gaming machines
The gaming machine enhances entertainment value through variable and suggestive performances, addressing the need for improved presentation in conventional machines by incorporating dynamic sound and visual effects based on player interaction.
Patent Information
- Application Number
- JP2025069620
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-04-21
- Publication Date
- 2026-02-06
- Estimated Expiration
- 2042-06-30
AI Technical Summary
Conventional gaming machines lack enhancements to increase entertainment value in their presentation.
The gaming machine incorporates a determination mechanism and performance control system that allows for variable and suggestive performances, including different sound effects and visual displays based on player interaction, to enhance the gaming experience.
This approach improves the entertainment value of the gaming machine by providing dynamic and engaging presentations that enhance player interaction and anticipation.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that determines whether or not to execute a special game and executes an effect based on the result of the determination. [Background technology]
[0002] In conventional gaming machines, when a gaming ball enters a starting hole and it is determined whether or not a special game will be executed, the special symbol display device variably displays the special symbol, and then a special symbol showing the determination result is displayed still. In the gaming machine described in Patent Document 1, a predetermined image display device variably displays a performance symbol in accordance with the variably displayed special symbol, and as the special symbol is displayed still, the performance symbol is displayed still in a manner showing the determination result. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2015-96091 Summary of the Invention [Problem to be solved by the invention]
[0004] Conventional gaming machines have room for improvement in terms of increasing the entertainment value of their presentation.
[0005] Therefore, an object of the present invention is to provide a gaming machine that can improve the entertainment value of its presentation. [Means for solving the problem]
[0006] In order to solve the above problems, the present invention employs the following configuration.
[0007] The gaming machine according to the present invention is a gaming machine capable of executing a special game advantageous to a player, and comprises a determination means for making a determination and a performance control means for controlling performance, and the performance control means is capable of executing a variable performance in which performance symbols are displayed in a variable manner and then a performance symbol that notifies the result of the determination is displayed in a stationary manner, and in the variable performance, it is capable of executing a suggestive performance that suggests the possibility of a special game being executed, it is capable of executing a first emphasis performance that emphasizes the suggestive performance, it is capable of executing an operation performance that prompts an operation on a first operating means, it is capable of executing a predetermined performance in response to an operation on the first operating means during the operation performance, it is capable of executing a second emphasis performance that emphasizes the operation performance when no operation is performed on the first operating means and is different from the predetermined performance, and in the operation performance, It is possible to execute a change effect that causes a change, to execute a specific notification regarding the operation of a second operating means, to execute the specific notification during the operation effect, to set any one of a plurality of modes including a first mode and a second mode, to make the sound during the first emphasis effect different between when the suggestion effect is executed when the first mode is set and when the suggestion effect is executed when the second mode is set, to make the sound during the second emphasis effect different between when the operation effect is executed when the first mode is set and when the operation effect is executed when the second mode is set, and the change effect includes a first change effect that can change in a first cycle and a second change effect that can change in a second cycle different from the first cycle. [Effects of the Invention]
[0008] According to the present invention, it is possible to improve the entertainment value of the presentation. [Brief explanation of the drawings]
[0009] [Figure 1] Front view of pachinko game machine 1 [Figure 2] A plan view of a portion of the front side of the gaming machine 1 [Figure 3] A perspective view of the rear side of the gaming machine 1 [Figure 4] Overall block diagram of gaming machine 1 [Figure 5] FIG. 10 is a diagram showing an example of a jackpot determination table for the gaming machine 1 of the first embodiment. [Figure 6] FIG. 10 is a diagram showing an example of a symbol determination table of the gaming machine 1 according to the first embodiment. [Figure 7] FIG. 1 is a diagram showing an example of a game flow of the gaming machine 1 according to the first embodiment. [Figure 8] FIG. 10 is a diagram showing an example of a game state set after a jackpot game when the result of the special symbol determination is a jackpot. [Figure 9] FIG. 10 is a diagram showing an example of a game state that is set after a special symbol indicating a special miss has stopped when the result of the special symbol determination is a special miss. [Figure 10] FIG. 10 is a diagram showing an example of an image displayed on the screen of the first image display device 70 in normal mode. [Figure 11] FIG. 10 is a timing chart showing an example of a presentation in which an SPSP reach presentation is performed when the result of the special symbol determination performed in normal mode is a jackpot. [Figure 12] FIG. 12 shows an example of the effects at each timing in FIG. 11. [Figure 13] FIG. 13 shows an example of a performance that follows FIG. 12. [Figure 14] A diagram showing an example of a jackpot symbol emphasis effect when a symbol suggesting a jackpot is displayed in the SPSP reach effect in normal mode. [Figure 15] A diagram showing an example of a jackpot symbol emphasis effect when a symbol suggesting a jackpot is displayed in a special mode. [Figure 16] A diagram showing an example of a timing chart from the start of fluctuation to the N-reach performance in normal mode. [Figure 17] FIG. 17 is an example of the effects from the start of fluctuation to the N-reach effect in the normal mode, showing an example of an image displayed on the screen at each timing in FIG. 16. [Figure 18]A diagram showing an example of a performance from the start of variation to the N-reach performance in normal mode, in which a different performance symbol is used as the reach symbol. [Figure 19] A diagram showing an example of the effects from the start of fluctuation to the N-reach effect in special mode [Figure 20] A diagram showing an example of a performance from the start of variation to the N-reach performance in a special mode, in which a different performance symbol is used as the reach