the SP reach to the SPSP reach (or story reach) is low, and the SP reach has the characteristic that the loss notification effect is easily executed.

[0130] So far, we have explained the flow of the reach performance when it develops from a normal reach to a character reach, or when it develops from a normal reach to an SP reach. However, depending on the pattern of change of the first special symbol selected when the first special symbol starts to change, the reach performance may develop directly (direct development) from a normal reach (see Figure 6(D)) to an SPSP reach (or story reach) without passing through a character reach or SP reach (see Figures 6(D) and (G)).

[0131] Here, the story reach (see Figure 6(G)) is the reach effect with the highest jackpot reliability among the above five types of reach effects illustrated in Figure 6 (for example, jackpot reliability: approximately 45%), and the SPSP reach (see Figure 6(G)) is the reach effect with the second highest jackpot reliability after the story reach (i.e., a reach effect with a jackpot reliability higher than the SP reach and lower than the story reach) (for example, jackpot reliability: approximately 27%).

[0132] Although a detailed explanation will be omitted, in an SPSP reach, an SPSP reach effect image is displayed on the display screen 70, and a battle effect is executed in which, for example, the player's character battles an enemy character. If the result of this first special symbol determination is a "jackpot," a victory effect in which the player's character wins against the enemy character and a win notification effect are executed, and if the result is a "loss," a defeat effect in which the player's character is defeated by the enemy character and a loss notification effect are executed.

[0133] As will be described in detail later, when the game progresses to a normal reach, a power icon (an example of a predetermined effect image) may be displayed in the display area at the lower right of the display screen 70 (see, for example, FIG. 15(D)). This power icon indicates the amount of accumulated power of the player's character who will be battling the enemy character, and is an icon showing any number between "00" and "100." During a normal reach, an increase effect (an example of a change display) is executed to increase the number shown by the power icon. When the player's character's power reaches MAX (MAX reach), that is, when the number shown by the power icon reaches "100," the game progresses from the normal reach to the SPSP reach (or story reach). FIGS. 17(B) to 17(E) illustrate how the reach effect progresses from the normal reach to the SPSP reach as the number shown by the power icon reaches "100."

[0134] On the other hand, if the number indicated by the power icon does not reach MAX during a normal reach (if MAX is not reached), the win / loss notification effect may be executed during the normal reach (see Figures 6(D) and (H)), the normal reach may develop into a character reach (see Figures 6(D) and (I)), or the normal reach may develop into an SP reach (see Figures 6(D) and (F)).

[0135] Here, if the SP reach develops while the power icon is displayed, an increase effect that increases the number indicated by this power icon will be executed even during the SP reach, and if the number indicated by the power icon reaches MAX ("100" in this embodiment) during the SP reach, the SP reach will develop into an SPSP reach (or story reach) (see Figures 6(F) and (G)), and if the number indicated by the power icon does not reach MAX during the SP reach, a win / loss notification effect (win notification effect or miss notification effect) will be executed during the SP reach (see Figures 6(F) and (H)).

[0136] On the other hand, if the display of the power icon progresses to a character reach, a reach effect may be executed to show a predetermined character aiming to acquire an icon containing the letters MAX (MAX icon). Here, if a MAX icon display effect is executed to display the MAX icon acquired by the predetermined character, a change effect display is executed in which this MAX icon moves to the power icon and the number indicated by the power icon changes to "100," and then the character reach progresses to an SPSP reach (or story reach) (see Figures 6(I) and (G)). Conversely, if the predetermined character fails to acquire the MAX icon and the MAX icon is hidden, the character reach does not progress to an SPSP reach (or story reach), and a win / loss notification effect (a win notification effect or a loss notification effect) is executed in the character reach (see Figures 6(I) and (H)).

[0137] [About the pseudo-consecutive effects] Next, the pseudo consecutive performance will be described with reference to Fig. 7. Here, Fig. 7 is an explanatory diagram for explaining the pseudo consecutive performance. In the gaming machine 1 of this embodiment, a pseudo consecutive performance may be executed before or after a reach is achieved. The pseudo consecutive performance is a performance that makes it appear as if the variable display of the performance symbols has been performed multiple times during the variable display of one special symbol (for example, the first special symbol), and in this embodiment, the pseudo consecutive performance is a performance that pseudo-stops and displays three performance symbols, the left symbol, the middle symbol, and the right symbol, including the middle 7 symbol (the performance symbol in the middle row with the number 7) (for example, see Fig. 15(H)).

[0138] 7, the "variation" of the special symbol means the variable display of the first special symbol that occurs during normal gaming, and the "stop" of the special symbol means the stop display of the first special symbol that occurs following the variable display of the first special symbol. Also, the "variation" of the effect symbol means the variable display of the effect symbol that accompanies the variable display of the first special symbol during normal gaming, the "pseudo stop" of the effect symbol means the pseudo consecutive effect described above, and the "stop" of the effect symbol means the actual stop of the effect symbol.

[0139] (If pseudo consecutive effects are not executed) 7A shows an example of the display of the effect symbols when the pseudo consecutive effect is not executed. When the pseudo consecutive effect is not executed, as shown in FIG. 7A, the display of the effect symbols changes once during one display of the first special symbol. In this way, when the pseudo consecutive effect is not executed, the reliability of the jackpot is relatively low (for example, the reliability of the jackpot: about 1%), and in most cases, a no-reach effect (a variable effect that does not include a reach effect) is executed and a miss notification effect is executed (see FIGS. 6A and 6B), or even if a reach effect is executed, only a normal reach or a character reach, which has a low reliability of the jackpot, is executed, and a miss notification effect is executed with these low-reliability reaches.

[0140] (When a pseudo-continuous effect that develops into a pseudo-second consecutive effect is executed) 7B shows an example of the effect pattern change display when the pseudo consecutive effect is executed only once during one variable display of the special pattern. In the gaming machine 1 of this embodiment, the probability of a jackpot when the pseudo consecutive effect is executed only once during one variable display of the first special pattern is higher than when the pseudo consecutive effect is not executed, but is set to a relatively low probability of about 6%.

[0141] When one pseudo consecutive display is executed during one display of the first special symbol, as illustrated in FIG. 7(B), a first short change, which is the pseudo first consecutive change display related to the display symbol, is executed after a predetermined time (shorter than the change time of the first special symbol) from the start of the display of the first special symbol change, and this first short change is followed by a pseudo consecutive display. In this embodiment, this pseudo consecutive display is configured as a display in which three display symbols, including the middle 7 symbol, are pseudo-stopped for a predetermined time (e.g., 3 seconds). After the predetermined time has elapsed from the start of the pseudo consecutive display, the display of the three symbol rows (e.g., scrolling display) is resumed, and a second short change, which is the pseudo second consecutive change display related to the display symbol, is initiated. FIGS. 15(H) and 15(I) illustrate the start of the pseudo second consecutive change display in response to the execution of the pseudo consecutive display following the first short change.

[0142] As illustrated in Figure 7(B), if the fluctuation effect does not develop beyond the pseudo-third consecutive time, the second short fluctuation will be the final short fluctuation, and so the second short fluctuation will continue from the middle of the first special pattern fluctuation display until the first special pattern fluctuation display ends.

[0143] In the gaming machine 1 of this embodiment, when a first special symbol variation pattern is selected in which a reach effect is not executed (a reach-less effect is executed) with respect to the variable display of the first special symbol that is performed when the game is controlled in the normal game state, a pseudo consecutive effect is not executed, and when a first special symbol variation pattern is selected in which a reach effect is executed (a reach effect is executed), one or more pseudo consecutive effects are executed. Therefore, when a pseudo consecutive effect is executed during the variable display of the first special symbol in the normal game state, some kind of reach effect will be executed. Also, there are cases in which a pseudo consecutive effect is not executed before the start of a reach effect, but is executed during the execution of a reach effect (for example, during a normal reach as exemplified in FIG. 6(D)).

[0144] As shown in Figure 7(B), if the second short fluctuation is the final short fluctuation, the reach effect will be performed in the second short fluctuation. Therefore, the time required for the second short fluctuation, which is the pseudo second consecutive fluctuation effect, tends to be longer than the time required for the first short fluctuation, which is the pseudo first consecutive fluctuation effect (see Figure 7(B)).

[0145] (When a pseudo-sequence effect that develops up to a pseudo-3rd consecutive is executed) 7(C) shows an example of the display of the effect symbols when the pseudo consecutive effects are executed twice during one display of the first special symbol. In the gaming machine 1 of this embodiment, the probability of a jackpot when the pseudo consecutive effects are executed twice during one display of the first special symbol is set to a relatively high probability of about 20%.

[0146] When two pseudo consecutive performances are executed during one variable display of the first special symbol, the first short variation is executed first, as in the case where one pseudo consecutive performance described above is executed based on Fig. 7(B), and following this first short variation, the first pseudo consecutive performance is executed (see Fig. 7(C)). This first pseudo consecutive performance is a pseudo consecutive performance similar to that described above based on Fig. 7(B), and when a predetermined time has elapsed from the start of the first pseudo consecutive performance, the variable display (for example, scrolling display) of the three symbol rows is resumed, and the second short variation, which is the pseudo second consecutive variation performance related to the performance symbol, is started (for example, see Fig. 15(H) and (I)).

[0147] As illustrated in FIG. 7(C), if the variation effect finally develops to the pseudo-third consecutive, the second pseudo consecutive effect is executed following the second short variation (see, for example, FIG. 16(D)). Then, when a predetermined time has elapsed from the start of this second pseudo consecutive effect, the variable display (for example, scrolling display) of the three symbol rows is resumed, and the third short variation, which is the pseudo-third consecutive variation effect related to the performance symbol, begins (see FIG. 7(C) and FIG. 16(E)). As illustrated in FIG. 7(C), this third short variation continues from the middle of the variable display of the first special symbol until the variable display of the first special symbol ends.

[0148] The gaming machine 1 of this embodiment has the characteristic that the more pseudo consecutive effects executed during one variable display of the first special symbol, the more likely it is that the game will develop into a reach effect (e.g., SPSP reach or story reach) with a relatively high jackpot reliability. Therefore, if two pseudo consecutive effects are executed during the variable display of the first special symbol in the normal game mode, for example, the game may develop directly from a normal reach to an SPSP reach (or story reach), or from a normal reach to an SP reach (or character reach), and then develop into an SPSP reach (or story reach). The gaming machine 1 of this embodiment can execute one or two pseudo consecutive effects during a normal reach (see FIG. 6(D)), and by executing pseudo consecutive effects during a normal reach, it is possible to effectively increase the player's anticipation for the game developing into an SPSP reach (or story reach).

[0149] In addition, the gaming machine 1 of this embodiment is configured so that, for example, if two pseudo consecutive effects are executed during a normal reach, the normal reach will always develop into a reach effect (high reliability reach) that has a higher jackpot reliability than the normal reach. For this reason, the time required for the third short fluctuation (see Figure 7(C)) in which the high reliability reach is performed is likely to be longer than the time required for the second short fluctuation described above based on Figure 7(B), and is also longer than the time required for the first short fluctuation and the second short fluctuation performed within the same fluctuation (see Figures 7(B) and (C)).

[0150] As is clear from the explanation so far, in the gaming machine 1 of this embodiment, during one display of the first special symbol, multiple short fluctuation displays may be executed, which display the effect symbol in a time shorter than the fluctuation time of this first special symbol, and the more short fluctuation displays executed during one display of the first special symbol, the more likely it is that a jackpot game will be executed. Therefore, the player can enjoy playing while hoping that the number of short fluctuation displays executed within the same fluctuation will increase, and it is also possible to recognize the degree of jackpot reliability based on the number of short fluctuation displays.

[0151] [About the production mode] Although not shown in the figure, in the gaming machine 1 of this embodiment, a normal presentation mode, a first presentation mode, and a second presentation mode are prepared as presentation modes related to presentations controlled by the sub-CPU 91 when the game is controlled in the normal game state, and when a predetermined time has passed since the variable display of the first special symbol started in the normal game state, the presentation mode may change from the normal presentation mode to the first presentation mode (or the second presentation mode). In other words, until a predetermined time (shorter than the variable time of the first special symbol) has passed since the variable display of the first special symbol started, the presentation may be controlled in the normal presentation mode, and after the predetermined time has passed, the presentation may be controlled in the first presentation mode (or the second presentation mode).

[0152] In the gaming machine 1 of this embodiment, for example, when a first variation pattern in which the variation time of the first special symbol is a first time is selected, the presentation mode is changed from the normal presentation mode to the first presentation mode, and when a second variation pattern in which the variation time of the first special symbol is a second time is selected, the presentation mode is changed from the normal presentation mode to the second presentation mode. The sub-CPU 91 identifies the variation pattern of the first special symbol based on a variation start command transmitted from the main control board 80 at the start of the variation display of the first special symbol in the normal gaming state, and controls the presentation mode based on the result of the identification.

[0153] Although detailed explanation will be omitted, when the presentation mode changes from the normal presentation mode to the first presentation mode (or the second presentation mode), the background image displayed on the entire display screen 70, the presentation sound (variable presentation sound) output from the speaker 38 in conjunction with the variable display of the presentation symbols, the display mode of the presentation symbols, etc. will change. However, in this embodiment, there is no difference in the jackpot reliability between the normal presentation mode, the first presentation mode, and the second presentation mode, and even if the presentation mode changes from the normal presentation mode to the first presentation mode or from the normal presentation mode to the second presentation mode, the jackpot reliability will not change (increase).

[0154] On the other hand, when the presentation is controlled in the first presentation mode, a dedicated presentation specific to the first presentation mode is executed, which is not executed when the presentation is controlled in the normal presentation mode or the second presentation mode, and when the presentation is controlled in the second presentation mode, a dedicated presentation specific to the second presentation mode is executed, which is not executed when the presentation is controlled in the normal presentation mode or the first presentation mode.

[0155] [About the mode-specific effects] Next, the dedicated effects of the first presentation mode and the dedicated effects of the second presentation mode will be described with reference to Fig. 8. Here, Fig. 8 is an explanatory diagram for explaining the flow of presentations in the first presentation mode and the second presentation mode.

[0156] <Special effects for the first effect mode> In the gaming machine 1 of this embodiment, as illustrated in Figures 8(B), (C), and (E), the following effects are provided as exclusive effects for the first presentation mode: a first presentation mode transition effect, a first presentation mode exclusive preview effect, and a first presentation mode exclusive mission effect.

[0157] The first presentation mode transition effect is an effect that notifies the user that the presentation mode will change from the normal presentation mode to the first presentation mode, and in this embodiment, it is an effect that pseudo-stops and displays three presentation symbols that indicate a sequence such as "123." When the variable display of the first special symbol and presentation symbols in the normal game state begins (see FIG. 8(A)), a first presentation mode transition effect (see FIG. 8(B)) that pseudo-stops the left 1 symbol, the right 3 symbol, and the center 2 symbol in that order may be executed, and the execution of this first presentation mode transition effect triggers the start of a first presentation mode exclusive notice effect (see FIG. 8(C)).

[0158] As will be explained in detail later based on Figures 11 and 12, the first presentation mode exclusive preview performance (an example of the first performance: see Figure 8(C)) is a performance that predicts whether or not it will develop into a first presentation mode exclusive mission performance (see Figure 8(E)).Depending on the result of the first presentation mode exclusive preview performance, it may develop into a first presentation mode exclusive mission performance (see Figures 8(C) and (E)), or it may not develop into a first presentation mode exclusive mission performance and a miss notification performance may be executed (see Figures 8(C) and (D)).

[0159] The mission performance exclusive to the first presentation mode (see Figure 8(E)) is a mission performance that is only executed when the performance is controlled in the first presentation mode, and is composed of an early performance and a late performance. Here, the early performance is a performance that shows a specified character performing a mission. The late performance is a performance that notifies the success or failure of the mission, and there are cases where a first presentation mode-exclusive mission performance of a success pattern is executed in which a late performance (notifying the success of the mission) is executed following the early performance, and cases where a first presentation mode-exclusive mission performance of a failure pattern is executed in which a late performance (notifying the failure of the mission) is executed following the early performance.

[0160] In this way, success patterns and failure patterns are prepared as mission effects exclusive to the first presentation mode, and when a success pattern mission effect exclusive to the first presentation mode is executed, a winning notification effect is executed (see FIGS. 8(E) and (F)), and when a failure pattern mission effect exclusive to the first presentation mode is executed, a losing notification effect is executed (see FIGS. 8(E) and (D)). Therefore, the player can easily recognize whether or not a winning notification effect will be executed based on the effect content of the latter stage effect that constitutes the mission effect exclusive to the first presentation mode.

[0161] <Special effects for the second effect mode> In the gaming machine 1 of this embodiment, as illustrated in Figures 8(G), (H), and (J), the following effects are provided as exclusive effects for the second presentation mode: a second presentation mode transition effect, a second presentation mode exclusive preview effect, and a second presentation mode exclusive mission effect.

[0162] The second presentation mode transition effect is an effect that notifies the user that the presentation mode will change from the normal presentation mode to the second presentation mode, and in this embodiment, it is an effect that displays three presentation symbols that show a reverse order, such as "321", in a pseudo-stopped manner. When the variable display of the first special symbol and presentation symbols in the normal game state begins (see FIG. 8(A)), a second presentation mode transition effect (see FIG. 8(G)) that pseudo-stops the left 3 symbol, the right 1 symbol, and the center 2 symbol in that order may be executed, and the execution of this second presentation mode transition effect triggers the start of a second presentation mode exclusive notice effect (see FIG. 8(H)).

[0163] As will be explained in detail later based on Figures 9 and 10, the second presentation mode exclusive preview performance (an example of the second performance: see Figure 8(H)) is a performance that predicts whether or not it will develop into a second presentation mode exclusive mission performance (see Figure 8(J)).Depending on the result of the second presentation mode exclusive preview performance, it may develop into a second presentation mode exclusive mission performance (see Figures 8(H) and (J)), or it may not develop into a second presentation mode exclusive mission performance and a miss notification performance may be executed (see Figures 8(H) and (I)).

[0164] The mission performance exclusive to the second presentation mode (see Figure 8(J)) is a mission performance that is only executed when the performance is controlled in the second presentation mode, and like the mission performance exclusive to the first presentation mode, is composed of an early performance and a late performance. Here, the early performance is a performance that shows a specified character performing a mission. The late performance is a performance that notifies the success or failure of the mission, and there are cases where a mission performance exclusive to the second presentation mode with a success pattern in which a late performance (notifying the success of the mission) is executed following the early performance is executed, and cases where a mission performance exclusive to the second presentation mode with a failure pattern in which a late performance (notifying the failure of the mission) is executed following the early performance is executed.

[0165] In this way, success patterns and failure patterns are prepared as mission effects exclusive to the second presentation mode, and when a success pattern mission effect exclusive to the second presentation mode is executed, a winning notification effect is executed (see Figures 8(J) and (F)), and when a failure pattern mission effect exclusive to the second presentation mode is executed, a losing notification effect is executed (see Figures 8(J) and (I)). Therefore, the player can easily recognize whether or not a winning notification effect will be executed based on the effect content of the latter stage effect that constitutes the mission effect exclusive to the second presentation mode.