symbol. [Figure 21] A diagram showing an example of a timing chart of effects after the SP reach effect in normal mode. [Figure 22] 22A and 22B are examples of effects after the SP reach effect in the normal mode, and show examples of images displayed on the screen at each timing in FIG. 21. [Figure 23] FIG. 23 is a diagram showing an example of a reach effect when a reach effect is performed using an effect pattern different from that shown in FIG. 22. [Figure 24] A diagram showing an example of the effects after the SP reach effect in special mode [Figure 25] FIG. 10 is a diagram showing an example of a presentation after the SP reach presentation in the normal mode, in which a miss is notified in the SPSP reach presentation. [Figure 26] A diagram showing an example of full rotation reach effects in normal mode. [Figure 27] A diagram showing an example of a performance when a performance symbol indicating a loss is displayed stopped. [Figure 28] FIG. 10 is a diagram showing an example of a performance in which a short button press performance is performed immediately before a preview performance before a reach performance is performed. [Figure 29] FIG. 10 is a diagram showing an example of a performance in which a rapid-fire operation performance is performed immediately before a notice performance before a reach performance is performed. [Figure 30] FIG. 10 is a diagram showing an example of a presentation in which a button long press operation presentation is performed immediately before a preview presentation before a reach presentation is performed. [Figure 31] A diagram showing an example of an operation effect executed during the variable display of pseudo 1 and a notice effect corresponding to the operation. [Figure 32]A diagram showing an example of an operation effect executed during the variable display of pseudo 2 and a notice effect corresponding to the operation. [Figure 33] FIG. 10 is a timing chart showing an example of the fluctuation of special symbols after a jackpot game is played. [Figure 34] 34 is a diagram showing an example of an effect in the time-saving mode, and an example of an image displayed on the screen at each timing in FIG. 33. [Figure 35] Comparison of specific notifications A and B [Figure 36] 1 is a flowchart showing the main processing in the main control unit 100. [Figure 37] 1 is a flowchart showing timer interrupt processing in the main control unit 100. [Figure 38] Detailed flowchart of the input control process in step S200 of FIG. 37 [Figure 39] Detailed flowchart of the first start port switch processing in step S210 of FIG. [Figure 40] Detailed flowchart of the second start port switch processing in step S220 of FIG. [Figure 41] Detailed flowchart of the specific area switch process in step S250 of FIG. 38. [Figure 42] Detailed flowchart of the special drawing special power control process in step S300 of FIG. [Figure 43] A flowchart showing the special symbol determination process in step S320 of FIG. [Figure 44] A flowchart showing the big win determination process of step S3207 in FIG. 43 [Figure 45] Flowchart showing the fluctuation pattern determination process in step S3208 of FIG. 43 [Figure 46] FIG. 10 is a diagram showing an example of a normal variation pattern table Tn used in a normal gaming state. [Figure 47] A diagram showing an example of a low base time-saving fluctuation pattern table Ta used in a low base time-saving state. [Figure 48]FIG. 10 is a diagram showing an example of a fluctuation pattern table Tb used in a high base time-saving state; [Figure 49] Flowchart showing special symbol variation processing in step S330 of FIG. 42 [Figure 50] Flowchart showing the special symbol stopping process of step S340 in FIG. 42 [Figure 51] A detailed flowchart showing the big win game process of step S350 of FIG. 42. [Figure 52] A flowchart showing the small win game processing in step S360 of FIG. 42. [Figure 53] A flowchart showing the big win game ending process in step S370 of FIG. [Figure 54] A flowchart showing an example of a timer interrupt process performed in the performance control unit 130. [Figure 55] A flowchart showing an example of the command reception process in step E10 of FIG. 54. [Figure 56] A flowchart showing an example of the fluctuation start command processing in step E113 of FIG. [Figure 57] 10 is a flowchart showing an example of a timer interrupt process performed in the image and audio control unit 140. [Figure 58] FIG. 10 is a diagram showing an example of a symbol determination table of the gaming machine 1 according to the second embodiment. [Figure 59] FIG. 10 is a diagram showing an example of a game flow of the gaming machine 1 according to the second embodiment. [Figure 60] A diagram showing an example of a game state after a jackpot game when the special symbol indicating a jackpot stops when the result of the special symbol determination is a jackpot. [Figure 61] FIG. 10 is a diagram showing an example of a game state after a special symbol indicating a special miss has stopped when the result of the special symbol determination is a special miss. [Figure 62] FIG. 10 is a diagram illustrating mode setting after power-on in the second embodiment. [Figure 63] A diagram illustrating the game state and background settings after a jackpot game in the second embodiment. [Figure 64]FIG. 10 is a diagram illustrating mode setting after power-on in a modified example of the second embodiment. [Figure 65] FIG. 10 is a diagram illustrating the game state and background settings after a jackpot game in a modified example of the second embodiment. [Figure 66] FIG. 10 is a diagram showing an example of a game flow according to the third embodiment. [Figure 67] FIG. 10 is a diagram showing an example of a jackpot determination table in the fifth embodiment. [Figure 68] FIG. 13 is a diagram showing an example of a symbol determination table in the fifth embodiment. [Figure 69] FIG. 13 is a diagram showing an example of a fluctuation pattern table set for each period in the fifth embodiment. [Figure 70] FIG. 10 is a diagram showing an example of a game flow of the gaming machine 1 according to the fifth embodiment. [Figure 71] FIG. 10 is a diagram showing an example of an image displayed on the screen of the first image display device 70 in a normal mode that is set in a normal gaming state. [Figure 72] A timing chart showing the flow of the presentation when transitioning to the second time-saving gaming state based on the specified number of changes after the RWM clear operation or setting change operation is performed. [Figure 73] 73A and 73B are diagrams showing examples of images displayed on the main screen at each timing shown in FIG. 72. [Figure 74] 73A and 73B are diagrams showing examples of images displayed on the main screen at each timing shown in FIG. 72. [Figure 75] 73A and 73B are diagrams showing examples of images displayed on the main screen at each timing shown in FIG. 72. [Figure 76] 73A and 73B are diagrams showing examples of images displayed on the main screen at each timing shown in FIG. 72. [Figure 77] A timing chart showing the flow of the time-saving introduction performance when the first special symbol is not reserved after the specified number of changes have been made after the RWM clear operation or setting change operation has been performed. [Figure 