[0166] In this embodiment, the jackpot reliability of the first presentation mode exclusive mission performance (see FIG. 8(E)) and the second presentation mode exclusive mission performance (see FIG. 8(J)) is set to about 10%, which is higher than that of the normal reach and the character reach. Therefore, even if it does not develop into the first presentation mode exclusive mission performance or the second presentation mode exclusive mission performance, it is possible to moderately increase the player's expectation for the jackpot by executing the first presentation mode transition performance or the second presentation mode transition performance, or by executing the first presentation mode exclusive notice performance (or the second presentation mode exclusive notice performance) following these mode transition performances.

[0167] In this way, in the gaming machine 1 of this embodiment, even if the five types of reach effects described above based on Figure 6 are not executed, a win notification effect may be executed, and by executing the dedicated effect of the first effect mode or the dedicated effect of the second effect mode, the player can be made to expect a jackpot even if a reach is not achieved, and it is possible to effectively prevent the occurrence of problems such as a significant decrease in the player's expectations for a jackpot due to a long period of time during which a reach is not achieved by the effect pattern.

[0168] In addition, the gaming machine 1 of this embodiment is configured so that one or more pseudo consecutive performances may be executed prior to the first presentation mode transition performance (or the second presentation mode transition performance), and the likelihood of the first presentation mode transition performance (or the second presentation mode transition performance) progressing to a first presentation mode exclusive mission performance (or a second presentation mode exclusive mission performance) becomes higher in the following cases: no pseudo consecutive performance is executed (see Figure 7(A)), one pseudo consecutive performance is executed (see Figure 7(B)), and two pseudo consecutive performances are executed (see Figure 7(C)).

[0169] Therefore, by executing a pseudo-consecutive performance and then executing a first performance mode transition performance (or a second performance mode transition performance), it is possible to effectively increase the player's anticipation of the development into a mission performance exclusive to the first performance mode (or a mission performance exclusive to the second performance mode).

[0170] (Example of preview effect exclusive to the second effect mode) Next, with reference to Figures 9 and 10, a specific example of a preview effect exclusive to the second presentation mode (see Figure 8(H)) will be described. Here, Figure 9 is an explanatory diagram for explaining the flow of the preview effect exclusive to the second presentation mode. Figure 10 is a time chart illustrating a plurality of presentation patterns of the preview effect exclusive to the second presentation mode. When the variable display of the first special symbol starts in the normal gaming state, a variation start command is sent from the main control board 80 to the sub-control board 90. This variation start command includes information indicating the variable pattern of the first special symbol, and based on this information, the sub-CPU 91 may set one of the following three presentation patterns for the exclusive presentation of the second presentation mode and instruct the image and sound control board 100 and the lamp control board 120 to execute the presentation of the set presentation pattern.

[0171] Here, the first presentation pattern is a presentation pattern in which, as exemplified in Figures 8(G), (H), and (I), a second presentation mode transition presentation and a second presentation mode exclusive notice presentation are executed, and then a loss notification presentation is executed without executing a second presentation mode exclusive mission presentation. The second presentation pattern is a presentation pattern in which, as exemplified in Figures 8(G), (H), (J), and (F), a second presentation mode transition presentation, a second presentation mode exclusive notice presentation, and a second presentation mode exclusive mission presentation are executed, and then a win notification presentation is executed. The third presentation pattern is a presentation pattern in which, as exemplified in Figures 8(G), (H), (J), and (I), a second presentation mode transition presentation, a second presentation mode exclusive notice presentation, and a second presentation mode exclusive mission presentation are executed, and then a loss notification presentation is executed.

[0172] When any of these three performance patterns is set by the sub-CPU 91, the following performance is executed as a notice performance exclusive to the second performance mode. That is, for example, when the second performance mode transition performance (see FIG. 8(G)) in which three performance symbols showing a reverse order such as "321" are pseudo-stopped and displayed is executed, the "small symbol short-variation display" of the performance symbol is started (see FIG. 9(A)).

[0173] When the pseudo consecutive performance described above is performed based on FIG. 7, the performance symbols may be displayed as small symbols in the upper right area of ​​the display screen 70 in order to secure a display area for performing various performances on the display screen 70 (see, for example, FIGS. 15(C) to (G)), but at least before and after the pseudo consecutive performance, the performance symbols are displayed large in the performance symbol display area 73 (see FIG. 2) (see, for example, FIGS. 15(H) to (I)). In contrast, during the execution of the preview performance exclusive to the second performance mode, the performance symbols are displayed as small symbols throughout in the upper right area of ​​the display screen 70. Also, as exemplified in FIG. 10, during the second variation period in which the preview performance exclusive to the second performance mode is performed, the variation display of the performance symbols and the pseudo stop display (written as "pseudo stop" in FIG. 10) are alternately repeated, so the variation display of the performance symbols is a short variation display that takes a shorter time than the variation time of the first special symbol this time.

[0174] The "small symbol short change display" (see Figure 9(A)) of the above-mentioned performance pattern refers to the display of the change of the performance pattern in which the performance pattern is displayed as a small symbol in the upper right area of ​​the display screen 70 and takes a time shorter than the change time of the first special pattern.In Figures 10(A) to (D), the "small symbol short change display" of the performance pattern that starts in the step of Figure 9(A) is written as "short change A."

[0175] When the "small symbol short variation display" (short variation A) of the effect pattern exemplified in FIG. 9(A) is started, a character search effect is executed, showing the player's character searching for an ally character (see FIG. 9(B)). In this embodiment, as a character search effect accompanying short variation A, a character search effect (see "Search (failed discovery)" in FIGS. 10(B) to (D)) may be executed, showing the player searching but failing to find the ally character. As exemplified in FIGS. 10(A) to (D), this character search effect accompanying short variation A is executed in the six seconds from the start of short variation A to the end of the period (hereinafter also referred to as the "pseudo stop period") during which the effect pattern (while still displaying the small symbol) following short variation A is pseudo-stopped. This is also true when a character search effect is executed in conjunction with a short variation after short variation B.

[0176] So far, we have explained the character search effect in which the ally character is not found, but when this character search effect in which the ally character is not found is executed, the character search effect may also be executed in the next small symbol short variation display. In other words, after the effect exemplified in Figures 9(A) and (B) is executed, the effect exemplified in Figures 9(A) and (B) may be executed again.

[0177] Figure 10(C) illustrates an example of the flow of a performance in which a character search performance in which an ally character fails to be found is executed in conjunction with short variation A, and then a character search performance in which an ally character fails to be found is also executed in short variation B (following short variation A). Figure 10(D) illustrates an example of the flow of a performance in which a character search performance in which an ally character fails to be found is executed in conjunction with short variation A, and then a character search performance in which an ally character fails to be found is also executed in short variation B, and then a character search performance in which an ally character fails to be found is also executed in short variation C (following short variation B).

[0178] On the other hand, the "small symbol short fluctuation display" (short fluctuation A) of the performance pattern illustrated in Figure 9(A) may be started, and a character search performance (see Figure 9(D)) in which an ally character is successfully discovered may be executed in conjunction with short fluctuation A. Figure 10(A) illustrates the flow of a performance in which a character search performance in which one of the ally characters, character A, is successfully discovered is executed in conjunction with short fluctuation A and a pseudo-stop display of the performance pattern (following short fluctuation A).

[0179] Figure 10(A) shows an example of a performance pattern in which a character search performance in which an ally character is successfully discovered is executed most quickly, but after a character search performance in which an ally character is unsuccessful (see Figure 9(B)) is executed, the "small symbol short change display" of the performance pattern is resumed (see Figure 9(C)), and in conjunction with this resumed small symbol short change display, a character search performance in which an ally character is successfully discovered (see Figure 9(D)) may be executed.

[0180] Figure 10(B) illustrates an example of the flow of a performance in which a character search performance is executed in which one ally character is unsuccessfully discovered, followed by a character search performance in which one ally character, character B, is successfully discovered. Figure 10(C) illustrates an example of the flow of a performance in which a character search performance is executed in which two ally characters are unsuccessfully discovered, followed by a character search performance in which one ally character, character C, is successfully discovered. Figure 10(D) illustrates an example of the flow of a performance in which a character search performance is executed in which three ally characters are unsuccessfully discovered, followed by a character search performance in which one ally character, character D, is successfully discovered.

[0181] As is clear from the explanation so far, the gaming machine 1 of this embodiment is configured so that, as a preview effect exclusive to the second presentation mode, regardless of which presentation pattern of Figures 10(A) to (D) is used in the presentation, a character search effect in which the player successfully discovers an ally character is ultimately executed.

[0182] As shown in Fig. 9(D), when a character search effect is executed in which an ally character is successfully discovered, the short fluctuation of the small symbol is resumed (see Fig. 9(E)), and a discovered character corresponding suggestion effect is executed (see Fig. 9(F)), as in Fig. 9(C). This discovered character corresponding suggestion effect is an expectation effect that makes the player expect a winning notification effect to be executed, and is an effect that suggests whether or not the second presentation mode exclusive notice effect (see Fig. 8(H)) will develop into a second presentation mode exclusive mission effect (see Fig. 8(J)) depending on the action of the discovered character.

[0183] As shown in Figure 10, the expected likelihood of this discovery character correspondence suggestion effect developing into a second presentation mode-exclusive mission effect differs depending on the type of ally character discovered in the character search effect, with the execution probability of a discovery character correspondence suggestion effect suggesting development into a second presentation mode-exclusive mission effect increasing in the following order: discovery character correspondence suggestion effect by character D, discovery character correspondence suggestion effect by character C, discovery character correspondence suggestion effect by character B, and discovery character correspondence suggestion effect by character A. In other words, the probability of suggesting development into a second presentation mode-exclusive mission effect is highest when a discovery character correspondence suggestion effect by character A is executed, and the execution probability of a discovery character correspondence suggestion effect suggesting that development into a second presentation mode-exclusive mission effect increases in the following order: discovery character correspondence suggestion effect by character B, discovery character correspondence suggestion effect by character C, and discovery character correspondence suggestion effect by character D.

[0184] In this embodiment, when a character search effect is executed that successfully discovers character A, a character A corresponding suggestion effect is executed in association with a short fluctuation B that lasts for 24 seconds (= 6 seconds × 4) (see FIG. 10(A)), and when a character search effect is executed that successfully discovers character B, a character B corresponding suggestion effect is executed in association with a short fluctuation C that lasts for 18 seconds (= 6 seconds × 3) (see FIG. 10(B)). Also, when a character search effect is executed that successfully discovers character C, a character C corresponding suggestion effect is executed in association with a short fluctuation D that lasts for 12 seconds (= 6 seconds × 2) (see FIG. 10(C)), and when a character search effect is executed that successfully discovers character D, a character D corresponding suggestion effect is executed in association with a short fluctuation E that lasts for 6 seconds (= 6 seconds × 1) (see FIG. 10(D)).

[0185] In this way, in the gaming machine 1 of this embodiment, as explained based on Figures 9 and 10, during the second variation period in which the first special pattern is displayed in a variable manner in the second presentation mode, it is possible to execute a second presentation mode-exclusive preview presentation (see Figure 10: an example of the second presentation) in which the presentation pattern is displayed in a multiple short variation (short variation A to short variation E) and a suggestion presentation for each character that corresponds to the discovered character (an example of an expected presentation) is performed in a second presentation pattern unique to the second presentation mode.

[0186] 10, the second presentation mode exclusive preview effect in this embodiment has the characteristic that the earlier the timing of the character search effect in which the player succeeds in discovering an ally character is executed, the higher the expectation of development into the second presentation mode exclusive mission effect. Therefore, the player can enjoy the game while hoping to succeed in discovering an ally character at an earlier stage.

[0187] 10, the second presentation mode exclusive preview effect in this embodiment has the characteristic that the longer the execution time of the corresponding suggestion effect corresponding to the discovered character, the higher the expectation of development to the second presentation mode exclusive mission effect. Therefore, the player can easily and intuitively recognize the level of expectation of development to the second presentation mode exclusive mission effect based on the execution time of the corresponding suggestion effect.

[0188] (Example of preview effect exclusive to the first effect mode) Next, with reference to Figures 11 and 12, a specific example of a preview effect exclusive to the first presentation mode (see Figure 8(C)) will be described. Here, Figure 11 is an explanatory diagram for explaining the flow of the preview effect exclusive to the first presentation mode. Figure 12 is a time chart illustrating a plurality of presentation patterns of the preview effect exclusive to the first presentation mode. The variation start command sent from the main control board 80 at the start of the variable display of the first special symbol in the normal gaming state includes information indicating the variable pattern of the first special symbol, and the sub-CPU 91 may set one of the following three presentation patterns for the exclusive presentation of the first presentation mode based on this information, and instruct the image and sound control board 100 and the lamp control board 120 to execute the presentation of the set presentation pattern.

[0189] Here, the first presentation pattern is a presentation pattern in which, as exemplified in Figures 8(B), (C), and (D), a first presentation mode transition presentation and a first presentation mode exclusive notice presentation are executed, and then a loss notification presentation is executed without executing a first presentation mode exclusive mission presentation. The second presentation pattern is a presentation pattern in which, as exemplified in Figures 8(B), (C), (E), and (F), a first presentation mode transition presentation, a first presentation mode exclusive notice presentation, and a first presentation mode exclusive mission presentation are executed, and then a win notification presentation. The third presentation pattern is a presentation pattern in which, as exemplified in Figures 8(B), (C), (E), and (D), a first presentation mode transition presentation, a first presentation mode exclusive notice presentation, and a first presentation mode exclusive mission presentation are executed, and then a loss notification presentation.

[0190] When any of these three presentation patterns is set by the sub-CPU 91, the following presentation is executed as a first presentation mode exclusive notice presentation. That is, for example, when the first presentation mode transition presentation (see FIG. 8(B)) in which three presentation symbols indicating a sequence such as "123" are pseudo-stopped and displayed is executed, a short fluctuation of the presentation symbols is started (see FIG. 11(A)).

[0191] In the short variation of the effect symbol in Fig. 11(A), although not shown in the figure, the effect symbol is displayed large in the effect symbol display area 73 (see Fig. 2), and the effect symbol is displayed in a time shorter than the variation time of the first special symbol this time. This is also true for the short variation of the effect symbol in Fig. 11(F) described later, and short variation 1, short variation 2, short variation 3, and short variation 4 in Fig. 12(A) to (D) correspond to the short variations of these effect symbols, and in this embodiment, the time required for short variations 1 to 4 is all fixed at 4 seconds (see Fig. 12).

[0192] When four seconds have passed since the short fluctuation of the effect pattern illustrated in Fig. 11(A) began, the effect pattern will be hidden (see Fig. 11(B)). "Hidden" in Fig. 12 represents the period in which the effect pattern is hidden immediately after short fluctuation 1, immediately after short fluctuation 2, immediately after short fluctuation 3, and immediately after short fluctuation 4, and in this embodiment, the non-display time in which the effect pattern is hidden is fixed at 3 seconds.

[0193] Here, when comparing the preview performance exclusive to the first performance mode (see Fig. 12) with the pseudo consecutive performance (see Fig. 7) in terms of the display of the variations of the performance symbols, both are common in that the short variations of the performance symbols are displayed for a time shorter than the variation time of the first special symbol. On the other hand, in the pseudo consecutive performance, immediately after the short variation display of the performance symbols (first short variation and second short variation in Fig. 7(A) to (C)) is performed, three performance symbols including the middle 7 symbol are pseudo-stopped and displayed, whereas in the preview performance exclusive to the first performance mode, immediately after the short variation of the performance symbols (short variation 1 to short variation 4 in Fig. 12(A) to (D)) is performed, the performance symbols are hidden, which is a difference between the two.

[0194] In addition, the reason why the preview effect exclusive to the first effect mode has a period during which the effect symbols are not displayed (non-display period) is that various effects are performed during the non-display period using the display area secured by the non-display of the effect symbols, but if the effect symbols are hidden even temporarily, there is a possibility that the player will not be able to easily determine whether the variable display of the current first special symbol is continuing or not. For this reason, in other embodiments, the non-display period may be a period during which the variable display of the effect symbols displayed as small symbols is performed, so as not to interfere with the various effects and so that the player can easily recognize that the variable display of the current first special symbol is continuing.

[0195] Returning to the explanation of Figure 11, when the non-display period begins in which the display symbols are not displayed, one of the following effects is executed during this non-display period: point addition effect (see Figure 11(C)), arrival notice (success) (see Figure 11(D)), or arrival notice (failure) (see Figure 11(E)). In Figure 12, the point addition effect is written as "point addition", the arrival notice (success) is written as "arrival notice (success)", and the arrival notice (failure) is written as "arrival notice (failure)".

[0196] In the first presentation mode exclusive notice presentation in this embodiment, as short variation 1 starts, a point image is displayed in a predetermined display area (for example, a display area directly above the icon display area 72 that does not interfere with the short variation of the presentation pattern in the presentation pattern display area 73). This point image is a presentation image that notifies whether or not the presentation will develop into a judge presentation (see Figures 11(H), 12(C) and (D)) described later.

[0197] In the point addition effect, the points to be added to the points indicated by the point image are displayed, and the display of the point image is updated to show the value of the added points. For example, when a point addition effect is performed with a point image showing the characters "15pt" displayed, the characters "+28" are displayed as the added points, and the display of the point image is updated to show the characters "43pt" (=15+28) instead of the characters "15pt".

[0198] Such a point addition effect is executed one or more times during the first fluctuation period in which the first presentation mode exclusive preview effect is executed, and the added points are variable. During the first fluctuation period, the point addition effect is executed one or more times, and if the final points indicated by the point image reach "100", it develops into a judgment effect (see FIG. 11(H)). On the other hand, if the final points indicated by the point image do not reach "100", it does not develop into a judgment effect. This judgment effect is configured as an effect that judges whether or not to develop into a mission effect exclusive to the first presentation mode, and notifies the result of the judgment. If it is judged as "pass", it develops into a mission effect exclusive to the first presentation mode (see FIGS. 11(H) and (I)), and if it is judged as "fail", it does not develop into a mission effect exclusive to the first presentation mode, and a miss notification effect is executed (see FIGS. 11(H) and (G)).

[0199] In this way, the judgement effect is an effect that judges whether or not to develop into a mission effect exclusive to the first presentation mode and notifies the result of the judgment, and if the judgement effect does not judge "pass", the mission effect exclusive to the first presentation mode will not be executed. Also, the preview effect exclusive to the first presentation mode in this embodiment is configured not to develop into the judgement effect unless the final points indicated by the point image reach "100". Therefore, if the final points indicated by the point image do not reach "100", not only the judgement effect but also the mission effect exclusive to the first presentation mode will not be executed, and a miss notification effect will be executed.

[0200] The arrival notice (success) (see Figure 11(D)) is an effect that predicts that the points indicated by the point image will reach "100", and when the arrival notice (success) is executed, the final points indicated by the point image will always reach "100". Therefore, when the arrival notice (success) is executed, the points indicated by the point image will reach "100", and at least the judgement effect will be developed. Figure 12(C) illustrates an example of the flow of a series of effects in which the arrival notice (success) is executed during the non-display period following short variation 1, and the points indicated by the point image reach "100" through the point addition effect executed during the non-display period following short variation 2 and the point addition effect executed during the non-display period following short variation 3, and as a result, the judgement effect will be initiated with the start of short variation 4.

[0201] Figure 12(D) also illustrates the flow of a series of effects in which a reach notice (failure) is executed during the non-display period following short variation 1, a point addition effect is executed during the non-display period following short variation 2, and a reach notice (success) is executed during the non-display period following short variation 3.Although not shown in Figure 12(D), the points indicated by the point image reach "100", and a judgment effect begins with the start of short variation 4.

[0202] As is clear from a comparison between Figures 12(C) and 12(D), when the arrival notice (success) is executed, there are two patterns: one in which the points indicated by the point image do not immediately reach "100", but reach "100" through a subsequent point addition effect (a pattern exemplified in Figure 12(C)), and one in which the points indicated by the point image reach "100" immediately after the arrival notice (success) is executed, without a subsequent point addition effect being executed (a pattern exemplified in Figure 12(D)).

[0203] The arrival notice (failure) (see FIG. 11(E)) is an effect that functions as a false arrival notice (success) effect, predicting that the points indicated by the point image will not reach "100." However, just because the arrival notice (failure) is executed does not necessarily mean that the points indicated by the point image will not reach "100." In addition to the pattern in which the arrival notice (failure) is executed and the points indicated by the point image do not reach "100" (see FIG. 12(B)), there is also a pattern in which the points indicated by the point image reach "100" due to a point addition effect executed after the arrival notice (failure), resulting in a judgement effect (see FIG. 12(C)), and a pattern in which the points indicated by the point image reach "100" due to a arrival notice (success) executed after the arrival notice (failure), resulting in a judgement effect (see FIG. 12(D)). In addition, as exemplified in FIG. 12(A), there is also a pattern in which the arrival notice (failure) is never executed during the first fluctuation period.

[0204] The arrival notice (success) and arrival notice (failure) can be any presentation that allows the player to easily recognize whether or not the points shown in the point image have the potential to reach "100." For example, an example of an arrival notice (success) would be a display showing a specified character holding up a placard with the number "100" written on it, while an example of an arrival notice (failure) would be a display showing a specified character walking away without holding up a placard with the number "100" written on it.

[0205] As is clear from the explanation so far, in the preview performance exclusive to the first performance mode of this embodiment, during the non-display period (see Figure 11(B)) of the performance pattern following any of the short fluctuations of short fluctuation 1, short fluctuation 2, short fluctuation 3, and short fluctuation 4, a point addition performance (see Figure 11(C)), a reach preview (success) (see Figure 11(D)), or a reach preview (failure) (see Figure 11(E)) is executed. Furthermore, if the points indicated by the point image do not reach "100" even in the point addition performance performed during the non-display period following short fluctuation 4 (see Figure 12(A)), or if a reach preview (failure) is executed during the non-display period (see Figure 12) following short fluctuation 4 (see Figure 12(B)), the performance will not progress to the mission performance exclusive to the first performance mode (see Figure 11(I)), but a miss notification performance (see Figure 11(G)) will be executed.

[0206] On the other hand, if the point addition effect (see Figure 11(C)), arrival notice (success) (see Figure 11(D)), or arrival notice (failure) (see Figure 11(E)) is executed during the non-display period before the non-display period following short variation 4, i.e., the non-display period following short variation 1, the non-display period following short variation 2, or the non-display period following short variation 3, the effect pattern is displayed again and a short variation of the effect pattern (see Figure 11(F)) is executed.

[0207] For example, if the first point addition effect is executed during the non-display period following short variation 1 in FIG. 12(A) as the point addition effect of FIG. 11(C), short variation 2 is executed as the short variation of the effect pattern in FIG. 11(F) (see FIG. 12(A)). In this case, the effects then progress in the order of FIG. 11(B) and FIG. 11(C), and the second point addition effect is executed during the non-display period following short variation 2 (see FIG. 12(A)). Also, for example, if the arrival notice (success) of FIG. 11(D) is executed during the non-display period following short variation 3 in FIG. 12(D), short variation 4 is executed as the short variation of the effect pattern in FIG. 11(F) (see FIG. 12(D)). In this case, a judgment effect (see FIG. 11(H) and FIG. 12(D)) is started with the start of short variation 4, and it is announced whether or not the effect will develop into a mission effect exclusive to the first effect mode.

[0208] Also, for example, if the first arrival notice (failure) is executed during the non-display period following short variation 2 in Fig. 12(B) as the arrival notice (failure) in Fig. 11(E), short variation 3 is executed as the short variation of the performance pattern in Fig. 11(F) (see Fig. 12(B)). In this case, the performance then progresses in the order of Fig. 11(B) and Fig. 11(C), and the second point addition performance is executed during the non-display period following short variation 3 (see Fig. 12(B)).

[0209] In the first presentation mode exclusive preview presentation, if the presentation progresses to the judge presentation (see FIG. 11(H)), and the judge presentation judges "fail," it will not progress to the first presentation mode exclusive mission presentation, and a miss notification presentation will be executed (see FIG. 11(H) and (G)). On the other hand, if the judge presentation judges "pass," it will progress to the first presentation mode exclusive mission presentation (see FIG. 11(I)), and after this first presentation mode exclusive mission presentation suggests whether or not you have won, a win notification presentation (or a miss notification presentation) will be executed (see FIG. 11(I) and (J)).

[0210] 11 to 12, in the gaming machine 1 of this embodiment, during the first variation period in which the first special symbol is displayed in the first variation mode, it is possible to execute a first-mode exclusive notice effect (see FIG. 12: an example of the first effect) in which the first variation period includes multiple short variation displays of the effect symbol (short variation 1 to short variation 4), a point addition effect, a reach notice (success), a reach notice (failure), and a judgement effect in a first variation pattern specific to the first variation mode. Note that the first variation pattern here is a general term for a variation pattern that is not selected when the effect is controlled in another variation mode, but can be selected when the effect is controlled in the first variation mode, and some of these are exemplified in FIGS. 12(A) to 12(D), but a large number of variation patterns are prepared as the first variation pattern.

[0211] Although not shown in Figure 12, in the first presentation mode exclusive preview presentation of this embodiment, the points indicated by the point image increase as the point addition presentation is executed one or more times. This effectively increases the player's anticipation for the point indicated by the point image reaching "100" and progressing to the first presentation mode exclusive mission presentation via the judge presentation, resulting in a high presentation effect.

[0212] Note that the points indicated by the point image may reach "100" as a result of multiple point addition effects being executed, or the points indicated by the point image may reach "100" with a single point addition effect. Also, even if one or multiple point addition effects are executed, the points indicated by the point image may not reach "100" (i.e., the judge effect is not executed, and the effect does not develop into a mission effect exclusive to the first effect mode).

[0213] Furthermore, in the first presentation mode exclusive preview performance of this embodiment, unless both the first condition that the points shown in the point image reach "100" and the second condition that the performance is judged as "pass" in the judgment performance are met, the performance will not progress to the first presentation mode exclusive mission performance. Therefore, it is possible to effectively prevent the first presentation mode exclusive preview performance from becoming monotonous and reducing the performance effect of the first presentation mode exclusive preview performance, which is caused by there being only one condition for progressing to the first presentation mode exclusive mission performance.

[0214] Furthermore, in the preview effect exclusive to the first presentation mode of this embodiment, the arrival preview (success) suggests in advance that the points shown by the point image will reach "100", that is, that the performance will develop into a judgement performance, and when the arrival preview (success) is executed, the points shown by the point image will always reach "100". Therefore, the synergistic effect of the point addition performance and the arrival preview (success) makes it possible to effectively suggest that a judgement performance will be executed.

[0215] In the gaming machine 1 of this embodiment, when a winning notification effect is executed in the first presentation mode, the judgment effect (see FIG. 11(H)) and the mission effect exclusive to the first presentation mode (see FIG. 11(I)) are always passed through. The judgment effect is an effect that is executed as a result of the execution of the point addition effect (see FIG. 11(C)) or the arrival notice (success) (see FIG. 11(D)), and therefore, these point addition effect and the arrival notice (success) can be said to be "expectation effects" that make the player expect that a winning notification effect will be executed in the first presentation mode.

[0216] Figure 12 shows examples of some of the many presentation patterns for the preview presentation exclusive to the first presentation mode executed by the gaming machine 1 of this embodiment, but as is clear from the notation in Figure 12, the start timing (expected presentation start timing) at which the point addition presentation or the arrival preview (success) begins varies depending on the presentation pattern selected.

[0217] The preview effect for the first presentation mode includes multiple timings (start timings of anticipation effects) to heighten the player's anticipation for the execution of the winning notification effect (i.e., the jackpot), and the number and combination of these timings vary depending on the presentation pattern selected. For example, in the presentation pattern illustrated in FIG. 12(A), the player's anticipation for the jackpot can be heightened at four timings: the start timing of the non-display period when the first point addition effect starts (following short fluctuation 1), the start timing of the non-display period when the second point addition effect starts (following short fluctuation 2), the start timing of the non-display period when the third point addition effect starts (following short fluctuation 3), and the start timing of the non-display period when the fourth point addition effect starts (following short fluctuation 4). Furthermore, in the presentation pattern illustrated in FIG. 12(D), the player's anticipation for the jackpot can be heightened at two timings: the start timing of the non-display period when the point addition effect starts (following short fluctuation 2) and the start timing of the non-display period when the arrival preview (success) starts (following short fluctuation 3).

[0218] Therefore, with the preview effect exclusive to the first presentation mode of this embodiment, it is possible to obtain an extremely high presentation effect compared to presentations in which the timing and number of events that increase the player's expectations for a jackpot are fixed.

[0219] Furthermore, in the gaming machine 1 of this embodiment, even if a point addition effect is executed, there are cases where a judgment effect is not executed afterwards (for example, see FIGS. 12(A) and (B)), whereas when an arrival notice (success) is executed, a judgment effect is always executed afterwards (for example, see FIGS. 12(C) and (D)). Therefore, with regard to the expectation effect that anticipates a jackpot, the player can enjoy the announcement effect exclusive to the first presentation mode while hoping that the arrival notice (success) will be executed rather than the point addition effect.

[0220] In addition, when the first presentation mode exclusive preview effect is executed during the variable display of the first special symbol in the normal gaming state, if the result of the first special symbol determination performed at the start of the variable display of this first special symbol is a "jackpot," the judgment effect will always be executed, and the result will always be judged as a "pass." Then, after that, the game progresses to the mission effect exclusive to the first presentation mode, and the win notification effect will be executed (see Figures 11(H) to (J)). On the other hand, if the result of the first special symbol determination is a "miss," the longer the variable time of the first special symbol, the more likely the judgment effect will be executed, and conversely, the shorter the variable time of the first special symbol, the more likely the judgment effect will be judged as a "pass," and conversely, the shorter the variable time of the first special symbol, the more likely the judgment effect will be judged as a "fail." In addition, when the result of the first special symbol determination is a "miss" and the judgment effect is executed, the longer the variable time of the first special symbol, the more likely the judgment will be a "pass," and conversely, the shorter the variable time of the first special symbol, the more likely the judgment will be a "fail." If the result is a "pass," the game will progress to a mission performance exclusive to the first performance mode; however, since the result of the first special pattern determination performed at the start of the variation is a "miss," a miss notification performance will be executed after the mission performance exclusive to the first performance mode (see Figures 11(H) to (J)).

[0221] In addition, when the sub-CPU 91 transitions the presentation mode to the first presentation mode during the display of the first special symbol variation in the normal game state and executes a first presentation mode exclusive preview presentation (see Figure 8(C)), it sets, based on the variation start command sent from the main control board 80 at the start of the display of the first special symbol variation, the first short variation count (in this embodiment, fixed at four times from short variation 1 to short variation 4) which is the number of times the short variation display will be performed during the first variation period (see Figure 12), the start timing (expected presentation start timing) if a point addition presentation (see Figure 11(C)) is performed, the start timing (expected presentation start timing) if an arrival preview (success) (see Figure 11(D)) is performed, the start timing (expected presentation start timing) if an arrival preview (failure) (see Figure 11(E)) is performed, and the start timing if a judgment presentation (see Figure 11(H)) is performed.

[0222] On the other hand, when the sub-CPU 91 transitions the presentation mode to the second presentation mode during the display of the first special symbol variation in the normal game state and executes a preview presentation exclusive to the second presentation mode (see Figure 8(H)), it sets the second short variation count, which is the number of times the short variation display will be performed during the second variation period (see Figure 10) (in this embodiment, any of two short variations A to B to five short variations A to E: see Figure 10), and the presentation content of the discovered character corresponding suggestion presentation performed during the second variation period (which character of characters A to D will the discovered character corresponding suggestion presentation be performed for).

[0223] In the gaming machine 1 of this embodiment, based on a variation start command transmitted from the main control board 80 at the start of the variable display of the first special symbol accompanied by a change in the presentation mode to the first presentation mode (or the second presentation mode), the presentation pattern of the preview presentation exclusive to the first presentation mode (or the preview presentation exclusive to the second presentation mode) is set by the sub-CPU 91 to an appropriate presentation pattern according to the determination result of the first special symbol determination. Therefore, it is possible to execute highly entertaining preview presentation exclusive to the first presentation mode and the second presentation mode.

[0224] [About the increase in effects] Next, the increase effect executed in the gaming machine 1 of this embodiment will be described with reference to Figures 13 and 14. Here, Figure 13 is an explanatory diagram for explaining the flow of a series of effects constituting the increase effect. Figure 14 is an explanatory diagram for explaining the jackpot reliability of the increase effect, etc.

[0225] As described above based on Figure 6, when a normal reach (see Figure 6(D)) develops, a power icon (see, for example, Figure 15(D)) indicating the accumulated power of the player's character who will battle the enemy character is displayed, and an increase effect may be executed to increase the number indicated by this power icon (see Figure 13(B)). This power icon has the function of notifying whether or not the game will develop into an SPSP reach (or story reach) as exemplified in Figure 6(G), and when the number indicated by the power icon reaches "100", the game will develop into an SPSP reach (or story reach), and if the number indicated by the power icon does not ultimately reach "100", the game will not develop into an SPSP reach (or story reach).

[0226] The increase effect in this embodiment is composed of a first increase effect (see Figure 13(C)), a second increase effect (see Figure 13(E)), a third increase effect (see Figure 13(J)), and a fourth increase effect (see Figure 13(K)), and there are cases where all four of these increase effects are executed, and there are also cases where only some of these four increase effects are executed.

[0227] (Prelude) When an increase effect is executed, the first increase effect is always executed, and in some cases when the first increase effect is executed, a precursor effect (see Figure 13(A)) may be executed before the first increase effect is executed. When the first increase effect is executed, the power icon used for the first increase effect is displayed (see Figure 13(B)). However, as is clear from the notation in Figures 13(A) to (C), there are patterns in which the power icon is displayed and the first increase effect is executed without the precursor effect being executed, and patterns in which the precursor effect is executed, and then the power icon is displayed and the first increase effect is executed.

[0228] The premonition effect is an effect that indicates in advance that the first increase effect will be executed, and is characterized in that the premonition effect is not executed if the first increase effect is not executed. The premonition effect in this embodiment is an effect that causes the board lamp 5 (see FIG. 4) to light up in a predetermined light color, and as exemplified in FIG. 14(A), there are premonition effects that cause the board lamp 5 to light up in blue, premonition effects that cause the board lamp 5 to light up in green, and premonition effects that cause the board lamp 5 to light up in red. Although not shown in the figure, when the board lamp 5 lights up in blue, a predetermined blue-corresponding effect sound is output from the speaker 38, when the board lamp 5 lights up in green, a predetermined green-corresponding effect sound is output from the speaker 38, and when the board lamp 5 lights up in red, a predetermined red-corresponding effect sound is output from the speaker 38.

[0229] 14(A), the jackpot reliability of the premonition effect that causes the board lamps 5 to light up in blue is set to about 7%, the jackpot reliability of the premonition effect that causes the board lamps 5 to light up in green is set to about 10%, and the jackpot reliability of the premonition effect that causes the board lamps 5 to light up in red is set to about 21%. Therefore, the player can know in advance that the first increase effect will be executed based on the execution of the premonition effect, and can easily know the degree of possibility that the winning notification effect will be executed with the pattern variation that executed the premonition effect based on the light color of the board lamps 5 in the premonition effect (and the effect sound output from speaker 38).

[0230] While the present embodiment describes an example in which the first increase effect is always executed after the execution of a premonition effect, other embodiments may employ a configuration in which the premonition effect may be executed even if the first increase effect is not executed, in other words, a configuration in which there are times when the first increase effect is executed after a premonition effect and times when the first increase effect is not executed after a premonition effect. When employing such a configuration, it is conceivable to employ a configuration in which, for example, when a premonition effect that causes the board lamps 5 to light up blue is executed, the possibility that the first premonition effect will be executed thereafter is relatively low, when a premonition effect that causes the board lamps 5 to light up green is executed, the possibility that the first premonition effect will be executed thereafter is medium, and when a premonition effect that causes the board lamps 5 to light up red is executed, the possibility that the first premonition effect will be executed thereafter is relatively high (or the first premonition effect will always be executed).

[0231] Furthermore, in this embodiment, an example is described in which two presentation means, the panel lamp 5 and the speaker 38, are used for the premonition effect, but the types and number of presentation means used for the premonition effect are not limited to those exemplified in this embodiment. That is, in other embodiments, one or three or more presentation means may be used for the premonition effect, and presentation means other than the panel lamp 5 and the speaker 38, such as the display screen 70, the frame lamp 37, or the movable decorative member 14, may be used. Furthermore, when multiple presentation means are used for the premonition effect, the combination of presentation means can be changed as appropriate.

[0232] (First increase effect) Returning to the explanation of FIG. 13, when an increase effect is executed, a power icon is displayed (see FIG. 13(B)) after a premonition effect (see FIG. 13(A)) is executed, or without any premonition effect being executed. The power icon is an effect image that indicates, in numbers, the accumulated power of the player's character who is battling an enemy character, and the first increase effect is an effect that updates (changes) the display of the power icon so that the number indicated by this power icon increases (see, for example, FIGS. 15 to 17 and 18 to 20). Note that, since the initial value of the number indicated by the power icon is "00," when the first increase effect is executed for the first time after the power icon is displayed, a first increase effect is executed that updates the display of the power icon so that the number indicated by the power icon changes from "00" to a number greater than "00" (see, for example, FIGS. 15(D) to 15(G)).

[0233] The gaming machine 1 of this embodiment is capable of executing the first increase effect multiple times, and is configured so that the number of times the first increase effect is executed varies depending on the number of times the pseudo consecutive effects are executed as described above with reference to Fig. 7. For example, if the pseudo consecutive effects are not executed during a normal reach, even if the first increase effect is executed, the number of times it is executed is one.