78] FIG. 78 shows an example of an image displayed on the main screen at each timing shown in FIG. 77. [Figure 79]Timing chart showing the flow of the presentation when entering pre-introduction mode [Figure 80] FIG. 80 shows an example of an image displayed on the main screen at each timing shown in FIG. 79. [Figure 81] FIG. 80 shows an example of an image displayed on the main screen at each timing shown in FIG. 79. [Figure 82] Timing chart showing the flow of the performance when the time-saving introduction performance is performed via the pre-introduction mode [Figure 83] 83 shows an example of an image displayed on the main screen at each timing shown in FIG. 82. [Figure 84] A diagram showing an example of the effect when the first special symbol is not reserved at the time when the specified number of fluctuations has ended in the pre-introduction mode. [Figure 85] A timing chart showing an example of the effect when the SPSP reach effect is performed when the result of the jackpot determination performed in the normal game state other than the introduction mode is a miss. [Figure 86] FIG. 85 shows an example of the performance at each timing of FIG. [Figure 87] FIG. 85 shows an example of the performance at each timing of FIG. [Figure 88] FIG. 85 shows an example of the performance at each timing of FIG. [Figure 89] A timing chart showing an example of a presentation in which a reach hit is announced in the SPSP reach presentation when the result of the jackpot determination performed in a normal game state other than the introduction mode is a jackpot. [Figure 90] FIG. 89 shows an example of the performance at each timing. [Figure 91] FIG. 89 shows an example of the performance at each timing. [Figure 92] A timing chart showing an example of a presentation in which no reach presentation is performed when the result of the jackpot determination performed in a normal game state other than the introduction mode is a miss. [Figure 93] FIG. 92 shows an example of the effects at each timing. [Figure 94] FIG. 92 shows an example of the effects at each timing. [Figure 95] A diagram showing an example of each shielding effect feature [Figure 96] A diagram showing an example of lamp control when the second time-shortened gaming state transitions to the normal gaming state without a jackpot game being played. [Figure 97] FIG. 10 is a diagram showing an example of a game flow of a gaming machine according to a first modified example. [Figure 98] FIG. 10 is a diagram showing an example of a game flow of a gaming machine according to a second modified example. [Figure 99] FIG. 10 is a diagram showing an example of a game flow of a gaming machine according to a third modified example. [Figure 100] FIG. 10 is a diagram showing the setting of a third time-saving gaming state according to a special losing symbol in a gaming machine according to a third modified example. [Figure 101] FIG. 10 is a diagram showing an example of a game flow of a gaming machine according to a fourth modified example. [Figure 102] FIG. 10 is a diagram showing an example of mode transition according to the number of times the special symbol changes in the fourth modified example. [Figure 103] FIG. 10 is a diagram showing an example of control of a game state when an activation trigger for each time-saving game state occurs during each game state. [Figure 104] FIG. 10 is a diagram showing an example of a normal variation pattern table Tn used in a normal mode in a normal gaming state in the fifth embodiment. [Figure 105] FIG. 10 is a diagram showing an example of a pre-installation fluctuation pattern table Tnx used in the pre-installation mode. [Figure 106] FIG. 10 is a diagram showing an example of a second time-saving fluctuation pattern table Tb1 used in the first fluctuation in the second time-saving gaming state. [Figure 107] A diagram showing an example of a second time-saving fluctuation pattern table Tb2 used in the second and subsequent fluctuations in the second time-saving gaming state. [Figure 108] A diagram showing an example of the second time-saving fluctuation pattern table Tb11 (with jackpot history) used in the first fluctuation in the second time-saving gaming state. [Figure 109]A diagram showing an example of the second time-saving fluctuation pattern table Tb12 (with jackpot history) used in the second and subsequent fluctuations in the second time-saving gaming state. [Figure 110] FIG. 10 is a diagram showing an example of a variation pattern table Ta2 used in the first time-shortened gaming state. [Figure 111] Flowchart showing special symbol variation processing in the fifth embodiment [Figure 112] Flowchart showing the big win game end processing in the fifth embodiment [Figure 113] FIG. 10 is a diagram showing an example of a post-jackpot game state setting table used to set the game state after a jackpot game is played. [Figure 114] A diagram showing the game state referenced at the end of a big win game that does not involve a small win game. [Figure 115] A diagram showing the game state referenced at the end of a big win game via a small win game. DETAILED DESCRIPTION OF THE INVENTION
[0010] First Embodiment The gaming machine 1 of the first embodiment will be specifically described below with reference to the drawings. The gaming machine 1 of this embodiment is a gaming machine of a type known as a one-type two-type mixed machine.
[0011] (Configuration of gaming machine) First, the configuration of a gaming machine 1 according to an embodiment of the present invention will be described with reference to Figures 1 to 3. Figure 1 is a front view of the gaming machine 1, Figure 2 is a plan view of a portion of the front side of the gaming machine 1, and Figure 3 is a perspective view of the back side of the gaming machine 1.
[0012] The gaming machine 1 comprises an outer frame 2, a gaming board mounting frame 3 rotatably supported relative to the outer frame 2, a glass frame 4 rotatably supported relative to the gaming board mounting frame 3, and a gaming board 5 having a gaming area 5a formed therein through which gaming balls (gaming media) flow down.
[0013] The outer frame 2 has a rectangular base frame 2a with a central opening in the front-to-back direction, and a decorative plate 2b attached to the lower front of the base frame 2a. The outer frame 2 is fixed to the arcade's island equipment via fixing members (e.g., nails or fasteners).
[0014] The game board mounting frame 3 is detachably connected to the outer frame 2 at one horizontal end via a first hinge mechanism 6, and is rotatably supported with the first hinge mechanism 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated like a door relative to the outer frame 2, the back side of the game board mounting frame 3 is exposed to the front, making it possible to perform maintenance on various devices provided on the back side of the game board mounting frame 3.
[0015] The glass frame 4 is detachably connected to the game board mounting frame 3 at one horizontal end via the second hinge mechanism 7, and is rotatably supported with the second hinge mechanism 7 as a fulcrum. Therefore, when the glass frame 4 is rotated like a door relative to the game board mounting frame 3, the game area 5a of the game board 5 and the front portion of the game board mounting frame 3 can be opened or closed.
[0016] An opening 8 (window portion) that opens in the front-to-back direction is formed in the approximate center near the top of the glass frame 4, and a transparent member 8a (such as a glass plate or acrylic plate) is attached to cover the opening 8 from the rear, making it possible to see the playing area 5a through this opening 8 and transparent member 8a.
[0017] An audio output device 9 consisting of a speaker and a frame lighting device 10 having multiple decorative LEDs are provided above the opening 8 of the glass frame 4. Also, below the opening 8 of the glass frame 4, there are provided an upper tray 11 for storing multiple game balls, such as game balls paid out from a payout device 95 (described later) based on the establishment of a grant condition, a lower tray 12 for receiving and storing game balls that do not fit in the upper tray 11 and flow into an overflow ball flow path (described later), and a launch operation device 13 that can be operated to launch the game balls.
[0018] The audio output device 9 produces sound effects (music, voice, etc.) by outputting background music (BGM), sound effects, etc. A plurality of frame lighting devices 10 are provided around the opening 8, and produce lighting effects by changing the direction of light emitted and the color of light emitted by each lamp (LED). The frame lighting devices 10 are also equipped with an alarm LED 10a that is controlled to light up / blink when the glass frame 4 opens or a payout abnormality occurs in which game balls cannot be paid out from the payout device 95.
[0019] The upper tray 11 is for storing game balls to be supplied to the launching device 26. The game balls stored in the upper tray 11 are guided to the launching device 26 and launched into the game area 5a with a ball-hitting force according to the rotation angle of the launching handle 15.
[0020] In addition, the front center part of the upper tray 11 is provided with a performance button device 16 and a selection button device 18 (see Figure 1 or Figure 2), which function as input devices for performing decision operations and selection operations related to various performances described below.
[0021] The effect button device 16 includes an effect button 17 that can be used to perform operations such as a decision operation (operation input), an effect button detection switch 17a for detecting the operation of the effect button 17, a button drive device 17b equipped with a button drive motor for changing the effect button 17 between a normal state and a protruding state positioned higher than the normal state and a button vibration motor for changing the effect button 17 between the normal state and a vibration state in which it vibrates in a predetermined manner, and an effect button light-emitting LED 17c for changing the effect button 17 between an off state and a lit state in which it emits light in a predetermined manner. A player can input predetermined information into the gaming machine 1 using the effect button device 16.
[0022] The selection button device 18 includes a cross key 19 (upper button 191A, left button 192A, lower button 193A, right button 194A) that can be used to perform operations such as selection, and a cross key detection switch 19a (see FIG. 4) that detects the operation of the cross key 19, allowing the player to input predetermined information into the gaming machine 1. The cross key 19 is also used to adjust the volume of sounds related to the effects and the light intensity of each LED used in the effects (such as the LEDs of the frame lighting device 10, the LEDs of the board lighting device 74, and the effect button light-emitting LEDs 17c). For example, the volume value can be set from "1" to "5," and each press of the upper button 191A may increase the volume value by "1," and each press of the lower button 193A may decrease the volume value by "1." Also, for example, the light intensity value can be set from "1" to "5", and each press of the right button 194A may increase the light intensity value by "1", and each press of the left button 192A may decrease the light intensity value by "1".
[0023] Between the upper tray 11 and the lower tray 12, an overflow ball flow path (not shown) is formed to receive gaming balls that do not fit into the upper tray 11 and guide them to the lower tray 12. In addition, a full detection switch 32a (see FIG. 4) is provided in the middle of the overflow ball flow path to detect the occurrence of a tray full error in which the lower tray 12 is full of gaming balls, and while the full detection switch 32a detects that the lower tray 12 is full, the payout of gaming balls by the payout device 95, which will be described later, is stopped.
[0024] The launch operation device 13 comprises a base 14 fixed to the glass frame 4, a launch handle 15 rotatably mounted on the base 14, a touch sensor (not shown) that detects whether the player's hand is touching the launch handle 15, and a launch volume made up of a variable resistor whose resistance value changes depending on the rotation angle of the launch handle 15. When the touch sensor detects that the player's hand is touching the launch handle 15, the launch device 26 (see Figure 4) is configured to be able to launch a gaming ball.
[0025] The game board mounting frame 3 is provided with a game board mounting portion (not shown) for mounting the game board 5, a launching device 26 (see Figure 4) for launching game balls toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an open detection switch for detecting the opening (opening / closing) of the glass frame 4.
[0026] The game board mounting portion is formed in a recessed chamber shape that opens to the front at approximately the center near the top of the game board mounting frame 3, and the game board 5 can be stored from the front. An opening that opens in the front-to-back direction is provided at the back of the recessed chamber of the game board mounting portion, and various devices provided on the back side of the game board 5 face the rear of the gaming machine 1 through this opening.
[0027] The launching device 26 includes a launching member for launching game balls and a launching solenoid for driving the launching member. The launching device 26 launches game balls toward the game area 5a by operating the launching solenoid with a strength corresponding to the rotation angle of the launching handle 15 of the launching operation device 13.
[0028] The locking mechanism 27 is provided on the right side of the game board mounting part 25, and the front end of the cylinder in which the keyhole is formed is exposed on the front side of the glass frame 4. When a dedicated key is inserted into the keyhole of the cylinder and turned in one direction, the game board mounting frame 3 is unlocked and the game board mounting frame 3 can be opened and closed, and when turned in the other direction, the glass frame 4 is unlocked and the glass frame 4 can be opened and closed.
[0029] Curved inner and outer rails 35, 36 are provided near the outer edge of the game board 5, and a game area 5a into which game balls can flow is formed in the area surrounded by the inner and outer rails 35, 36. A launched ball guide path 38 is formed between the inner and outer rails 35, 36, to guide game balls launched by the launching device 26 to the upstream part of the game area 5a. An outlet 39 is formed at the most downstream part of the game area 5a to guide the game balls that have flowed down outside the game area (to the collection part of the game board mounting frame 3).