[0234] On the other hand, when one pseudo consecutive performance is executed during a normal reach, the display of the performance pattern change before the pseudo consecutive performance is executed becomes the first short change (see Figure 7(B)), which is the pseudo first consecutive change display related to the performance pattern, and the display of the performance pattern change after the pseudo consecutive performance is executed becomes the second short change (see Figure 7(B)), which is the pseudo second consecutive change display related to the performance pattern. In this way, when two short changes, the first short change and the second short change, are executed during a normal reach with one pseudo consecutive performance in between, the first first increase performance is executed during the first short change, and the second first increase performance is executed during the second short change, and as a result, two first increase performances are executed.

[0235] Also, when two pseudo consecutive performances are executed during a normal reach, the display of the performance symbol change before the first pseudo consecutive performance is executed becomes the first short change (see FIG. 7(C)), which is the pseudo first consecutive change display related to the performance symbol, and the display of the performance symbol change from the first pseudo consecutive performance to the second pseudo consecutive performance is the second short change (see FIG. 7(C)), which is the pseudo second consecutive change display related to the performance symbol. Then, the display of the performance symbol change after the second pseudo consecutive performance is executed becomes the third short change (see FIG. 7(C)), which is the pseudo third consecutive change display related to the performance symbol. In this way, when the first short change, the first pseudo consecutive performance, the second short change, the second pseudo consecutive performance, and the third short change are executed in this order during a normal reach, the first first increase performance is executed during the first short change, the second first increase performance is executed during the second short change, and the third first increase performance is executed during the third short change, and as a result, three first increase performances are executed.

[0236] Figure 13 illustrates an example of a flow of effects in which a first increase effect (see Figure 13(C)) is executed, followed by a pseudo consecutive effect (see Figure 13(D)), and then the first increase effect (see Figure 13(C)) is executed again. Also, Figures 15(E) to (G) illustrate an example of the number indicated by the power icon increasing from "00" to "19" by the first first increase effect, Figures 16(A) to (C) illustrate an example of the number indicated by the power icon increasing from "19" to "45" by the second first increase effect, and Figures 16(F) to (H) illustrate an example of the number indicated by the power icon increasing from "45" to "89" by the third first increase effect.

[0237] For example, when comparing the first case where one first increase effect is executed during a normal reach (when no pseudo consecutive effects are executed) with the second case where two first increase effects are executed during a normal reach (when one pseudo consecutive effect is executed), the number indicated by the power icon is more likely to be a larger value in the second case than in the first case. Also, when comparing the second case with the third case where three first increase effects are executed during a normal reach (when two pseudo consecutive effects are executed), the number indicated by the power icon is more likely to be a larger value in the third case than in the second case.

[0238] In the gaming machine 1 of this embodiment, the more the number of times the pseudo consecutive effects are executed, the higher the reliability of the jackpot, but as described above, the more the number of times the pseudo consecutive effects are executed, the more the number of times the first increase effects are executed, so there is a correlation between the pseudo consecutive effects and the first increase effects. Therefore, by increasing the number of times the first increase effects are executed, the player's expectation that the game will develop into an SPSP reach (or story reach) can be increased, and by increasing the number of times the pseudo consecutive effects are executed, the player's expectation that the winning notification effect will be executed due to that change can be increased, and a high performance effect can be obtained by the synergistic effect of the pseudo consecutive effects and the first increase effect.

[0239] Returning to the explanation of Figure 13, if the number indicated by the power icon reaches MAX ("100" in this embodiment) as a result of executing the first increase effect one or more times during a normal reach, the reach effect will progress directly from the normal reach to an SPSP reach (or story reach) (see Figures 13(C) and (G), Figures 6(D) and (G)).

[0240] (Second increase effect) On the other hand, if the number indicated by the power icon does not reach MAX as a result of one or more first increase effects being executed during a normal reach (if MAX is not reached), a second increase effect may be executed (see Figures 13(C) and (E)). This second increase effect is an effect that further increases the number indicated by the power icon that has increased by the first increase effect. Figures 16(I) and 17(A)-(B) show examples of how the second increase effect is executed in which the number indicated by the power icon, which has increased to "89" by the first increase effect, reaches MAX.

[0241] Here, the first increase effect and the second increase effect differ in the following ways. That is, the first increase effect is always executed once when the power icon is displayed, whereas the second increase effect may or may not be executed, which is why it differs from the first increase effect. Also, while the number of times the first increase effect is executed can be varied as described above, the number of times the second increase effect is executed is fixed at one. Also, when the first increase effect is executed one or more times, the number indicated by the power icon may or may not reach the MAX, whereas when the second increase effect is executed, the number indicated by the power icon always reaches the MAX.

[0242] As is clear from the above explanation, the second increase effect is an effect that functions as a definitive notification effect that definitively notifies that the number indicated by the power icon has reached MAX. Therefore, if the second increase effect is executed after the first increase effect during a normal reach, the normal reach will directly develop into an SPSP reach (or story reach), and a win / loss notification effect (a win notification effect or a miss notification effect) will be executed in the reach effect that has developed (see Figures 13(C), (E), (G), and (H) and Figures 6(D), (G), and (E)).

[0243] If the first increase effect is executed one or more times but the number indicated by the power icon does not reach MAX (MAX not reached) and the second increase effect is not executed, there are two cases where the normal reach will result in a win / loss notification effect being executed (see Figures 13(C) and (F), Figures 6(D) and (E)), or the number indicated by the power icon will not reach MAX (MAX not reached) and the normal reach will develop into an SP reach (see Figures 13(C) and (I), Figures 6(D) and (F)).

[0244] In this way, in the gaming machine 1 of this embodiment, if the number indicated by the power icon does not reach MAX during a normal reach, the miss notification effect may be executed, but it may also develop into an SP reach. Therefore, by adopting a configuration in which the miss notification effect is always executed when the number indicated by the power icon does not reach MAX, it is possible to effectively prevent the problem of the player's anticipation of a jackpot being significantly reduced due to the number indicated by the power icon not reaching MAX, and it is possible to maintain the player's anticipation of a jackpot for a long period of time.

[0245] (Third increase effect) As described above, when the number indicated by the power icon develops into an SP reach without reaching the MAX, a third increase effect is executed during the SP reach (see Figures 13(I) and (J)). This third increase effect is an effect that further increases the number of the power icon that has increased by one or more first increase effects. Figure 18 shows an example of a series of effect displays that show how the number of the power icon, which has increased to "38" by the first increase effect during a normal reach, gradually increases by the third increase effect.

[0246] The first and second increase effects described above are effects that are performed regardless of the player's operation of the first effect button 35 (or the second effect button 36). In contrast, the third increase effect is an effect that is performed in response to the player's operation and is composed of a first effect button operation prompting effect and a power addition effect. The first effect button operation prompting effect (see, for example, FIG. 18(E)) is an effect that prompts the player to operate the first effect button 35, and is an effect that displays a first effect button image that resembles the first effect button 35 and an effective period gauge that indicates the remaining time during which the operation of the first effect button 35 is effective. The power addition effect (see, for example, FIGS. 18(F) to 18(G)) is an effect that displays a number (addition number) to be added to the number indicated by the power icon in response to the operation of the first effect button 35 during the effective period, and then updates the display of the power icon so that the number indicated by the power icon represents the number obtained by adding the addition number. Figures 18(F) to (G) show an example of how, after "+13" is displayed as the additional number, the display of the power icon is updated so that the power icon showing "38" displays "51" (=38+15) after the additional number is added.

[0247] In the third increase effect, the number indicated by the power icon increases stepwise by alternately repeating the first effect button operation prompt effect and the power addition effect. If the number indicated by the power icon reaches MAX as a result of the execution of the third increase effect consisting of multiple power addition effects, the fourth increase effect (see FIG. 13(K)) described later will not be executed, and the effect will develop into an SPSP reach (or story reach), and a win / loss notification effect (a win notification effect or a loss notification effect) will be executed in the developed reach effect (see FIGS. 13(J), (L), and (M)).

[0248] In this way, in the gaming machine 1 of this embodiment, not only when the number indicated by the power icon reaches MAX during a normal reach, but also when the number indicated by the power icon reaches MAX during an SP reach, the game will progress to an SPSP reach (or story reach). Therefore, even if the number indicated by the power icon does not reach MAX during a normal reach, by displaying the power icon and executing the third increase effect during an SP reach, the player will be made to expect a development to an SPSP reach (or story reach), and it is possible to maintain the player's anticipation for a jackpot for a long period of time.

[0249] (4th increase effect) As illustrated in FIG. 13, when the third increase effect (see, for example, FIG. 13(J)) is executed, the fourth increase effect (see, for example, FIG. 13(K)) may or may not be executed thereafter. The fourth increase effect (see, for example, FIG. 20(A)) is an effect that is executed in some cases when the number indicated by the power icon does not reach MAX despite the execution of the third increase effect, and has the function of ensuring that the number indicated by the power icon reaches MAX. In other words, while the above-mentioned second increase effect is executed during a normal reach, the fourth increase effect differs from the second increase effect in that it is executed during an SP reach that is different from a normal reach, but it is common with the second increase effect in that it ensures that the number indicated by the power icon reaches MAX, and like the second increase effect, it can be said to be an effect that functions as a definitive notification effect that definitively notifies that the number indicated by the power icon has reached MAX.

[0250] On the other hand, if the fourth increase effect is not executed after the third increase effect, if the number indicated by the power icon reaches MAX by the third increase effect, it will develop into an SPSP reach (see Figures 13 (J) and (L)), and if the number indicated by the power icon does not reach MAX, a win / loss notification effect (win notification effect or miss notification effect) will be executed in the SP reach (see Figures 13 (J) and (M)).

[0251] So far, we have explained the increase effects that are executed when a win / loss notification effect is executed in a normal reach, when a normal reach develops into an SP reach and a win / loss notification effect is executed, when a normal reach develops directly into an SPSP reach (or story reach) and a win / loss notification effect is executed, and when a normal reach develops into an SPSP reach (or story reach) via an SP reach and a win / loss notification effect is executed.In contrast, when a normal reach develops into a character reach (see Figure 6(I)), an effect that uses a power icon is executed during the character reach, and the increase effects that are different from the increase effects described above based on Figure 13 are executed.

[0252] Specifically, as a character reach, a reach effect is executed, which shows a predetermined character aiming to acquire an icon containing the letters MAX (MAX icon). Here, if the predetermined character succeeds in acquiring the MAX icon, the MAX icon is displayed large in the central region of the display screen 70, and a change effect display is performed in which this MAX icon moves to a power icon and the number indicated by the power icon changes to "100". When this change effect display is executed, no matter what number the power icon indicates is less than "100", that number will reach the MAX (i.e., "100").

[0253] In this way, when the MAX icon is displayed large during a character reach and the above-mentioned change effect display is performed, a predetermined development effect is performed and the character reach develops into an SPSP reach (or story reach) (see Figures 6(I) and (G)).

[0254] On the other hand, if a predetermined character fails to acquire the MAX icon, the MAX icon is not displayed large in the central area of ​​the display screen 70, and the display of a power icon showing a number less than "100" continues, thereby announcing that the character reach will not progress to an SPSP reach (or a story reach). In this case, a miss notification effect is usually executed in which three effect symbols showing a reach miss number are pseudo-stopped and then stopped, but there is also a case, although it is extremely unlikely, in which a win notification effect is executed in which three effect symbols showing a doublet number are pseudo-stopped and then stopped (see Figures 6(I) and (H)).

[0255] (About the reliability of the Power Icon jackpot) Figure 14 (B) illustrates the jackpot reliability for each rank of the power icon. The power icon described above based on Figure 13 etc. has the feature that the number indicated by the power icon increases as some of the first to fourth increase effects are executed. When the number indicated by the power icon finally reaches MAX, it is announced that the game will develop into SPSP reach (or story reach), and when the number indicated by the power icon finally does not reach MAX, it is announced that the game will not develop into SPSP reach (or story reach).

[0256] In this way, the power icon, which indicates whether or not the number reaches MAX and develops into an SPSP reach (or story reach), has another feature in that its display color may change depending on the change in the number. In this embodiment, the increase effect described above based on Figure 13 allows the display color of the power icon to change in the order of blue, yellow, green, red, gold, and rainbow, and the display of the power icon is controlled so that the display color of the power icon does not change from yellow to blue or from gold to green.

[0257] As illustrated in FIG. 14, power icons are classified into six ranks, namely, rank 1, rank 2, rank 3, rank 4, rank 5, and rank 6, based on their display color and numerical range. Rank 1 power icons are displayed in blue and can take any numerical value from "00" to "19." The jackpot reliability of the effect displaying a rank 1 (blue) power icon is approximately 1%, and if the power icon's rank does not increase from rank 1 to a higher rank, the possibility of the winning notification effect being executed is extremely low. The number indicated by a rank 1 (blue) power icon is at most "19." For this reason, when the first rank (blue) power icon is displayed, the normal reach will not progress directly to the SPSP reach (or story reach); instead, the normal reach will either have a win / loss notification effect executed (see Figures 6(D) and (E)), or the normal reach will progress to the SP reach (see Figures 6(D) and (F)), or the normal reach will progress to the character reach (see Figures 6(D) and (I)) (see Figure 14(B)).

[0258] The second-rank power icon is displayed in yellow and can take on a value between "20" and "50." The jackpot reliability of the display of a second-rank (yellow) power icon is approximately 3%, and if the power icon's rank does not increase from second rank to a higher rank, the possibility of the winning notification effect being executed is quite low. The maximum number indicated by a second-rank (yellow) power icon is "50." Therefore, when a second-rank (yellow) power icon is displayed, a normal reach does not directly progress to an SPSP reach (or story reach). Instead, a win / loss notification effect is executed during a normal reach (see Figures 6(D) and (E)), a normal reach progresses to an SP reach (see Figures 6(D) and (F)), or a normal reach progresses to a character reach (see Figures 6(D) and (I)) (see Figure 14(B)).

[0259] The third-rank power icon is green and can take any value between "51" and "99." The jackpot reliability of the effect of displaying a third-rank (green) power icon is approximately 7%, and if the power icon's rank does not increase from third rank to a higher rank, the possibility of the winning notification effect being executed is relatively low. The maximum number indicated by a third-rank (green) power icon is "99." Therefore, when a third-rank (green) power icon is displayed, a normal reach does not directly progress to an SPSP reach (or story reach). Instead, a win / loss notification effect is executed during a normal reach (see Figures 6(D) and (E)), a normal reach progresses to an SP reach (see Figures 6(D) and (F)), or a normal reach progresses to a character reach (see Figures 6(D) and (I)) (see Figure 14(B)).

[0260] The fourth-rank power icon is displayed in red and only shows the number "100." The jackpot reliability of the effect of displaying a fourth-rank (red) power icon is approximately 23%. If the power icon's rank is not upgraded from fourth rank to a higher rank, the probability of a winning notification effect being executed is high. Generally, the winning notification effect is executed approximately once every four times a fourth-rank power icon is displayed. Furthermore, since the number "100" is displayed on a fourth-rank (red) power icon, when a fourth-rank (red) power icon is displayed, the development to an SPSP reach (or story reach) is highly likely. If a fourth-rank (red) power icon is displayed during an SP reach, the development to an SPSP reach (or story reach) will occur. If a fourth-rank (red) power icon is displayed during a normal reach, the development to an SPSP reach (or story reach) will occur directly without passing through other reach effects, such as an SP reach.

[0261] The display color of the 5th rank power icon is gold, and the number it shows is just "100," the same as the 4th rank power icon. In addition, the jackpot reliability of the effect of displaying the 5th rank (gold) power icon is about 49%, and if the power icon's rank does not increase from 5th rank to a higher rank, the possibility of the winning notification effect being executed is extremely high, and generally, the winning notification effect will be executed about once in every two times when the 5th rank power icon is displayed. Also, since the number indicated by the 5th rank (gold) power icon is "100," when the 5th rank (gold) power icon appears, it is highly likely that it will develop into an SPSP reach (or story reach), and if the 5th rank (gold) power icon appears during an SP reach, it will then develop into an SPSP reach (or story reach), and if the 5th rank (gold) power icon appears during a normal reach, it will develop directly into an SPSP reach (or story reach) without going through other reach effects such as an SP reach.

[0262] The sixth rank power icon is rainbow-colored and displays the number "77" or "100." A sixth rank (rainbow) power icon showing the number "77" is a third rank (green) power icon whose number stops at the rainbow number "77" as it rises. The jackpot reliability of the effect of displaying a sixth rank (rainbow) power icon is 100%, and when a sixth rank (rainbow) power icon appears, it is highly likely that a jackpot will occur. If a sixth rank (rainbow) power icon showing the number "100" appears during a normal reach, the game will progress directly to an SPSP reach (or story reach) without passing through an SP reach, and a win notification effect will always be executed in the resulting reach effect. Furthermore, if a 6th rank (rainbow colored) power icon showing the number "100" appears during an SP reach, it will then develop into an SPSP reach (or story reach), and a winning notification effect will always be executed in the resulting reach effect.

[0263] Furthermore, when a sixth rank (rainbow-colored) power icon showing the number "77" is displayed during a normal reach, the number remains the rainbow-colored "77" and the game develops into an SP reach. If the number remains the rainbow-colored "77" during the SP reach, a win notification effect is always executed in the SP reach. Meanwhile, in the gaming machine 1 of this embodiment, the number shown by the power icon may change from the rainbow-colored "77" to the rainbow-colored "100" during the SP reach. In this case, the SP reach develops into an SPSP reach (or story reach), and a win notification effect is always executed in the reach effect after the development.

[0264] For example, there are two cases: a first case in which a power icon of the first rank (blue, an example of the first display color) is displayed, and then an increase effect (e.g., a first increase effect) is performed while the power icon of the first rank (blue, an example of the common display color) is displayed; and a second case in which a power icon of the second rank (yellow, an example of the second display color) is displayed. Comparing the first and second cases, the second case has a higher probability of a winning notification effect being performed (higher jackpot reliability) than the first case. Furthermore, since the number indicated by the power icon is larger (closer to MAX), it can be said that there is a higher probability of an SPSP reach or story reach being performed. Furthermore, the rank of the power icon does not necessarily increase by one level at a time. For example, a first-rank (blue) power icon may change to a third-rank (green) power icon, or a first-rank (blue) power icon may change to a fourth-rank (red) power icon.

[0265] (About the reliability of the jackpot for the movable decorative lighting effects) In the gaming machine 1 of this embodiment, a movable decoration light-up effect may be executed when the number indicated by the power icon reaches MAX during a normal reach and develops directly into an SPSP reach (or story reach), when the number indicated by the power icon reaches MAX during an SP reach and develops into an SPSP reach (or story reach), and when the number indicated by the power icon reaches MAX due to a change effect display by the MAX icon during a character reach and develops into an SPSP reach (or story reach). This movable decoration light-up effect is an effect in which the movable decorative member 14 is moved from its initial position to its operating position, causing the movable decorative member 14 (the color LED built into the movable decorative member 14) located in the operating position to emit light in a predetermined color.

[0266] In the movable decorative light-emitting performance, the movable decorative member 14 may emit light in white or in red. As illustrated in Figure 14(C), the probability of a jackpot for a movable decorative light-emitting performance in which the movable decorative member 14 emits light in white is approximately 21%, and the probability of a jackpot for a movable decorative light-emitting performance in which the movable decorative member 14 emits light in red is approximately 60%.