[0030] Approximately in the center of the game area 5a, there is provided a frame-shaped decorative frame 40, known as a center case, which restricts the entry of game balls into the interior. This decorative frame 40 divides the game area 5a into a left side game area where game balls launched with a first launch force flow down, and a right side game area where game balls launched with a second launch force stronger than the first launch force flow down, and the left side game area and the right side game area are connected below the decorative frame 40.
[0031] A warp device 41 is provided on the left side of the decorative frame 40 to introduce game balls flowing down the left side game area into the interior of the decorative frame 40, and a stage section 42 is provided at the bottom of the decorative frame 40 to roll the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and cause them to flow down below the decorative frame 40.
[0032] Three general winning openings 43 into which game balls can always enter (win) are provided at intervals below the left side of the decorative frame 40, and one general winning opening 43 into which game balls can always enter (win) is provided below the right side of the decorative frame 40. When a game ball that has entered (wins) into this general winning opening 43 is detected by the general winning opening detection switch 43a (see FIG. 4) (awarding conditions are met), a predetermined number (for example, five) of game balls are paid out from the payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (awarding of prize value).
[0033] Below the stage section 42, there is provided a first start opening 45 (a start winning area of a first special symbol) into which a game ball can always win (enter). When a game ball wins (enters) the first start opening 45, the player is granted the right to make a jackpot determination as to whether or not a special game (jackpot game or small jackpot game) is to be executed (special symbol determination information, which will be described later, is stored). In addition, when a game ball wins (enters) the first start opening 45, a predetermined number of game balls (for example, three balls) are paid out from a payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (awarded prize value). Inside the first start opening 45, there is provided a first start opening detection switch 45a (see FIG. 4) for detecting a game ball that has won (entered) the first start opening 45.
[0034] A variable starter 46 is provided in the game area 5a diagonally below and to the right of the first starter hole 45. The variable starter 46 is configured to be changeable from a closed state in which it is impossible or difficult for the game ball to enter (score), to an open state in which it is possible or easy for the game ball to enter, based on a win in a win determination (normal symbol determination) described below.
[0035] Specifically, the variable starting section 46 has an upper surface that slopes downward in the left-right direction (left side in Figure 1) to form a flow path for the game ball, and is equipped with a second starting port opening / closing member 48 that can move in the front-to-back direction, a second starting port 47 (starting winning area for the second special pattern) that opens upward directly below the second starting port opening / closing member 48, a second starting port detection switch 47a (see Figure 4) that detects a game ball that has won (entered) the second starting port 47, and a second starting port opening / closing solenoid 48b (see Figure 4) that converts the second starting port 47 to a closed state by moving the second starting port opening / closing member 48 forward (winning restriction position) and converts the second starting port 47 to an open state by moving the second starting port opening / closing member 48 backward (winning allowance position).
[0036] When a game ball enters the second start hole 47, which is opened during the auxiliary game described below, and is detected by the second start hole detection switch 47a (see FIG. 4) (the award condition is met), the right to make a jackpot determination as to whether or not to execute a special game (jackpot game or small jackpot game) is granted (special game determination information described below is stored). Also, when a game ball enters the second start hole 47 and is detected by the second start hole detection switch 47a, a predetermined number of game balls (for example, two balls) are paid out from the payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (awarding of prize value).
[0037] In the right-hand gaming area of the gaming area 5a, there is provided a normal pattern gate 44 (normal pattern starting area) through which gaming balls can pass at any time, and when a gaming ball that has passed through the normal pattern gate 44 is detected by the gate detection switch 44a, no prize balls are awarded, but the player is granted the right to make a normal pattern determination (win determination) to determine whether or not a winning game will be executed (normal pattern determination information, which will be described later, is stored).
[0038] Below the normal gate 44, there is provided a first variable winning section 49 (first variable winning device) which can change from a closed state in which it is impossible or difficult for the game ball to win (enter) a prize to an open state in which it is possible or easy to win, based on a small win being determined in the jackpot judgment.
[0039] The first variable winning section 49 (first variable winning device) has an upper surface that slopes downward in the left-right direction (right side in the figure) to form a flow path for game balls (forming part of the bottom surface of the central flow path 91b), and is equipped with a first large prize opening opening / closing member 51 that can move in the front-to-back direction, a first large prize opening 50 (winning area) that opens upward directly below the first large prize opening opening / closing member 51, a first large prize opening detection switch 50a that detects game balls that have won (entered) the first large prize opening 50, and a first large prize opening opening / closing solenoid 51b (see Figure 4) that converts the first large prize opening 50 to a closed state by moving the first large prize opening opening / closing member 51 forward (winning restriction position) and changes the first large prize opening 50 to an open state by moving the first large prize opening opening / closing member 51 backward (winning permitted position).
[0040] Then, when first large prize opening opening / closing member 51 moves rearward and first large prize opening 50 changes from a closed state to an open state during a small prize game described below, game balls that have flowed down the top surface of first large prize opening opening opening member 51 or game balls that have reached first large prize opening 50 can enter first large prize opening 50. When a game ball that has entered first large prize opening 50 is detected by first large prize opening detection switch 50a, a predetermined number of game balls (for example, 10 balls) are paid out from payout device 95 (see FIG. 3) to upper tray 11 as prize balls.
[0041] In addition, a specific area 52 is provided inside the first large prize opening 50. When a gaming ball enters the first large prize opening 50 during a small prize game, the gaming ball passes through the specific area 52. When a specific area detection switch 52a provided in the specific area 52 detects the passage of the gaming ball, a big prize game is played. Here, a big prize that occurs when a gaming ball passes through the specific area 52 is sometimes referred to as a "type 2 big prize."
[0042] Below the first variable winning section 49, there is provided a second variable winning section 55 (second variable winning device) which can change from a closed state in which it is impossible or difficult for the game ball to win (enter) a prize to an open state in which it is possible or easy to win, based on whether a jackpot is determined in the jackpot determination or whether the game ball passes through a specific area 52 during a small jackpot game.
[0043] The second variable prize winning section 55 (second variable prize winning device) has an upper surface that slopes downward in the left-right direction (left side in the figure) to form a flow path for game balls (forming part of the bottom surface of the first downstream flow path 91e), and is equipped with a second large prize winning opening opening / closing member 57 that can move in the front-to-back direction, a second large prize winning opening 56 (winning area) that opens upward directly below the second large prize winning opening opening / closing member 57, a second large prize winning opening detection switch 56a that detects game balls that have won (entered) into the second large prize winning opening 56, and a second large prize winning opening opening / closing solenoid 57b (see Figure 4) that converts the second large prize winning opening 56 to a closed state by moving the second large prize winning opening opening / closing member 57 forward (winning restriction position) and changes the second large prize winning opening 56 to an open state by moving the second large prize winning opening opening / closing member 57 backward (winning permissible position).
[0044] Then, when second large prize opening opening / closing member 57 moves rearward during a jackpot game and second large prize opening 56 is converted from a closed state to an open state, game balls that have flowed down the top surface of second large prize opening opening opening member 57 or game balls that have reached second large prize opening 56 become able to win in second large prize opening 56. When a game ball that has won in second large prize opening 56 is detected by second large prize opening detection switch 56a, a predetermined number of game balls (for example, 10 balls) are paid out from payout device 95 (see FIG. 3) to upper tray 11 as prize balls.
[0045] A gaming ball launched into the left gaming area will win one of the three general winning openings 43 or the first starting opening 45 provided below the decorative frame 40, or will flow into the outlet opening 39. Therefore, a gaming ball launched into the left gaming area will not win (pass through) the general winning gate 44, general winning opening 43, first variable winning section 49 (first large winning opening 50), or second variable winning section 55 (second large winning opening 56) provided in the right gaming area.
[0046] Furthermore, a gaming ball launched into the right-hand gaming area passes through the normal gate 44 and the like via the upstream flow path 91a, and wins one of the normal winning openings 43, the variable starting opening 46 (second starting opening 47), the first variable winning opening 49 (first large winning opening 50), and the second variable winning opening 55 (second large winning opening 56) provided in the right-hand gaming area, or flows into the outlet 39. Therefore, a gaming ball launched into the right-hand gaming area will not win the normal winning opening 43 or the first starting opening 45 provided in the left-hand gaming area.
[0047] On the back side of the gaming board 5, there is provided an out ball flow path that receives and collects out balls, which are made up of gaming balls that have won in the general winning opening 43, the first starting opening 45, the second starting opening 47, the first large winning opening 50, and the second large winning opening 56, as well as gaming balls that have flowed into the outlet 39, and allows them to flow down, and an out ball detection switch 39a (see Figure 4) is provided at the most downstream part of the out ball flow path. Gaming balls detected by the out ball detection switch 39a are discharged from the discharge opening on the back side of the gaming machine 1 to the outside of the gaming machine 1 (to the island equipment).
[0048] A main information display 59 is provided outside the gaming area 5a. The main information display 59 includes a first special symbol display 60, a second special symbol display 61, and a normal symbol display 62. The main information display 59 also includes a first special symbol reserved indicator 63, a second special symbol reserved indicator 64, and a normal symbol reserved indicator 65. The main information display 59 also includes a round number indicator 66, a right-hit indicator 67, and a status confirmation indicator 68.
[0049] The first special pattern display 60 is a variable display for displaying (informing) the result of a jackpot determination for the first special pattern made based on the entry (entry) of a gaming ball into the first starting gate 45, the second special pattern display 61 is a variable display for displaying (informing) the result of a jackpot determination for the second special pattern made based on the entry (entry) of a gaming ball into the second starting gate 47, and the normal pattern display 62 is a variable display for displaying (informing) the result of a hit determination for the normal pattern made based on the passage (entry) of a gaming ball into the normal gate 44.
[0050] Jackpot determination is the process of obtaining special symbol determination information (jackpot random number, jackpot symbol random number, small hit symbol random number, special miss symbol random number, reach random number, special symbol variation pattern random number, etc.) when a game ball enters (enters) the first starting hole 45 or the second starting hole 47, and determining whether or not to execute a jackpot game based on the obtained special symbol determination information, the jackpot symbol if a jackpot is determined, the small hit symbol if a small hit is determined, the variation pattern of the special symbol, etc. Note that jackpot determination is also sometimes called special symbol determination. A jackpot determination based on entry into the first starting hole 45 (jackpot determination related to the first special symbol) is sometimes called the first special symbol determination, and a jackpot determination based on entry into the second starting hole 47 (jackpot determination related to the second special symbol) is sometimes called the second special symbol determination.
[0051] The first special symbol display 60 and the second special symbol display 61 are each composed of multiple (specifically, eight) LEDs. When a jackpot is determined based on the entry of a gaming ball into the first starting hole 45, the first special symbol changes its display and then stops after a predetermined time has passed. The result of the jackpot determination is announced based on the stopped state of the first special symbol. Specifically, the first special symbol is displayed by the first special symbol display 60 changing its lighting state (moving lighting) at a predetermined cycle (32 ms), thereby changing the display of the first special symbol. The first special symbol is displayed as a stopped state when each LED of the first special symbol display 60 lights up in a mode that announces the result of the jackpot determination (jackpot mode or loss mode (normal loss mode or special loss mode)). Furthermore, when a jackpot is determined based on the entry of a gaming ball into the second starting hole 47, the second special symbol changes its display and then stops after a predetermined time has passed. The result of the jackpot determination is announced by the stopping mode of this second special symbol. Specifically, in the second special symbol display 61, the lighting mode of the LED changes (moving lighting) at a predetermined cycle (32 ms), thereby displaying the fluctuation of the second special symbol, and each LED of the second special symbol display 61 lights up in a mode that announces the result of the jackpot determination (jackpot mode, small win mode, or miss mode), thereby displaying the stopping of the second special symbol.