[0267] In this embodiment, the movable decoration light-emitting effect is always executed when the game progresses to an SPSP reach (or story reach), but a configuration may be adopted in which the movable decoration light-emitting effect in which the movable decorative member 14 emits white light is executed, the movable decoration light-emitting effect in which the movable decorative member 14 emits red light is executed, or the movable decoration light-emitting effect is not executed. By adopting such a configuration, the movable decoration light-emitting effect can function as a so-called chance-up effect.

[0268] (Increase in effect when a normal reach develops directly into an SPSP reach) Next, specific examples of increasing effects that are performed when a normal reach develops directly to an SPSP reach will be described with reference to Figures 15 to 17. Here, Figures 15 to 17 are screen diagrams showing specific examples of increasing effects that are performed when a normal reach (see Figure 6(D)) develops directly to an SPSP reach (see Figure 6(G)).

[0269] 15(A) illustrates a state in which, on the display screen 70, two reserved icons are displayed in the reserved icon display area 71, and three effect symbols representing the "836" scatter pattern are stopped as a losing symbol is stopped as the first special symbol to notify that the determination result of the first special symbol determination corresponding to the icon displayed in the icon display area 72 is "miss." In this way, when a predetermined determination time (0.6 seconds in this embodiment) has elapsed since the losing symbol is stopped as the first special symbol, a first special symbol determination corresponding to the earliest reserved icon (here, a green reserved icon) displayed in the reserved icon display area 71 is executed. Then, when the determination result of this first special symbol determination is "jackpot" and a variation effect pattern in which a direct development from a normal reach to an SPSP reach is selected as the variation pattern of the first special symbol, the following effect is performed.

[0270] In other words, as the first special pattern determination corresponding to the earliest pending icon (here, the green pending icon) is performed and the display of the first special pattern begins to change, the earliest pending icon displayed in the pending icon display area 71 shifts to the icon display area 72, and the remaining pending icons displayed in the pending icon display area 71 shift toward the icon display area 72 within the pending icon display area 71, and the scrolling display of the three pattern rows begins (see Figures 15 (A) and (B)).

[0271] When a predetermined time has elapsed since the scrolling display of these three symbol rows began, a line preview effect image showing a predetermined character uttering a line is displayed on the display screen 70, and a line preview effect is executed in which the line is output from the speaker 38 (see FIG. 15(C)). This line preview effect is an advance notice effect that suggests the reliability of a jackpot by the type of predetermined character, the content of the line uttered by the predetermined character, the color of the text of the line, etc. FIG. 15(C) illustrates a state in which a line preview effect image showing a predetermined character uttering the line "Maybe this fluctuation is a chance!?" is displayed to suggest that the reliability of a jackpot is slightly high. Note that with the start of this line preview effect, the three symbol rows are displayed in a variable manner as small symbols in the upper right area of ​​the display screen 70, and various effects are performed using the central area of ​​the display screen 70 that is secured as a result.

[0272] When a predetermined time has elapsed since the line preview performance was executed, a power icon is displayed in the lower right area of ​​the display screen 70 (see FIG. 15(D) and FIG. 13(B)). As described above, this power icon indicates the amount of accumulated power of the player's character who will be battling the enemy character, and its initial value is "00". For this reason, FIG. 15(D) illustrates a state in which a power icon showing the number "00" is displayed. Note that, since the power icon showing the number "00" is a power icon classified as the first rank, its display color is blue, and the reliability of a jackpot is approximately 1% (see FIG. 15(D) and FIG. 14(B)).

[0273] Although not shown in Fig. 15, before the power icon is displayed, a premonition effect may be executed using the board lamps 5 and the speaker 38. This premonition effect is as described above with reference to Fig. 13(A) etc.

[0274] When the power icon showing the initial value "00" is displayed as described above, a first first increase effect is executed to update the display of the power icon so that the number changes from "00" to a number greater than "00" (see Figures 15(E) to (G)). The first increase effect can be any effect that increases the number indicated by the power icon, but in this embodiment, it is configured as an effect in which a predetermined character throws an item at the power icon, thereby increasing the number indicated by the power icon. Figures 15(E) to (G) illustrate the execution of a first increase effect that increases the number indicated by the power icon from "00" to "19."

[0275] The power icon immediately after the first first increase effect is executed shows "19" as exemplified in Fig. 15(G), and is a power icon classified as the first rank as exemplified in Fig. 14(B). Before and after the first increase effect is executed as exemplified in Figs. 15(E) to (G), the number indicated by the power icon increases from "00" to "19", but the rank of the power icon remains unchanged at rank 1. Therefore, in the first first increase effect, the display color of the power icon does not change from blue, and the jackpot reliability indicated by the power icon remains at approximately 1% (see Figs. 14(B), 15(E) and (G)).

[0276] In this way, when the first short fluctuation, which is the pseudo first consecutive fluctuation display related to the performance symbol, is performed, the pseudo consecutive performance is executed (see FIG. 15(H)). Specifically, the scroll speed of the left column of symbols slows down and the left symbol (for example, left 2 symbol) pseudo-stops, then the scroll speed of the right column of symbols slows down and the right symbol (for example, right 3 symbol) (different from the left symbol that pseudo-stopped first) pseudo-stops, and then the scroll speed of the middle column of symbols slows down and a performance display is performed in which the 7 symbol (middle 7 symbol) pseudo-stops as a middle symbol that notifies the execution of the pseudo consecutive performance.

[0277] In this way, after different effect patterns have pseudo-stopped as the left and right patterns, when a 7 pattern has pseudo-stopped in the middle row, a pseudo second series of change display (second short change) following the pseudo first series of change display (first short change) related to the effect patterns will start (see Figures 15(H) and (I)). Specifically, after the character "x2" indicating the start of the pseudo second series of change display is displayed large in the central area of ​​the display screen 70, this character "x2" moves to the upper left area of ​​the display screen 70 and is displayed small, and accordingly, the scrolling display of the three pattern rows in the effect pattern display area 73 resumes.

[0278] In the second short variation developed in this way, the second first increase effect is executed (see Figures 16(A) to (C)). In the second first increase effect, a predetermined character throws two items at the power icon, increasing the number indicated by the power icon from "19" to "45".

[0279] The power icon immediately before the second first increase effect is executed shows "19" as shown in FIG. 16(A), which is a power icon classified as a first rank (see FIG. 14(B)). On the other hand, the power icon immediately after the second first increase effect is executed shows "45" as shown in FIG. 16(C), which is a power icon classified as a second rank (see FIG. 14(B)). Because the number indicated by the power icon has not yet reached MAX during the second first increase effect, the player can easily recognize by looking at the power icon that there is a high possibility that the game will not develop into an SPSP reach (or story reach) at this time. Meanwhile, since the second first increase effect changes the first-rank power icon to a second-rank power icon, the display color of the power icon changes from blue to yellow (see FIGS. 15(G) and 16(C)). Based on the color of the power icon after the change, the player can easily recognize that the jackpot reliability has increased to approximately 3%.

[0280] In this way, when the second first increase effect is executed in the second short variation, the second pseudo consecutive effect is executed afterwards (see Fig. 16(D)). Specifically, the scroll speed of the left row of symbols slows down and the left symbol (for example, left 4 symbol) pseudo-stops, then the scroll speed of the right row of symbols slows down and the right symbol (for example, right 5 symbol) (different from the left symbol that pseudo-stopped earlier) pseudo-stops, and then the scroll speed of the middle row of symbols slows down and the middle 7 symbol pseudo-stops.

[0281] In this way, after different effect patterns have pseudo-stopped as the left and right patterns, when the middle 7 pattern pseudo-stops in the middle row, a pseudo third consecutive change display (third short change) following the pseudo second consecutive change display (second short change) related to the effect patterns starts (see Figures 16(D) and (E)). Specifically, after the letters "x3" indicating the start of the pseudo third consecutive change display are displayed large in the central area of ​​the display screen 70, the letters "x3" move to the upper left area of ​​the display screen 70 and are displayed small, and accordingly, the scrolling display of the three pattern rows in the effect pattern display area 73 resumes.

[0282] In the third short variation that has developed in this way, the third first increase effect is executed (see Figures 16(F) to (H)). In the third first increase effect, a predetermined character throws three items at the power icon, increasing the number indicated by the power icon from "45" to "89".

[0283] The power icon immediately before the third first increase effect is executed shows "45" as shown in FIG. 16(F), which is a power icon classified as a second rank (see FIG. 14(B)). On the other hand, the power icon immediately after the third first increase effect is executed shows "89" as shown in FIG. 16(H), which is a power icon classified as a third rank (see FIG. 14(B)). Because the number indicated by the power icon has not yet reached the maximum value during the third first increase effect, the player can easily recognize by looking at the power icon that there is a high possibility that the game will not develop into an SPSP reach (or story reach) at this time. Meanwhile, because the third first increase effect is an increase effect that changes the second-rank power icon to a third-rank power icon, the display color of the power icon changes from yellow to green (see FIGS. 16(C) and (H)). Based on the display color of the power icon after the change, the player can easily recognize that the jackpot reliability has increased to approximately 7%.

[0284] Figure 16(I) shows an example in which the first increase effect has been executed three times, but the number indicated by the power icon has not reached "100," and a failure suggestion effect is being performed in which a predetermined character expresses dejection while uttering the words "What a shame..." Here, if the execution of the second increase effect (see Figure 13(E)) after three first increase effects (see Figure 13(C)) is set at the start of the variable display of the current first special symbol, the following effect will be performed.

[0285] That is, if the number indicated by the power icon does not reach the maximum value even after the first increase effect is executed, a second increase effect is executed to make the number reach the maximum value (see FIGS. 17(A) and (B)). FIGS. 17(A) and (B) illustrate an example of a second increase effect in which a companion character who is a companion of the predetermined character who appeared in the first increase effect appears and attacks the power icon with a ray gun, changing the number on the power icon to the maximum value of "100." FIG. 17(B) also illustrates an example of a predetermined character rejoicing that the number on the power icon has reached the maximum value as a result of the execution of the second increase effect.

[0286] Note that Figure 17(B) shows an example in which a fourth rank (red) power icon indicating the number "100" is displayed as a result of the second increase effect being executed, but instead of the fourth rank (red), a fifth rank (gold) power icon indicating the number "100" or a sixth rank (rainbow) power icon indicating the number "100" may also be displayed.

[0287] In this way, when the second increase effect is executed during a normal reach and the number on the power icon reaches MAX, a predetermined development effect is performed (see Figures 17(C) and (D)). Specifically, in the effect symbol display area 73 (see Figure 2), for example, the left three symbols and the right three symbols pseudo-stop almost simultaneously, resulting in a reach being established, and the middle symbol row is displayed in a slow scrolling state (see Figure 17(C)). At that time, the effect symbols that make up the middle symbol row become temporarily visible, but then the scrolling speed of the middle symbol row increases, making it difficult to identify the middle symbol. Then, as the three left symbols shrink and move to the upper left region of the display screen 70, they rotate clockwise once around the scroll direction as an axis before moving to the upper left region, and at the same time, as the three right symbols shrink and move to the upper right region of the display screen 70, they rotate clockwise once around the scroll direction as an axis before moving to the upper right region (see Figures 17(C) and (D)). After that, until the end of the variable display of this first special symbol, the three left symbols are displayed in a pseudo-stop state in the upper left region, and the three right symbols are maintained in a pseudo-stop state in the upper right region (see Figures 17(E) to (H)).

[0288] When the development effect is performed in this manner, an SPSP reach effect image, which is an effect image related to the SPSP reach, is displayed on the display screen 70, and the SPSP reach begins (see Figures 17(D) and (E)). As a result, although not shown in Figure 17(E), an effect display is performed that shows, for example, the player's character, whose power has accumulated to the maximum, battling an enemy character. After that, as the SPSP reach approaches the end, a first effect button operation prompting effect is performed that prompts the player to operate the first effect button 35 (see Figure 17(F)). Specifically, a first effect button image that resembles the first effect button 35 and a valid period gauge that shows the remaining time of the valid period during which operation of the first effect button 35 is valid are displayed.

[0289] A cut-in occurs when the first effect button 35 is operated during the valid period of the first effect button operation prompt effect, or when the valid period ends without the first effect button 35 being operated (see FIG. 17(G)). This cut-in is one of the preview effects that warns of the possibility of a jackpot, and is, for example, an effect in which a predetermined cut-in image is superimposed on an effect image (other than a reach symbol) displayed on the display screen 70. This cut-in includes a weak cut-in that displays a superimposed weak cut-in image representing one character, a medium cut-in that displays a superimposed medium cut-in image representing two characters, and a strong cut-in that displays a superimposed strong cut-in image representing three characters. These cut-ins are arranged in order from lowest to highest probability of winning the jackpot, in the order weak cut-in, medium cut-in, and strong cut-in. FIG. 17(G) illustrates an example of the occurrence of a strong cut-in, one of these three types of cut-ins (see FIG. 17(G)).

[0290] When a cut-in occurs in this way and the SPSP reach reaches the end, a second effect button operation prompting effect is performed to encourage the player to operate the second effect button 36 (see Figure 17(H)). During the valid period of the second effect button operation prompting effect, 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 time of the valid period are displayed.

[0291] When the second effect button 36 is operated during the valid period of this second effect button operation promotion effect, an operation-responsive effect corresponding to the operation is performed, in which three effect symbols indicating a double number are pseudo-stopped and then actually stopped, to notify the winning (see Figures 17(H) and (I)).

[0292] In this case, since the result of the first special pattern determination performed when the display of the first special pattern began to change is a "jackpot," a hit notification effect is displayed as an operation-responsive effect. However, if the result of the first special pattern determination is a "miss," a miss notification effect is displayed in which the three effect patterns indicating a reach miss are pseudo-stopped and then actually stopped as an operation-responsive effect.

[0293] (Increase in effect when progressing from a normal reach to an SPSP reach via an SP reach) Next, with reference to Figures 18 to 20, a specific example of an increase effect performed when a normal reach develops into an SPSP reach via an SP reach. Here, Figures 18 to 20 are screen diagrams showing a specific example of an increase effect performed when a normal reach (see Figure 6(D)) develops into an SPSP reach (see Figure 6(G)) via an SP reach (see Figure 6(F)). Here, in a case where the determination result of the first special symbol determination is "miss" and a variation effect pattern that develops into an SPSP reach via a normal reach via an SP reach is selected as the variation pattern of the first special symbol, the flow of the effect after one or more first increase effects are executed during the normal reach will be described.

[0294] Figure 18(A) shows an example in which, during a normal reach, the first increase effect is executed one or more times, but the number indicated by the power icon does not reach MAX, and a failure suggestion effect is executed, similar to that described above based on Figure 16(I). The number indicated by the power icon here is "38," and since it is a power icon classified as second rank, its display color is yellow.

[0295] After the failure suggestion effect (see Figure 18(A)) is executed, the second increase effect (see Figure 13(E)) is not executed, but the effect may develop into an SP reach (see Figure 13(I)). In this case, the failure suggestion effect (see Figure 18(A)) is followed by a development effect (see Figures 18(B) and (C)), and the SP reach begins (see Figure 18(D)). Note that the development effect here is performed in the same way as the development effect described above based on Figures 17(C) and (D), except that the development destination is an SP reach rather than an SPSP reach, so a detailed explanation will be omitted here.

[0296] When the development effect is performed in this manner, an SP reach effect image, which is an effect image related to the SP reach, is displayed on the display screen 70, and the SP reach begins (see Figures 18(C) and (D)). When the SP reach begins in this manner, a third increase effect is executed (see Figures 13(I) and (J)). This third increase effect is an effect that alternates between a first effect button operation prompt effect and a power addition effect, and each time a power addition effect is executed, the number indicated by the power icon increases in stages.

[0297] FIG. 18(E) illustrates an example of the first first button operation prompt effect, which constitutes the third increase effect. During the valid period of this first button operation prompt effect, a first button image resembling the first button 35 and a valid period gauge indicating the remaining time during which operation of the first button 35 is valid are displayed. If the first button 35 is operated during the valid period of this first first button operation prompt effect, or if the valid period ends without the first button 35 being operated, a power addition effect is displayed (see FIGS. 18(F) and 18(G)). Specifically, "+13" is displayed in the center of the display screen 70 as the addition value to be added to the number indicated by the power icon. Immediately thereafter, the display of the power icon is updated so that the power icon indicating "38" now displays "51" (=38+15) after the addition value. Since the number indicated by the updated power icon is "51," the power icon is displayed as a third-rank (green) power icon.

[0298] When the first power addition effect is executed in this way, the second first button operation prompt effect is performed (see FIG. 18(H)). Note that the first button operation prompt effect here is performed in the same way as the first first button operation prompt effect described above based on FIG. 18(E), so a detailed explanation will be omitted here.

[0299] If the first effect button 35 is operated during the validity period of the second first effect button operation prompt effect, or if the validity period ends without the first effect button 35 being operated, a power addition effect will be performed (see Figures 18(I) and 19(A)). Specifically, "+16" is displayed in the center area of ​​the display screen 70 as the addition number to be added to the number indicated by the power icon, and immediately thereafter, the display of the power icon is updated so that the power icon indicating "51" now represents "67" (=51+16) with the addition number added. The number indicated by this updated power icon is "67." Therefore, the power icon in this case is a third rank (green) power icon, and although the number has increased from "51" to "67," the display color remains green.

[0300] When the second power addition effect is executed in this way, the third first button operation prompt effect is performed (see FIG. 19(B)). Note that the first button operation prompt effect here is performed in the same way as the first first button operation prompt effect described above based on FIG. 18(E), so a detailed explanation will be omitted here.

[0301] If the first effect button 35 is operated during the validity period of the third first effect button operation prompt effect, or if the validity period ends without the first effect button 35 being operated, a power addition effect will be performed (see Figures 19(C) and (D)). Specifically, "+22" is displayed in the central area of ​​the display screen 70 as the addition number to be added to the number indicated by the power icon, and immediately thereafter, the display of the power icon is updated so that the power icon indicating "67" now represents "89" (=67+22) with the addition number added. The number indicated by this updated power icon is "89." Therefore, the power icon in this case is a third rank (green) power icon, and although the number has increased from "67" to "89," the display color remains green.

[0302] When the third power addition effect is executed in this way, the fourth first button operation prompt effect is performed (see FIG. 19(E)). Note that the first button operation prompt effect here is performed in the same manner as the first first button operation prompt effect described above based on FIG. 18(E), so a detailed explanation will be omitted here.

[0303] If the first effect button 35 is operated during the validity period of the fourth first effect button operation prompt effect, or if the validity period ends without the first effect button 35 being operated, a power addition effect will be performed (see Figures 19(F) and (G)). Specifically, "+9" is displayed in the central area of ​​the display screen 70 as the addition number to be added to the number indicated by the power icon, and immediately thereafter, the display of the power icon is updated so that the power icon indicating "89" represents "98" (=89+9) with the addition number added. The number indicated by this updated power icon is "98". Therefore, the power icon in this case is a third rank (green) power icon, and although the number has increased from "89" to "98," the display color remains green.