[0052] In this embodiment, a "jackpot" refers to a state in which a jackpot game (special game) is determined to be executed in the jackpot determination. A "jackpot game" refers to a round game in which the large prize openings (first large prize opening 50, second large prize opening 56) are converted from a closed state to an open state in a predetermined manner, and is played a predetermined number of times (e.g., four times, ten times, etc.) with intervals in between, and refers to a state advantageous to the player in which the player is likely to win prize balls. The period of a "jackpot game" may refer to the period from the time when the first special symbol or the second special symbol is displayed in a stopped jackpot mode and the opening begins, to the time when the round game ends and the ending is completed.
[0053] The maximum number of times the large prize openings (first large prize opening 50, second large prize opening 56) can be opened and the maximum opening time for each round of play are predetermined, but one round of play ends when a predetermined number of game balls (for example, 10 balls) enter the large prize openings (balls enter) even before the maximum number of times the large prize openings and the maximum opening time are reached. In this embodiment, it is possible to execute any one of several types of large prize games (special games) that differ in the degree of advantage to the player.
[0054] In addition, the term "small hit" refers to a state in which it is determined in the big hit determination that a small hit game will be played. The "small hit game" refers to a state in which the first big winning opening 50 is converted from a closed state to an open state in a predetermined manner, and the game ball can pass through the specific area 52.
[0055] The normal symbol determination corresponds to obtaining normal symbol determination information (random number value for determining a win, random number value for determining a normal symbol pattern, random number value for determining a normal symbol variation pattern, etc.) based on the passage (entry) of a game ball into the normal symbol gate 44, and determining whether or not to execute a winning game (auxiliary game) that opens the second starting gate 47 based on the obtained normal symbol determination information. When the normal symbol determination is performed, the normal symbol display 62 displays a variation of the normal symbol, and after a predetermined time has passed, a stop display of the normal symbol is performed to notify the determination result.
[0056] The normal symbol display 62 is composed of three LEDs, and the LEDs flash at a predetermined interval or sequence when displaying a variable normal symbol. When a normal symbol is displayed stationary, the LEDs light up in a manner that notifies the result of the normal symbol determination (win or miss). The normal symbol display 62 also changes the lighting mode of the LEDs (moving lighting) at the same cycle (32 ms) as the first special symbol display 60 and the second special symbol display 61.
[0057] In this embodiment, "win" refers to a state in which it is determined that an auxiliary game (winning game) will be executed in the normal symbol determination. "Auxiliary game" refers to a state in which the second starting hole 47 is opened in a predetermined manner.
[0058] In addition, the maximum number of times and maximum opening time of the second start opening 47 in the auxiliary game (winning game) are predetermined, but even before the maximum number of times and maximum opening time are reached, if a predetermined number of game balls (for example, 10 balls) enter (enter) the second start opening 47, the auxiliary game (winning game) ends. In other words, the "auxiliary game" is in a state in which the start condition for the variable display of the second special symbol is likely to be met. In this embodiment, multiple types of auxiliary games (winning games) with different degrees of advantage to the player may be provided.
[0059] The first special symbol reserve indicator 63 is composed of two LEDs, and is for displaying the first reserve number (U1), which is the number of special symbol determination information (first reserve) stored when a gaming ball enters (enters) the first starting hole 45, and lights up or flashes in a manner indicating the number of first reserves. Note that up to four first reserves can be stored, but the number may be more or less than four.
[0060] The second special symbol reserve indicator 64 is composed of two LEDs, and is for displaying the second reserve number (U2), which is the number of special symbol determination information (second reserve) stored when a gaming ball enters (enters) the second starting hole 47, and lights up or flashes in a manner indicating the number of second reserves. Note that, although a maximum of four second reserves can be stored, the number may be less or more than four, or no second reserves may be stored.
[0061] The normal symbol reserve indicator 65 is composed of two LEDs, and is used to display the normal symbol reserve number, which is the number of normal symbol judgment information (normal symbol reserve) stored when a game ball enters (passes) the normal symbol gate 44, and lights up or flashes in a manner indicating the number of normal symbol reserves. Note that up to four normal symbol reserves can be stored, but it may be less or more than four, or it may be possible to not store normal symbol reserves.
[0062] The first special symbol display 60 and / or the second special symbol display 61 can be configured with a 7-segment LED. For example, if a jackpot is determined in the jackpot determination, numbers such as "3" or "7" are displayed statically, and if a loss is determined, "-" is displayed statically, and during the variable display, the display may alternate between turning off and "-".
[0063] The round number indicator 66 is made up of six LEDs and is used to display the number of rounds when a jackpot state (special game) occurs. At the start of a jackpot game, the LEDs start to light up in a predetermined manner to indicate the number of rounds, continue to light up during the jackpot game, and turn off the LEDs when the jackpot game ends. For example, if the jackpot game has three rounds, only the leftmost LED lights up, and if the jackpot game has ten rounds, all LEDs light up.
[0064] The right-hit indicator 67 is composed of one LED and is used to display a right-hit indication that encourages the player to fire the game ball toward the right-side game area (so-called right-hit).The LED remains lit during the big hit state (big hit game), the small hit state (small hit game), and the time-saving game state described below.
[0065] The status confirmation indicator 68 is composed of a single LED and is used to indicate that the gaming machine is set to a setting change mode (described later) or a setting confirmation mode (described later). When the gaming machine enters the setting change mode or the setting confirmation mode, the LED starts to light up, and when the gaming machine enters the setting change mode or the setting confirmation mode, the LED turns off. As such, since the status confirmation indicator 68 is provided on the front (surface) of the gaming machine, it is possible to easily check whether the gaming machine is set to the setting change mode or the setting confirmation mode. The status confirmation indicator 68 may be provided in any location as long as it is on the front (surface) of the gaming machine 1.
[0066] In this embodiment, the same display mode (illuminated display) is used whether the setting change mode or the setting check mode is set, but the display may be such that it is possible to recognize which mode the setting is set in. For example, the status check indicator 68 may be illuminated in the setting change mode and flashed in the setting check mode, or vice versa.
[0067] In addition, in this embodiment, the status confirmation indicator 68 is provided as a dedicated indicator to indicate that the setting change mode or the setting confirmation mode is set, but it may also be used as another indicator. For example, in the setting change mode or the setting confirmation mode, the first special symbol indicator 60, the second special symbol indicator 61, the first special symbol reserved indicator 63, the second special symbol reserved indicator 64, the number of rounds indicator 66, the right hit indicator 67, etc. are turned off, so one or more LEDs of these indicators may be turned on.