[0304] The power addition effect shown in Figures 19(F) and (G) is the final power addition effect among the multiple power addition effects that make up the third increase effect. If this final power addition effect is executed but the number indicated by the power icon does not reach MAX, a failure suggestion effect may be executed, as described above based on Figure 18(A) (see Figure 19(H)).

[0305] Here, since a presentation pattern is set to develop the reach presentation from SP reach to SPSP reach, a fourth increase presentation is executed to make the number indicated by the power icon reach MAX (see Figures 19(I) and 20(A)). Figures 19(I) and 20(A) illustrate the execution of a fourth increase presentation in which a companion character different from the companion character that appeared in the second increase presentation (see Figure 17(A)) appears and presents the number "+2" to change the number of the power icon from "98" to "100." Figure 20(A) also illustrates the execution of a predetermined character joyfully thanking the companion character for the fact that the number of the power icon has reached MAX as a result of the execution of the fourth increase presentation.

[0306] Note that Figure 20(A) shows an example in which a fourth rank (red) power icon indicating the number "100" is displayed as a result of the fourth increase effect being executed, but instead of the fourth rank (red), a fifth rank (gold) power icon indicating the number "100" or a sixth rank (rainbow) power icon indicating the number "100" may also be displayed.

[0307] In this way, when the fourth increase effect is executed during the SP reach and the number on the power icon reaches MAX, a development effect is executed (see Figures 20(A) and (B)). Specifically, a predetermined development effect image showing the progress of the reach effect from SP reach to SPSP reach is displayed on the display screen 70. Then, an SPSP reach effect image, which is an effect image related to the SPSP reach, is displayed on the display screen 70, and the SPSP reach begins (see Figures 20(B) and (C)). As a result, although not shown in Figure 20(C), an effect is displayed that shows, for example, the player's character, whose power has accumulated to MAX, battling an enemy character. After that, as the SPSP reach approaches the end, a first effect button operation prompt effect is executed (see Figure 20(D)), similar to the one described above based on Figure 17(F).

[0308] Then, a cut-in occurs when the first effect button 35 is operated during the valid period of this first effect button operation prompt effect, or when the valid period ends without the first effect button 35 being operated (see Figure 20(E)). Figure 20(E) illustrates an example of a weak cut-in, one of the weak cut-ins, medium cut-in, and strong cut-in described above, occurring, but there are also cases where a medium cut-in or strong cut-in occurs.

[0309] When a cut-in occurs in this way and the SPSP reach reaches its final stage, the second effect button operation prompt effect is performed in the same manner as described above based on Fig. 17(H) (see Fig. 20(F)). On the other hand, if the second effect button 36 is operated during the valid period related to this second effect button operation prompt effect, an operation-responsive effect corresponding to that operation is performed in which three effect symbols indicating a reach loss number (here, "454") are pseudo-stopped and then actually stopped, resulting in a loss notification effect (see Fig. 20(G)).

[0310] Here, we have explained an example in which the result of the first special pattern determination made when the display of the first special pattern begins to change is a "miss," and therefore a miss notification effect is displayed as an operation-responsive effect.However, if the result of the first special pattern determination is a "jackpot," then a win notification effect is displayed in which three performance patterns indicating a repeating number are pseudo-stopped and then actually stopped, as an operation-responsive effect.

[0311] (Variations regarding increased effects) Up to this point, specific examples of increase effects have been described, but the following configuration may also be adopted for the increase effects. That is, in this embodiment, an example is described in which the initial value of the number indicated by the power icon is fixed to "00," but the initial value of the number indicated by the power icon may be variable. That is, in addition to the first increase effect in which the number indicated by the power icon changes from "00" to a number larger than "00," a configuration may also be adopted that is capable of executing a first increase effect in which the number indicated by the power icon changes from a predetermined value larger than "00" (for example, "15") to a number larger than that predetermined value.

[0312] When such a configuration is adopted, the predetermined value may be any number between "00," the minimum value of the number indicated by the power icon, and "100," the maximum value. For example, the predetermined value may be changed appropriately depending on the result of the first special symbol determination and the selected first special symbol variation pattern. In this case, for example, a configuration in which the initial value is determined by a performance lottery may be adopted in conjunction with a configuration in which the predetermined value is likely to be set to a relatively large value when the result of the first special symbol determination is a "jackpot" and a relatively small value when the result is a "miss." In addition, if a first special symbol variation pattern in which the first special symbol variation time is relatively short is selected, the predetermined value is likely to be set to a relatively small value, and if a first special symbol variation pattern in which the first special symbol variation time is relatively long is selected, the predetermined value is likely to be set to a relatively large value. This allows the initial value of the number indicated by the power icon (here, the predetermined value) to indicate the reliability of a jackpot.

[0313] Furthermore, in this embodiment, an example has been described in which the first increase effect is executed regardless of the player's operation, but in other embodiments, a configuration may be adopted in which multiple valid periods are set during a normal reach, and the first effect button operation promotion effect is executed during this valid period, and the first increase effect is executed each time the first effect button 35 is operated during the valid period.

[0314] In addition, in this embodiment, an example has been described in which the number of times the first increase effect is executed changes depending on the number of times the pseudo-consecutive effect is executed, but in other embodiments, a configuration may be adopted in which the number of times the first increase effect is executed changes regardless of the number of times the pseudo-consecutive effect is executed, or a configuration in which the number of times the first increase effect is executed is fixed.

[0315] Furthermore, in this embodiment, an example has been described in which the number indicated by the power icon always reaches MAX when the second increase effect is executed, but in other embodiments, a configuration may be adopted in which, when the second increase effect is executed, the number indicated by the power icon sometimes reaches MAX and sometimes does not. Furthermore, in this embodiment, an example has been described in which the number indicated by the power icon always reaches MAX when the fourth increase effect is executed, but in other embodiments, a configuration may be adopted in which, when the fourth increase effect is executed, the number indicated by the power icon sometimes reaches MAX and sometimes does not.

[0316] In addition, in this embodiment, we will explain an example in which the maximum value of the number indicated by the power icon is "100", but it goes without saying that the maximum value is not limited to this and may be other values ​​such as "1000" or "10000".

[0317] The RAM configuration of the main control board 80 for realizing the effects described with reference to FIGS. 6 to 20 and the processing performed by each control board will be described below.

[0318] [Main RAM 83 configuration example] 21 is an explanatory diagram for explaining the memory areas of the main RAM 83 and the information stored in each memory area. As illustrated in FIG. 21(A), the main RAM 83 is provided with a determination memory area 830, a special symbol 1 / first reserve memory area 831, a special symbol 1 / second reserve memory area 832, a special symbol 1 / third reserve memory area 833, and a special symbol 1 / fourth reserve memory area 834 as memory areas for storing acquired information, etc., acquired when a gaming ball enters the first starting hole 21. The main RAM 83 is also provided with the determination memory area 830, a special symbol 2 / first reserve memory area 835, a special symbol 2 / second reserve memory area 836, a special symbol 2 / third reserve memory area 837, and a special symbol 2 / fourth reserve memory area 838 as memory areas for storing acquired information, etc., acquired when a gaming ball enters the second starting hole 22.

[0319] The determination memory area 830 is a memory area that stores various information used in the special symbol determination when the special symbol determination is actually executed. The special symbol 1·first reserved memory area 831 through the special symbol 1·fourth reserved memory area 834 are memory areas that store various information related to the first special symbol determination, and the special symbol 2·first reserved memory area 835 through the special symbol 2·fourth reserved memory area 838 are memory areas that store various information related to the second special symbol determination. If both the first special symbol determination and the second special symbol determination are pending, the second special symbol determination is consumed with priority over the first special symbol determination. Therefore, when a pending special symbol determination is executed, various information stored in the special symbol 2·first reserved memory area 835 is shifted to the determination memory area 830 if the second special symbol determination is pending, and various information stored in the special symbol 1·first reserved memory area 831 is shifted to the determination memory area 830 if only the first special symbol determination is pending.

[0320] As illustrated in Figure 21 (B), reserved memory areas 831 to 838 are areas for storing information for reserving the right to determine a special pattern, and each area includes an area for storing a jackpot random number obtained by the main CPU 81, an area for storing a pattern random number, an area for storing a reach random number, an area for storing a variable pattern random number, and an area for storing pre-determination information, which is information indicating the pre-determination result.

[0321] Here, the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number are as described above. The preliminary determination information is information obtained by the preliminary determination process (see FIG. 24) described below based on the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number. Specifically, the preliminary determination information includes winning start gate information, information indicating whether the determination result of the special symbol determination is a jackpot or not, information indicating the type of jackpot if a jackpot is determined, information indicating the variation pattern of the special symbol, and information indicating the gaming status of the gaming machine 1. Here, the winning start gate information is information indicating whether the jackpot random number, the symbol random number, the reach random number, and the variation pattern random number stored in the same reserved memory area were acquired as a result of the gaming ball entering the first start gate 21 or as a result of the gaming ball entering the second start gate 22. The pre-determination information including these pieces of information is stored in the same reserved memory area as the jackpot random number, pattern random number, reach random number, and variation pattern random number used in the pre-determination process.

[0322] In the gaming machine 1, each time a gaming ball enters the first starting hole 21, the five pieces of information explained based on Fig. 21(B) are stored in one of the special chart 1·first holding memory area 831 to the special chart 1·fourth holding memory area 834, starting from the special chart 1·first holding memory area 831. Also, each time a gaming ball enters the second starting hole 22, the above five pieces of information are stored in one of the special chart 2·first holding memory area 835 to the special chart 2·fourth holding memory area 838, starting from the special chart 2·first holding memory area 835.

[0323] For example, when information is stored in the determination memory area 830 and no information is stored in any of the special symbol 1·first reserve memory area 831 to the special symbol 1·fourth reserve memory area 834, if a gaming ball enters the first starting hole 21, five pieces of information relating to the first special symbol determination newly acquired in response to the winning are stored in the special symbol 1·first reserve memory area 831. Also, for example, when five pieces of information are stored in each of the determination memory area 830, the special symbol 1·first reserve memory area 831, and the special symbol 1·second reserve memory area 832, if a gaming ball enters the first starting hole 21, five pieces of information relating to the first special symbol determination newly acquired in response to the winning are stored in the special symbol 1·third reserve memory area 833.

[0324] In addition, when the information stored in the special symbol 1·first reserved memory area 831 is shifted to the judgment memory area 830 when the first special symbol judgment is executed, the information stored in the reserved memory areas related to the first special symbol judgment from the special symbol 1·second reserved memory area 832 onwards is shifted to the special symbol 1·first reserved memory area 831 side. For example, when information is stored in each of the special symbol 1·first reserved memory area 831 to the special symbol 1·third reserved memory area 833, and the information stored in the special symbol 1·second reserved memory area 832 is shifted to the special symbol 1·first reserved memory area 831, and the information stored in the special symbol 1·third reserved memory area 833 is shifted to the special symbol 1·second reserved memory area 832.

[0325] Such information shift processing is also performed in the special symbol 2·first reserved memory area 835 to the special symbol 2·fourth reserved memory area 838, in which information related to the second special symbol determination is stored. In addition, in the gaming machine 1 of this embodiment, when both the first special symbol determination and the second special symbol determination are reserved, that is, when information is stored in both the special symbol 1·first reserved memory area 831 and the special symbol 2·first reserved memory area 835, the shift processing for the special symbol 2·first reserved memory area 835 to the special symbol 2·fourth reserved memory area 838 is performed preferentially before the shift processing for the special symbol 1·first reserved memory area 831 to the special symbol 1·fourth reserved memory area 834.

[0326] Incidentally, even if a gaming ball enters the first start slot 21 or the second start slot 22 during the variable display of a special symbol or during a jackpot game and various random numbers are obtained, it is not possible to immediately perform a special symbol determination or a variable display of the special symbol. For this reason, when various random numbers are obtained under such circumstances, the main CPU 81 stores the obtained various random numbers, etc. in one of the reserved memory areas 831 to 838 as information reserving the right to determine the special symbol, as described above. On the other hand, when a special symbol is not variable displayed, a special symbol determination is not reserved, and a jackpot game is not being played, the main CPU 81 directly stores the various random numbers, etc. obtained in response to the entry into the start slot into the determination memory area 830.

[0327] [Interrupt processing by the main control board 80] Next, the interrupt processing executed by the main control board 80 will be described with reference to Fig. 22. Here, Fig. 22 is a flowchart illustrating the interrupt processing executed by the main control board 80. During normal operation, except for special cases such as when the power is turned on or off, the main control board 80 repeatedly executes the series of processes illustrated in Fig. 22 at regular intervals (for example, 4 milliseconds). Note that the processing of the main control board 80, which will be described based on the flowcharts from Fig. 22 onwards, is performed in accordance with commands issued by the main CPU 81 based on a program stored in the main ROM 82.

[0328] First, the main CPU 81 executes a random number update process to update the various random numbers, such as the jackpot random number, the symbol random number, the reach random number, the variable pattern random number, and the normal symbol random number (step S1). The jackpot random number, the symbol random number, the reach random number, the variable pattern random number, and the normal symbol random number are incremented by "1" each time the process of step S1 is performed. Note that a loop counter is used as the counter for performing the process of step S1, and after each random number reaches a preset maximum value, it is reset to "0" and updated.

[0329] Following the processing of step S1, the main CPU 81 executes a sensor detection process (step S2) including a process of acquiring various random numbers in response to input of detection signals from the first start port sensor 211, the second start port sensor 221, and the gate sensor 251. This sensor detection process will be described in detail later with reference to FIG.

[0330] Following the processing of step S2, the main CPU 81 executes a special symbol determination, variably displays the special symbol on the first special symbol display device 41 or the second special symbol display device 42, and then executes a special symbol process (step S3), including a process of statically displaying the special symbol indicating the determination result of the special symbol determination. This special symbol process will be described in detail later with reference to FIG. 25.

[0331] Following the processing of step S3, the main CPU 81 performs a normal pattern determination, and then performs normal pattern processing, including processing to cause the normal pattern display 43 to display a normal pattern in a variable manner and then to display a normal pattern indicating the result of the normal pattern determination in a stationary manner (step S4).

[0332] Following the processing of step S4, if the main CPU 81 determines, as a result of the normal pattern determination, that the second start port 22 should be opened, it executes a second start port opening / closing control process to control the second start port solenoid 222 that operates the opening / closing member 23 to open and close the second start port 22 (step S5).

[0333] Following the processing of step S5, if the main CPU 81 determines that a "jackpot" has occurred in the jackpot determination process executed in the special pattern processing of step S3, it executes a large prize opening opening opening control process (step S6) that controls the first large prize opening solenoid 262 (or the second large prize opening solenoid 282) to open or close the first large prize opening 26 (or the second large prize opening 28).

[0334] Following the process of step S6, the main CPU 81 executes a prize ball process for controlling the payout of prize balls according to winning game balls (step S7).

[0335] Following the processing of step S7, the main CPU 81 executes a transmission process to transmit to the sub-control board 90 various commands and information necessary to determine the performance content that were set (stored) in the main RAM 83 in the processing steps prior to step S7 (step S8).

[0336] [Sensor detection processing by main control board 80] Fig. 23 is a detailed flowchart of the sensor detection process in step S2 of Fig. 22. As exemplified in Fig. 23, following the random number update process in step S1, the main CPU 81 determines whether or not the gate sensor 251 has detected the passage of a gaming ball through the gate 25, based on the presence or absence of an input of a detection signal from the gate sensor 251 (step S201). Here, when it is determined that the gate sensor 251 has detected the passage of a gaming ball through the gate 25 (step S201: YES), it determines whether or not the reserved number F of normal symbol determination stored in the main RAM 83 is less than the preset maximum reserved number Fmax of normal symbol determination ("4" in this embodiment) (step S202).

[0337] If the main CPU 81 determines that the reserved number F is less than "4" (step S202: YES), it updates the reserved number F to a value incremented by "1" (step S203), and obtains the value of the normal pattern random number, which is updated each time the random number update process of step S1 is performed, at the time when the passing of the game ball through gate 25 is detected, and stores it in a specified area of ​​the main RAM 83 (step S204).

[0338] On the other hand, when the main CPU 81 executes the processing of step S204, when it determines that the gate sensor 251 has not detected the passage of a gaming ball through the gate 25 (step S201: NO), or when it determines that the reserved number F is not less than "4" (step S202: NO), it determines whether or not the second start hole sensor 221 has detected the entry of a gaming ball into the second start hole 22 based on the presence or absence of an input of a detection signal from the second start hole sensor 221 (step S206). Here, when it determines that the second start hole sensor 221 has detected the entry of a gaming ball into the second start hole 22 (step S206: YES), it determines whether or not the reserved number T2 of the second special symbol determination stored in the main RAM 83 is less than the preset maximum reserved number T2max of the second special symbol determination ("4" in this embodiment) (step S207).

[0339] If the main CPU 81 determines that the reserved number T2 is less than "4" (step S207: YES), it updates the reserved number T2 to a value incremented by "1" (step S208), and obtains the values ​​of the timing at which the entry of a game ball into the second starting port 22 is detected for the jackpot random number, pattern random number, reach random number, and variable pattern random number, which are updated each time the random number update process of step S1 is performed (step S209).

[0340] In this way, various random numbers related to the second special symbol determination are obtained in response to the establishment of the acquisition condition that the entry of a gaming ball into the second starting hole 22 is detected when the reserved number T2 is less than the maximum reserved number T2max. When various random numbers are obtained in a situation where the second special symbol determination and the variable display of the second special symbol can be immediately executed, these random numbers are stored directly in the determination memory area 830, and when various random numbers are obtained in a situation where they cannot be immediately executed, these random numbers are stored in any of the areas of the special symbol 2·first reserved memory area 835 to the special symbol 2·fourth reserved memory area 838.

[0341] When the main CPU 81 executes the processing of step S209, it determines whether or not the current state is a high base state (step S210). A time-shortening game flag is stored in the main RAM 83. This time-shortening game flag is a flag that is set to "OFF" when the operation of the opening / closing member 23 is controlled to create a low base state in which it is difficult for a game ball to enter the second starting hole 22, and is set to "ON" when the operation of the opening / closing member 23 is controlled to create a high base state in which it is easy for a game ball to enter the second starting hole 22. In step S210, the main CPU 81 determines whether or not the current state is a high base state based on whether or not this time-shortening game flag is set to "ON."

[0342] When the main CPU 81 determines that the current state is the high base state (step S210: YES), that is, when the time-saving game flag is set to "ON," it executes a pre-determination process for preserving the second special symbol determination (step S211). Specifically, prior to the execution of the jackpot determination process (see FIG. 26) and the variation pattern selection process (see FIG. 27), which will be described later, based on various random numbers acquired in response to the game ball entering the second starting hole 22, the main CPU 81 pre-determines whether or not a jackpot will occur based on various random numbers acquired in the process of step S209, and pre-determines which variation pattern will be selected as the variation pattern of the second special symbol when the second special symbol determination is executed. The pre-determination information, which is the result of this pre-determination process, is stored in the same reserved memory area where the jackpot random numbers used in the pre-determination process are stored.

[0343] In addition, when a game ball enters the second starting hole 22 while the number of reserved symbols T2 for the second special symbol determination is "0" and there is no jackpot game or special symbol variable display, various random numbers acquired in response to the winning are directly stored in the determination memory area 830, and the second special symbol determination based on these random numbers is immediately executed. In this case, the second special symbol determination is not reserved, so the pre-determination process for the second special symbol determination is not performed. This pre-determination process will be described in detail later with reference to FIG. 24.

[0344] When the main CPU 81 executes the process of step S211 or determines that the game is not in a high base state (step S210: NO), it sets a hold command for the second special symbol determination in the main RAM 83 (step S212). This hold command is a command notifying that the second special symbol determination has been put on hold, and is transmitted to the sub-control board 90 by the transmission process of step S8. Note that, when the process of step S212 is performed without performing the preliminary determination process of step S211, a hold command not including preliminary determination information is transmitted to the sub-control board 90. On the other hand, when the process of step S212 is performed after the preliminary determination process of step S211, a hold command including preliminary determination information is transmitted to the sub-control board 90.

[0345] On the other hand, when the main CPU 81 executes the processing of step S212, when it determines that the second start hole sensor 221 has not detected the entry of a gaming ball into the second start hole 22 (step S206: NO), or when it determines that the reserve number T2 of the second special symbol determination is not less than "4" (step S207: NO), it determines whether or not the first start hole sensor 211 has detected the entry of a gaming ball into the first start hole 21 based on the presence or absence of an input of a detection signal from the first start hole sensor 211 (step S214). Here, when it determines that the first start hole sensor 211 has detected the entry of a gaming ball into the first start hole 21 (step S214: YES), it determines whether or not the reserve number T1 of the first special symbol determination stored in the main RAM 83 is less than the preset maximum reserve number T1max of the first special symbol determination ("4" in this embodiment) (step S215).

[0346] If the main CPU 81 determines that the reserved number T1 is less than "4" (step S215: YES), it updates the reserved number T1 to a value incremented by "1" (step S216), and obtains the values ​​of the timing at which the entry of a game ball into the first starting port 21 is detected for the jackpot random number, pattern random number, reach random number, and variable pattern random number, which are updated each time the random number update process of step S1 is performed (step S217).

[0347] In this way, various random numbers related to the first special symbol determination are obtained in response to the establishment of the acquisition condition that the entry of a gaming ball into the first starting hole 21 is detected when the reserved number T1 is less than the maximum reserved number T1max. When various random numbers are obtained in a situation where the first special symbol determination and the variable display of the first special symbol can be performed immediately, these random numbers are stored directly in the determination memory area 830, and when various random numbers are obtained in a situation where they cannot be performed immediately, these random numbers are stored in any of the areas of the special symbol 1·first reserved memory area 831 to the special symbol 1·fourth reserved memory area 834.

[0348] When the main CPU 81 executes the process of step S217, it determines whether the current state is a high base state (step S218), similar to the process of step S210. Here, if it is determined that the current state is not a high base state (step S218: NO), i.e., if the time-saving game flag is set to "OFF," it executes a pre-determination process for holding the first special symbol determination (step S219). Specifically, prior to executing the jackpot determination process (see FIG. 26) and the variation pattern selection process (see FIG. 27), which will be described later, based on various random numbers acquired in response to the game ball entering the first starting hole 21, the main CPU 81 executes a pre-determination process for determining whether or not a jackpot will occur based on the various random numbers acquired in the process of step S217, and for determining in advance which variation pattern will be selected as the variation pattern of the first special symbol when the first special symbol determination is executed. The pre-determination information, which is the result of this pre-determination process, is stored in the same reserved memory area where the jackpot random numbers, etc. used in the pre-determination process are stored.

[0349] In addition, when a game ball enters the first starting hole 21 while neither a jackpot game nor a special symbol is being displayed, and the reserved number T1 for the first special symbol determination is "0", various random numbers acquired in response to the winning are directly stored in the determination memory area 830, and the first special symbol determination based on these random numbers is immediately executed. In this case, the first special symbol determination is not reserved, and therefore the pre-determination process for the first special symbol determination is not performed. Such pre-determination process will be described in detail later with reference to FIG. 24.

[0350] When the main CPU 81 executes the process of step S219 or determines that the game is in a high base state (step S218: YES), the main CPU 81 sets a hold command for the first special symbol determination in the main RAM 83 (step S220). This hold command is a command notifying that the first special symbol determination has been put on hold, and is transmitted to the sub-control board 90 by the transmission process of step S8. Note that, when the process of step S220 is performed without performing the preliminary determination process of step S219, a hold command not including preliminary determination information is transmitted to the sub-control board 90. On the other hand, when the process of step S220 is performed after the preliminary determination process of step S219, a hold command including preliminary determination information is transmitted to the sub-control board 90.

[0351] [Preliminary Determination Process by Main Control Board 80] The preliminary determination process executed by the main control board 80 will be described below with reference to Fig. 24. Fig. 24 is a detailed flowchart of the preliminary determination process in steps S211 and S219 in Fig. 23. Note that, here, the preliminary determination process performed when the right to determine the first special symbol is reserved will be described as an example, but the same preliminary determination process is also performed when the right to determine the second special symbol is reserved, except that the random numbers and tables used are different.

[0352] When the main CPU 81 determines in the process of step S210 of FIG. 23 that the game is in a high base state (step S210: YES), or when the main CPU 81 determines in the process of step S218 of FIG. 23 that the game is not in a high base state (step S218: NO), the main CPU 81 executes a jackpot determination process (step S2191). Specifically, when the game is in a low probability state (which corresponds to the "normal gaming state" in this embodiment), a low-probability jackpot random number table is read from the main ROM 82 and set in the main RAM 83. On the other hand, when the game is in a high probability state (which corresponds to the "probability variable gaming state" in this embodiment), a high-probability jackpot random number table is read from the main ROM 82 and set in the main RAM 83. Then, based on whether the jackpot random number acquired in the process of step S209 of FIG. 23 (or the process of step S217 of FIG. 23) matches any of the winning values ​​stored in the jackpot random number table set in the main RAM 83, it determines whether a jackpot will be determined at the start of the variation.

[0353] Next, the main CPU 81 determines whether or not it is determined that a jackpot has occurred at the start of the fluctuation based on the determination result of step S2191 (step S2192). If it is determined that a jackpot has occurred at the start of the fluctuation (step S2192: YES), the main CPU 81 reads out a jackpot fluctuation pattern selection table from the main ROM 82 and sets it in the main RAM 83 (step S2193).

[0354] On the other hand, when the main CPU 81 determines that it is not determined that a jackpot has occurred at the start of the variation (step S2192: NO), it determines whether or not a reach effect will be performed during the variation (step S2194). Specifically, it determines whether or not a reach random number obtained together with the jackpot random number used in the jackpot determination process of step S2191 matches the winning value of the reach random number stored in the main ROM 82.

[0355] When it is determined that a reach effect is to be performed (step S2194: YES), the main CPU 81 reads out a reach miss variation pattern selection table from the main ROM 82 and sets it in the main RAM 83 (step S2195).

[0356] Incidentally, if the result of the first special symbol determination is a "miss" and no reach effect is produced during the variation, the variation pattern of the first special symbol is determined based on the number of reserved first special symbol determinations at the start of the variation. The number of reserved first special symbol determinations may differ before and after the reserved first special symbol determination is consumed. Therefore, the variation pattern of the special symbol obtained before the first special symbol determination is consumed may differ from the variation pattern of the special symbol selected when the first special symbol determination is actually consumed. In other words, for the right of a first special symbol determination for which no reach effect is produced during the variation, it may not be possible to obtain the correct variation pattern of the first special symbol prior to the first special symbol determination.

[0357] Therefore, when the main CPU 81 determines that no reach effect will be performed (step S2194: NO), the process proceeds to step S2197 without performing the variation pattern random number determination process of step S2196, which will be described later.

[0358] When the main CPU 81 sets the jackpot fluctuation pattern selection table or the reach miss fluctuation pattern selection table, it executes a fluctuation pattern random number determination process (step S2196). Specifically, the main CPU 81 specifies the fluctuation pattern of the special symbol to be selected in the special symbol determination performed at the start of the fluctuation based on which random number value the fluctuation pattern random number acquired at the time of winning the starting hole together with the jackpot random number used in the process of step S2191 matches with among the random number values ​​specified in the fluctuation pattern selection table set in the main RAM 83.

[0359] When the main CPU 81 executes the process of step S2196 or when it determines that a reach effect will not be performed (step S2194: NO), it generates pre-determination information and stores it in the main RAM 83 (step S2197). The area in which this pre-determination information is stored is as described above with reference to FIG.

[0360] In this way, the main CPU 81 acquires the fluctuation pattern (i.e., fluctuation time) of the first special pattern (or second special pattern) based on acquired information such as a jackpot random number acquired when the game ball enters the first starting hole 21 (or the second starting hole 22) before performing the jackpot determination process and fluctuation pattern selection process based on this acquired information.

[0361] [Special pattern processing by main control board 80] Next, the special symbol processing executed by the main control board 80 will be described in detail with reference to Fig. 25. Here, Fig. 25 is a detailed flowchart of the special symbol processing in step S3 of Fig. 22.

[0362] 25, the main CPU 81 determines whether or not a jackpot game is being played based on whether or not a jackpot game flag stored in the main RAM 83 is set to "ON" (step S301). This jackpot game flag is a flag indicating whether or not a jackpot game is being played, and is set to "ON" at the start of the jackpot game and is set to "OFF" at the end of the jackpot game. Here, if it is determined that a jackpot game is being played (step S301: YES), the process proceeds to normal symbol processing in step S4.

[0363] When the main CPU 81 determines that a jackpot game is not being played (step S301: NO), it determines whether or not a special symbol is being variably displayed (step S302). Here, when it determines that a special symbol is not being variably displayed (step S302: NO), it determines whether or not the reserved number T2 of the second special symbol determination stored in the main RAM 83 is "1" or more (step S303). Here, when it determines that the reserved number T2 is "1" or more (step S303: YES), it updates the reserved number T2 to a value obtained by subtracting "1" (step S304).

[0364] When the main CPU 81 determines that the reserved number T2 is not "1" or more (step S303: NO), it determines whether the reserved number T1 of the first special symbol determination stored in the main RAM 83 is "1" or more (step S305). Here, when it determines that the reserved number T1 is "1" or more (step S305: YES), it updates the reserved number T1 to a value obtained by subtracting "1" (step S306).

[0365] When the main CPU 81 executes the processing of step S304 or the processing of step S306, it executes information shift processing (step S307). Specifically, when executing the processing of step S307 following the processing of step S304, it executes shift processing to shift the information stored in the special figure 2 / first reserve memory area 835 to the judgment memory area 830. At that time, if information is also stored in the reserve memory areas from the special figure 2 / second reserve memory area 836 onwards, it also executes shift processing to shift this information to the special figure 2 / first reserve memory area 835 side. On the other hand, when executing shift processing following the processing of step S306, it executes shift processing to shift the information stored in the special figure 1 / first reserve memory area 831 to the judgment memory area 830. At that time, if information is also stored in the reserve memory areas from the special figure 1 / second reserve memory area 832 onwards, it also executes shift processing to shift this information to the special figure 1 / first reserve memory area 831 side.

[0366] When the main CPU 81 stores the information necessary for the second special pattern determination (or first special pattern determination), such as the jackpot random number and the pattern random number, in the determination memory area 830 by the shift processing of step S307, it executes the jackpot determination processing of step S308 and the variation pattern selection processing of step S309 based on this information.

[0367] In addition, when the game ball enters the first start hole 21 (or the second start hole 22) while the number of reserved balls T1 for the first special symbol determination and the number of reserved balls T2 for the second special symbol determination are both "0" and not during a jackpot game or while a special symbol variation is not being displayed, information such as the jackpot random number and the symbol random number acquired in response to the winning is directly stored in the determination memory area 830. In such a case, the jackpot determination process and the variation pattern selection process are executed without executing the shift process of step S307.

[0368] The main CPU 81 executes a jackpot determination process based on the random number stored in the determination storage area 830 (step S308). By executing this jackpot determination process, it is determined whether or not a jackpot has occurred, and if it has been determined that a jackpot has occurred, the type of jackpot (jackpot symbol) is determined. Then, setting information for the special symbol indicating the results of these processes is set in the main RAM 83. This jackpot determination process will be described in detail later with reference to FIG. 26.

[0369] Following the big win determination process of step S308, the main CPU 81 executes a variation pattern selection process for selecting a variation pattern of the special symbol (step S309). This variation pattern selection process will be described in detail later with reference to FIG.

[0370] Following the processing of step S309, the main CPU 81 sets a fluctuation start command in the main RAM 83 (step S310), which includes the setting information of the special symbol set in the processing of step S308, information indicating whether the setting information of the special symbol is related to the first special symbol determination or the second special symbol determination, setting information of the fluctuation pattern selected in the processing of step S309, information on the gaming state of the gaming machine 1, etc. This fluctuation start command is a command that instructs the start of an effect accompanying the variable display of the special symbol, and is transmitted to the sub-control board 90 by the transmission processing of step S8. This starts a variable effect including the variable display of the effect symbol on the display screen 70.

[0371] Following the processing of step S310, the main CPU 81 starts the variable display of the special symbols based on the setting information of the variable pattern included in the variable start command set in the processing of step S310 (step S311). At that time, if the processing of steps S308 to S310 is performed with information related to the first special symbol determination stored in the determination memory area 830, the variable display of the first special symbol on the first special symbol display device 41 starts. On the other hand, if the processing of steps S308 to S310 is performed with information related to the second special symbol determination stored in the determination memory area 830, the variable display of the second special symbol on the second special symbol display device 42 starts.

[0372] Next, the main CPU 81 starts measuring the elapsed time since the variable display of the special symbol started in step S311 (step S312). When the main CPU 81 executes the process of step S312, or when it determines that the variable display of the special symbol is in progress (step S302: YES), it determines whether the elapsed time that started to be measured in the process of step S312 has reached the variable time of the variable pattern selected in the variable pattern selection process of step S309 (step S313). Here, when it is determined that the elapsed time has not reached the variable time (step S313: NO), the process proceeds to the normal symbol process of step S4.

[0373] When the main CPU 81 determines that the elapsed time has reached the variation time (step S313: YES), it sets a variation end command in the main RAM 83 to notify that the variable display of the special symbol will end (step S314). This variation end command is sent to the sub-control board 90 by the sending process in step S8. As a result, a process is performed to stop and display the performance symbol that has been variably displayed on the display screen 70 in a manner that indicates the determination result of the special symbol determination.

[0374] Following the processing of step S314, the main CPU 81 ends the variable display of the special symbol that began in the processing of step S311 (step S315). Specifically, the special symbol (jackpot symbol or losing symbol) set in the processing of step S308 is displayed in a static manner on the special symbol display device that has been displaying the variable special symbol. The static display of the special symbol continues until at least a predetermined symbol determination time (e.g., 0.6 seconds) has elapsed.

[0375] In this way, the main CPU 81 causes the first special pattern display device 41 or the second special pattern display device 42 to display a variable special pattern, and then causes the first special pattern display device 41 or the second special pattern display device 42 to display a stopped special pattern (jackpot pattern or losing pattern) indicating the determination result of the jackpot determination process.

[0376] Following the processing of step S315, the main CPU 81 resets the elapsed time that began to be measured in the processing of step S312 (step S316), and executes a special symbol stop processing including a process for starting a jackpot game in the case of a jackpot (step S317). This special symbol stop processing will be described in detail later with reference to FIG.

[0377] On the other hand, when the main CPU 81 determines that the reserved number T1 of the first special symbol determination is not "1" or more (step S305: NO), it sets a winning wait command in the main RAM 83 to notify that the game is not in a jackpot game, the right to determine a special symbol is not reserved, and the game is in a winning wait state in which the special symbol is not displayed variably (step S318). Although not shown in FIG. 25, when the processing of this step S318 is executed, a winning wait state flag stored in the main RAM 83 is set to "ON." When the main CPU 81 determines that the reserved number T1 of the first special symbol determination is not "1" or more (step S305: NO), it determines whether the winning wait state flag is set to "ON." If the winning wait flag is set to "ON," the winning wait flag has already been set, and the processing proceeds to the normal symbol processing of step S4 without executing the processing of step S318.

[0378] [Jackpot Determination Processing by the Main Control Board 80] FIG. 26 is a detailed flowchart of the jackpot determination process in step S308 of FIG. 25. The main CPU 81 first performs a jackpot determination based on the jackpot random number stored in the determination memory area 830 (step S3081). Specifically, the main CPU 81 determines whether a jackpot has occurred based on whether the jackpot random number stored in the determination memory area 830 matches a preset winning value. The winning value here is the winning value of a jackpot specified in the high-probability jackpot random number table or the low-probability jackpot random number table. When a jackpot determination is performed in a high-probability state (which corresponds to the "high probability game state" in this embodiment), the winning value stored in the high-probability jackpot random number table is used. On the other hand, when a jackpot determination is performed in a low-probability state (which corresponds to the "normal game state" in this embodiment), the winning value stored in the low-probability jackpot random number table is used.

[0379] In this way, when a start condition is met, such as the acquisition information such as a jackpot random number acquired upon the game ball entering the first start port 21 or the second start port 22 being stored in the judgment memory area 830, the main CPU 81 determines whether or not to execute a jackpot game advantageous to the player based on the jackpot random number.

[0380] Following the processing of step S3081, the main CPU 81 determines whether the determination result of the jackpot determination is a "jackpot" or not (step S3082). Here, if it is determined that the determination result of the jackpot determination is not a "jackpot" (step S3082: NO), that is, if the determination result of the jackpot determination is a "miss," setting information of a miss symbol is set in the main RAM 83 (step S3083). As a result, when the processing of the above step S315 is performed, the miss symbol set here is stopped and displayed on the first special symbol display device 41 or the second special symbol display device 42. In this case, a jackpot game is not played.

[0381] On the other hand, when the main CPU 81 determines that the result of the jackpot determination is a "jackpot" (step S3082: YES), it executes a jackpot symbol selection process to select a jackpot symbol to be stopped and displayed on the first special symbol display device 41 or the second special symbol display device 42 (step S3084). Specifically, if the symbol random number stored in the determination memory area 830 together with the jackpot random number used in the jackpot determination in step S3081 is related to the first special symbol determination, one of the jackpot symbols is selected based on which random number value of the jackpot symbol specified in the symbol determination table for the first starting gate winning is matched with the symbol random number. Also, if the symbol random number is related to the second special symbol determination, one of the jackpot symbols is selected based on which random number value of the jackpot symbol specified in the symbol determination table for the second starting gate winning is matched with the symbol random number.

[0382] Then, the main CPU 81 sets the setting information of the selected jackpot symbol in the main RAM 83 (step S3085). As a result, when the processing of the above step S315 is performed, the jackpot symbol set here is stopped and displayed on the first special symbol display device 41 or the second special symbol display device 42, and then a jackpot game according to the jackpot symbol is played.

[0383] [Variation Pattern Selection Process by Main Control Board 80] Figure 27 is a detailed flowchart of the variation pattern selection process in step S309 of Figure 25. After executing the jackpot determination process in step S308 of Figure 25, the main CPU 81 determines whether the determination result in step S3081 is a jackpot or not (step S3091). Here, if it is determined that there is a jackpot (step S3091: YES), the main CPU 81 reads out the jackpot variation pattern selection table from the main ROM 82 and sets it in the main RAM 83 (step S3092).

[0384] On the other hand, if the main CPU 81 determines that the jackpot is not reached (step S3091: NO), it determines whether or not to perform a reach effect that makes the player expect a jackpot, based on whether or not the reach random number stored in the determination storage area 830 matches the winning value (random number value corresponding to the reach effect) of the reach random number stored in the main ROM 82 (step S3093). If it determines that a reach effect will be performed (step S3093: YES), it reads out a reach miss variation pattern selection table from the main ROM 82 and sets it in the main RAM 83 (step S3094). Conversely, if it determines that a reach effect will not be performed (step S3093: NO), it reads out a reach miss variation pattern selection table from the main ROM 82 and sets it in the main RAM 83 (step S3095).

[0385] The main CPU 81 executes a fluctuation pattern random number determination process by referring to the fluctuation pattern selection table set in the main RAM 83 by the process of step S3092, the process of step S3094, or the process of step S3095 (step S3096). Specifically, when the jackpot fluctuation pattern selection table or the reach-miss fluctuation pattern selection table is set in the main RAM 83, a fluctuation pattern corresponding to the fluctuation pattern random number stored in the determination memory area 830 is read from the set fluctuation pattern selection table, thereby selecting one fluctuation pattern. Also, when the no-reach-miss fluctuation pattern selection table is set in the main RAM 83, a reserved number is identified based on the reserved number T1 of the first special symbol determination (or the reserved number T2 of the second special symbol determination) stored in the main RAM 83, and a fluctuation pattern corresponding to the identified reserved number is read from the no-reach-miss fluctuation pattern selection table, thereby selecting one fluctuation pattern. By selecting a special symbol fluctuation pattern in this way, the fluctuation time of the special symbol is inevitably determined.

[0386] When the main CPU 81 selects a variation pattern, it sets the setting information of the selected variation pattern in the main RAM 83 (step S3097). This setting information of the variation pattern is included in a variation start command together with the setting information of the symbol set in the main RAM 83 by the jackpot determination process of step S308 described above, and is transmitted to the sub-control board 90.

[0387] [Processing by the main control board 80 when the special drawing is stopped] Figure 28 is a detailed flowchart of the process when the special symbol is stopped in step S317 of Figure 25. After resetting the elapsed time by the process of step S316, the main CPU 81 determines whether or not a jackpot has occurred (step S3171), as exemplified in Figure 28, in the same manner as the process of step S3082 (see Figure 26). Here, if it is determined that a jackpot has occurred (step S3171: YES), the jackpot game flag stored in the main RAM 83 is set to "ON" (step S3172).

[0388] Next, the main CPU 81 sets the probability variable game flag stored in the main RAM 83 to "OFF" (step S3173), and also sets the time-saving game flag stored in the main RAM 83 to "OFF" (step S3174). Here, the probability variable game flag is a flag that indicates whether or not the probability of being determined to be a jackpot in the special symbol determination is relatively high.

[0389] In the gaming machine 1 of this embodiment, the gaming state is controlled by the setting of the probability variable gaming flag and the time-saving gaming flag. That is, when the gaming state is controlled to the "probability variable gaming state", both the probability variable gaming flag and the time-saving gaming flag are set to "ON". When the gaming state is controlled to the "normal gaming state", both the probability variable gaming flag and the time-saving gaming flag are set to "OFF". When the gaming state is controlled to the "time-saving gaming state", the probability variable gaming flag is set to "OFF" and the time-saving gaming flag is set to "ON".

[0390] Following the processing of step S3174, the main CPU 81 sets an opening command for notifying that a jackpot game will start in the main RAM 83 (step S3175). This opening command includes information such as the type of jackpot and the opening pattern of the first big prize opening 26 (or the second big prize opening 28) during the jackpot game, and is transmitted to the sub-control board 90 by the transmission processing of step S8.

[0391] On the other hand, when the main CPU 81 determines that it is not a jackpot (step S3171: NO), it determines whether or not the probability variable game flag is set to "ON" (step S3176). Here, when it determines that the probability variable game flag is set to "ON" (step S3176: YES), that is, when the special symbol determination is being performed in a high probability state, it updates the remaining number of high probability games K stored in the main RAM 83 to a value obtained by subtracting "1" (step S3177). This remaining number of high probability games K indicates the remaining number of times that the special symbol determination will be performed in a high probability state.

[0392] Following the processing of step S3177, the main CPU 81 determines whether the remaining number of high-probability games K is "0" (step S3178). If it is determined that the remaining number of high-probability games K is "0" (step S3178: YES), the probability variable game flag is set to "OFF" (step S3179). This causes the special symbol determination to be performed in a low probability state.

[0393] When the main CPU 81 executes the processing of step S3179, when it determines that the probability variable game flag is not set to "ON" (step S3176: NO), or when it determines that the remaining number of high-probability games K is not "0" (step S3178: NO), it determines whether or not the time-shortened game flag is set to "ON" (step S3180). Here, when it determines that the time-shortened game flag is set to "ON" (step S3180: YES), it updates the remaining number of time-shortened games J stored in the main RAM 83 to a value obtained by subtracting "1" (step S3181). This remaining number of time-shortened games J indicates the remaining number of times that special symbol determination will be executed in the time-shortened state (high base state).

[0394] Following the processing of step S3181, the main CPU 81 determines whether the remaining number of times J of time-saving games is "0" (step S3182). If it is determined that the remaining number of times J of time-saving games is "0" (step S3182: YES), the time-saving game flag is set to "OFF" (step S3183). As a result, the support function that makes it easier for the game ball to enter the second starting hole 22 is no longer provided.

[0395] [Game Status Setting Process by Main Control Board 80] 29 is a flowchart illustrating the game status setting process executed at the end of a jackpot game in the main control board 80. In the gaming machine 1, the jackpot game is executed by the big prize opening / closing control process of step S6, and when the ending period of this jackpot game ends, a game status setting process is executed to set the game status of the gaming machine 1 after the jackpot game ends.

[0396] During a jackpot game, the main CPU 81 determines whether the ending period for the jackpot game has ended (step S631). If it is determined that the ending period has ended (step S631: YES), it determines whether the current jackpot is a probability variable jackpot, for example, based on the setting information of the symbol set in the main RAM 83 (step S632). If it is determined that the current jackpot is a probability variable jackpot (step S632: YES), it sets the probability variable game flag to "ON" (step S633), and sets the remaining number of high-probability games K to, for example, "10,000" (step S634). By performing the processes of steps S633 and S634, the high-probability state continues until 10,000 special symbol determinations have been performed.

[0397] Next, the main CPU 81 sets the time-saving game flag to "ON" (step S635) and sets the remaining number of time-saving games J to, for example, "10,000" (step S636). By performing the processing of these steps S635 and S636, the high base state continues until 10,000 special symbol determinations are performed. In this way, by performing a series of processing from step S633 to step S636, the game is controlled in the probability variable game state from the end of the jackpot game until 10,000 special symbol determinations are performed.

[0398] On the other hand, if the main CPU 81 determines that the current jackpot is not a probability variable jackpot (step S632: NO), that is, if the current jackpot is a normal jackpot, it sets the time-saving game flag to "ON" (step S637) as in the process of step S635, and sets the time-saving game cut count J to, for example, "100" (step S638). In this way, by performing the processes of step S637 and step S638, the game is controlled in the time-saving game state from the end of the jackpot game until 100 special symbol determinations are performed.

[0399] [Interrupt processing by the sub-control board 90] When the gaming machine 1 is powered on, the sub-CPU 91 of the sub-control board 90 sets an interrupt cycle, which is the cycle for performing the interrupt processing described below.The sub-CPU 91 then repeats a random number update process, which updates effect random numbers and the like used to determine the content of effects, at a predetermined cycle shorter than the interrupt cycle.In other words, while the gaming machine 1 is running, the sub-CPU 91 repeats the random number update process at a predetermined cycle and also repeats the interrupt process at the interrupt cycle.

[0400] The interrupt processing executed on the sub-control board 90 will be described below with reference to Figure 30. Here, Figure 30 is a flowchart illustrating the interrupt processing executed on the sub-control board 90. The sub-CPU 91 repeatedly executes the series of processes illustrated in Figure 30 at regular intervals (for example, 4 milliseconds), similar to the interrupt processing executed on the main control board 80 (see Figure 22). Note that the processing executed on the sub-control board 90, which will be described based on the flowcharts from Figure 30 onwards, is performed in accordance with commands issued by the sub-CPU 91 based on a program stored in the sub-ROM 92.

[0401] First, the sub-CPU 91 executes a command reception process (step S10) for performing processing according to a command received from the main control board 80. This command reception process will be described in detail later with reference to FIG.

[0402] Following the processing of step S10, the sub-CPU 91 executes an operation reception process (step S40) in which, when the first effect button 35 or the second effect button 36 is operated, processing is performed according to the operation. This operation reception process will be described in detail later with reference to FIG.

[0403] Following the processing of step S40, the sub-CPU 91 executes a command transmission process (step S50). Specifically, the sub-CPU 91 transmits the command set in the sub-RAM 93 by the command reception process of step S10 or the processing of step S40 to the image and sound control board 100 (and the lamp control board 120). By executing this command transmission process, the image and sound control board 100 is instructed to execute a performance by displaying an image, outputting sound effects, etc., and the lamp control board 120 is instructed to execute a performance by lighting up various lamps and using movable props, etc.

[0404] Following the processing of step S50, the sub-CPU 91 executes a data transfer process (step S60). Specifically, data related to image and sound control is transmitted from the image and sound control board 100, and the data is transferred to the lamp control board 120. As a result, the lamp control board 120 controls the effects of the effecting means, such as the frame lamp 37, the panel lamp 5, and the movable decorative member 14, so as to be synchronized with the effects performed by the image display device 7 (display screen 70) and the speaker 38.

[0405] [Operation acceptance processing by sub-control board 90] FIG. 31 is a detailed flowchart of the operation reception process in step S40 of FIG. 30. Following the command reception process in step S10 (see FIG. 30), the sub-CPU 91 determines whether or not the valid period is in progress (step S401), as exemplified in FIG. 31. Specifically, it determines whether or not the valid period is in progress based on the setting information for the valid period set in the sub-RAM 93 and the elapsed time since the variable display of the special symbol began. Note that if the setting information for the valid period is not set in the sub-RAM 93, it is determined that the valid period is not in progress. If it is determined in step S401 that the valid period is not in progress (step S401: NO), the operation reception process ends, and the process proceeds to the command transmission process in step S50 (see FIG. 30).

[0406] On the other hand, if the sub-CPU 91 determines that the valid period is in progress (step S401: YES), it determines whether the first effect button detection sensor 351 has turned "ON" based on whether an operation signal indicating that the first effect button 35 has been operated has been input from the first effect button detection sensor 351 (step S402). Here, if it is determined that the first effect button detection sensor 351 has not turned "ON" (step S402: NO), that is, if an operation signal indicating that the first effect button 35 has been operated has not been input, the process proceeds to step S405, which will be described later.

[0407] When the sub-CPU 91 determines that the first effect button detection sensor 351 has turned "ON" (step S402: YES), that is, when an operation signal indicating that the first effect button 35 has been operated has been input, the sub-CPU 91 determines whether or not the operation of the first effect button 35 is a valid operation (step S403). Specifically, based on whether or not the setting information of the valid period set in the sub-RAM 93 is setting information of the valid period for the first effect button 35, the sub-CPU 91 determines whether or not the operation of the first effect button 35 is a valid operation.

[0408] When the sub-CPU 91 determines that the operation of the first effect button 35 is a valid operation (step S403: YES), it sets a first effect button operation notification command notifying that the first effect button 35 has been operated in the sub-RAM 93 (step S404). This first effect button operation notification command is sent to the image and sound control board 100 (and the lamp control board 120) by the command sending process of step S50, and an operation-related effect corresponding to the operation of the first effect button 35 is executed.

[0409] When the sub-CPU 91 executes the processing of step S404, when it determines that the first effect button detection sensor 351 is not "ON" (step S402: NO), or when it determines that the operation of the first effect button 35 is not a valid operation (step S403: NO), it determines whether the second effect button detection sensor 361 has been "ON" based on whether an operation signal indicating that the second effect button 36 has been operated has been input from the second effect button detection sensor 361 (step S405). Here, when it is determined that the second effect button detection sensor 361 is not "ON" (step S405: NO), the series of operation acceptance processes are terminated and the process proceeds to the command transmission process of step S50.

[0410] On the other hand, if the sub-CPU 91 determines that the second effect button detection sensor 361 has turned "ON" (step S405: YES), it sets a second effect button operation notification command notifying that the second effect button 35 has been operated in the sub-RAM 93 (step S406). This second effect button operation notification command is sent to the image and sound control board 100 (and the lamp control board 120) by the command sending process of step S50, and an operation-responsive performance corresponding to the operation of the first effect button 35 is executed.

[0411] [Command reception processing by the sub-control board 90] Fig. 32 is a detailed flowchart of the command reception process in step S10 of Fig. 30. As illustrated in Fig. 32, the sub-CPU 91 first determines whether or not a command has been received from the main control board 80 (step S11). If it is determined that a command has not been received (step S11: NO), the process proceeds to step S40 described above.

[0412] If the sub-CPU 91 determines that it has received a command from the main control board 80 (step S11: YES), it determines whether or not the command is a pending command transmitted from the main control board 80 in response to the processing of step S212 or step S220 in Fig. 23 (step S12). If it is determined that the command is not a pending command (step S12: NO), the process proceeds to step S15, which will be described later.

[0413] If the sub-CPU 91 determines that the received command is a pending command (step S12: YES), it executes pending command reception processing (step S13). This pending command reception processing will be described in detail later with reference to FIG.

[0414] If the sub-CPU 91 determines that the received command is not a hold command (step S12: NO), it determines whether or not the command is a fluctuation start command sent from the main control board 80 in response to the processing of step S310 in Fig. 25 (step S15). Here, if it is determined that the received command is not a fluctuation start command (step S15: NO), the processing proceeds to step S17, which will be described later.

[0415] If the sub-CPU 91 determines that the received command is a fluctuation start command (step S15: YES), it executes a fluctuation start command reception process (step S16). This fluctuation start command reception process will be described in detail later with reference to FIG.

[0416] If the sub-CPU 91 determines that the received command is not a variation start command (step S15: NO), it determines whether or not the command is a variation end command sent from the main control board 80 in response to the processing of step S314 in Fig. 25 (step S17). If the sub-CPU 91 determines that the command is a variation end command (step S17: YES), it sets in the sub-RAM 93 a variation effect end command that instructs the execution of processing to end the variable display of the performance symbols and stop and display the performance symbols in a manner that shows the determination result of the special pattern determination executed at the start of the pattern variation (step S18).

[0417] This variable performance end command is sent to the image and sound control board 100 and the lamp control board 120 by the command sending process of step S50, and as a result, a special pattern indicating the result of the first special pattern determination (or second special pattern determination) is displayed in a stopped state on the first special pattern display device 41 (or second special pattern display device 42), and a performance pattern indicating the result of the first special pattern determination (or second special pattern determination) is displayed in a stopped state on the display screen 70.

[0418] If the sub-CPU 91 determines that the received command is not a variation end command (step S17: NO), it determines whether or not the command is an opening command transmitted from the main control board 80 in response to the processing of step S3175 in Fig. 28 (step S19). If it determines that the received command is an opening command (step S19: YES), it sets in the sub-RAM 93 an opening effect start command to instruct the image and sound control board 100 (and the lamp control board 120) to start an opening effect that notifies the player of the type of jackpot and encourages the player to hit the right during the opening period of the jackpot game (step S20).

[0419] On the other hand, if the sub-CPU 91 determines that the received command is not an opening command (step S19: NO), it determines whether or not the command is a winning wait command sent from the main control board 80 in response to the processing of step S318 in Fig. 25 (step S21). If it determines that the received command is a winning wait command (step S21: YES), it sets in the sub-RAM 93 a winning wait state notification command that notifies the image and sound control board 100 (and the lamp control board 120) that a transition to a winning wait state has occurred (step S22). Conversely, if it determines that the received command is not a winning wait command (step S21: NO), it executes other processing (step S23).

[0420] [Hold command reception processing by the sub-control board 90] Fig. 33 is a detailed flowchart of the hold command reception process in step S13 of Fig. 32. When the sub-CPU91 determines that the received command is a hold command (step S12: YES), it updates the hold number of special symbol determinations stored in the sub-RAM93 to a value incremented by "1" (step S131), as exemplified in Fig. 33. Specifically, when a hold command related to a first special symbol determination is received, it updates the hold number of first special symbol determinations to a value incremented by "1", and when a hold command related to a second special symbol determination is received, it updates the hold number of second special symbol determinations to a value incremented by "1".

[0421] Following the processing of step S131, the sub-CPU 91 determines whether or not the received hold command includes pre-determination information (step S132). If it is determined that the received hold command does not include pre-determination information (step S132: NO), a hold icon display command is set in the sub-RAM 93 (step S133). This hold icon display command is a command that instructs the display of a hold icon that does not include setting information for icon change effects (icon change effect pattern information, which will be described later), and is transmitted to the image and sound control board 100 and the lamp control board 120 by the command transmission processing of step S50.

[0422] For example, when the image and sound control CPU 101 of the image and sound control board 100 receives a reserved icon display command related to the first special symbol determination that does not include setting information for the icon change effect, it controls the drawing process by the VDP 104 to display a white reserved icon in the reserved icon display area 71. And, since no setting for the icon change effect has been made for this white reserved icon, the icon change effect described above is not performed.

[0423] On the other hand, if the su...

Claims

[Claim 1] a determination means for determining whether or not to execute a special game advantageous to a player; a special symbol display control means for causing a predetermined special 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 should be executed is stopped and displayed on the special symbol display means; a game control means for controlling a game in one of a plurality of game states including a normal game state and an advantageous game state that is more advantageous to a player than the normal game state; a performance control means for controlling the performance, The performance control means The display device can execute a winning notification effect that notifies the player that the special game will be executed, a changing display that shows the number displayed in the specific display area increasing in size, and a light-emitting effect that causes a predetermined light-emitting means to emit light prior to the changing display. The light emitting effects include a first light emitting effect that causes the light emitting means to emit light in a first light emitting color, and a second light emitting effect that causes the light emitting means to emit light in a second light emitting color, When the second light emitting effect is executed, the possibility of the winning notification effect being executed is higher than when the first light emitting effect is executed, The change display is an effect in which a second number larger than the first number is displayed in the specific display area instead of the first number displayed in the specific display area, The light-emitting effect and the change display are both effects that are executed when a game is controlled in the normal game state, The performance control means The gaming machine is characterized in that, regardless of whether the light emitting effect is the first light emitting effect or the second light emitting effect, the change display is always executed after the light emitting effect is executed.

Citation Information

Patent Citations

  • Game machine

    JP2016159087A

  • Game machine

    JP2018166727A

  • Game machine

    JP2020039398A

  • Pachinko game machine

    JP2021019842A