[0068] In addition, a sub-information display 80 is provided inside the gaming area 5a. The sub-information display 80 includes a sub-first change indicator 81, a sub-second change indicator 82, a sub-first hold indicator 83, a sub-second hold indicator 84, a sub-regular change indicator 85, a sub-regular hold indicator 86, and a sub-right-hit indicator 87. Note that the sub-information display 80 does not have an indicator such as the above-mentioned status confirmation indicator 68 that indicates that it is set to a setting change mode or setting confirmation mode, which will be described later, but an indicator corresponding to these may be provided.
[0069] The sub-first variable indicator 81 is for displaying (informing) whether the first special symbol is being displayed or not, and the sub-second variable indicator 82 is for displaying (informing) whether the second special symbol is being displayed or not, and each is composed of one LED. When the variable display of the corresponding special symbol starts, the LED flashes at a predetermined cycle (for example, 0.25 seconds on → 0.25 seconds off), and when the corresponding special symbol is displayed stationary, it displays a stationary display (turns off or on).
[0070] The result of the special symbol jackpot determination may be notified by the sub-first variable indicator 81 or the sub-second variable indicator 82. In this case, the LED may be lit in the case of a jackpot, and may be turned off in the case of a miss.
[0071] The sub-first reserve indicator 83 is for displaying the number of reserved balls (first reserved number) for the jackpot determination of the first special symbol, and the sub-second reserve indicator 84 is for displaying the number of reserved balls (second reserved number) for the jackpot determination of the second special symbol, and each is composed of two LEDs. When the reserved number is "0", the left and right LEDs are turned off, when the reserved number is "1", the left LED is turned on and the right LED is turned off, when the reserved number is "2", the left and right LEDs are turned on, when the reserved number is "3", the left LED flashes at a predetermined cycle (0.25 seconds on → 0.25 seconds off) and the right LED is turned on, and when the reserved number is "4", the left and right LEDs flash at a predetermined cycle (0.25 seconds on → 0.25 seconds off).
[0072] The sub-regular symbol variable indicator 85 is for displaying (notifying) the result of the winning lottery, and is composed of one LED. Then, when the variable display of the regular symbol starts, the LED flashes (variable display) at a predetermined interval. Then, when the regular symbol is displayed in a static state, the mode indicating the result of the winning lottery (lights up in the case of a win, and goes out in the case of a loss) is displayed in a static state.
[0073] In addition, the sub-normal pattern change indicator 85 may be configured to flash while displaying the normal pattern change, and to light up or turn off when the normal pattern is displayed as stopped, so that it is possible to know whether or not the normal pattern change is being displayed.
[0074] The sub-regular map reserve indicator 86 is used to display the number of reserved regular map memories (regular map reserve number) and is composed of two LEDs. When the regular map reserve number is "0", the left and right LEDs are turned off, when the regular map reserve number is "1", the left LED is turned on and the right LED is turned off, when the regular map reserve number is "2", the left LED is turned on and the right LED is turned on, when the regular map reserve number is "3", the left LED flashes at a predetermined cycle and the right LED is turned on, and when the regular map reserve number is "4", the left and right LEDs flash at a predetermined cycle.
[0075] The sub right-hit indicator 87 is intended to encourage the player to shoot the game ball toward the right area of the game area 5a (so-called right hit), and is composed of one LED. The LED remains lit during a big win state (big win game), a small win state (small win game), or a time-saving game state, and is turned off in other game states.
[0076] A first image display device 70 is provided at the back of the performance space 40a defined inside the decorative frame 40. A second image display device 71, which has a smaller display area than the first image display device 70, is provided at the bottom of the performance space 40a and in front of the first image display device 70. The first image display device 70 and the second image display device 71 may be liquid crystal displays or organic EL displays. A movable performance device 73 for executing role-play performances is provided at the top of the performance space 40a.
[0077] Various effect displays are performed according to the progress of the game on the first image display device 70 and the second image display device 71. The effect displays include a customer waiting demo effect performed when the variable display of the special symbol is not being executed, a variable effect (variable effect by the effect symbol 701) performed when the variable display of the special symbol is being executed, a variable display (updated variable) of the small symbol 702 performed when the variable display of the special symbol is being executed, and a jackpot effect performed during the execution of a jackpot game.
[0078] In addition, the second image display device 71 can perform a moving effect by moving using a movable device (not shown) composed of a solenoid, motor, etc. while the first image display device 70 is performing a changing effect.
[0079] Specifically, the second image display device 71 performs a movement effect by moving (rising and descending) in the vertical direction between a standby position (lower position) located near the end of the first image display device 70 and a performance position (upper position) located near the center of the first image display device 70. The movement direction of the second image display device 71 may be left / right or front / back, or the movement effect may be performed by operating the performance button 17.
[0080] The display unit (display area) of the first image display device 70 displays three effect symbols 701 (sometimes referred to as the left symbol, the middle symbol, and the right symbol, from the left) and a small symbol 702. The effect symbols 701 and the small symbol 702 are effect symbols that change in accordance with the change of the special symbol and stop in accordance with the stop of the special symbol. Whether or not a jackpot has been reached is notified based on the stopping state of the effect symbols 701 and the small symbol 702.
[0081] Furthermore, the first image display device 70 displays a reserved icon HA and the icon TI. The reserved icon HA is an icon indicating the reservation of the right to determine a jackpot related to the first special symbol, and up to four icons are displayed. The icon TI is an icon indicating the current fluctuation of the special symbol. The images displayed on the first image display device 70 will be described in detail later.
[0082] The movable performance device 73 has an operable first movable member 73a and a second movable member 73b, and is capable of performing a special effect by causing the first movable member 73a and the second movable member 73b to perform a predetermined operation while the variable display of the performance pattern 701 is being executed by the first image display device 70. In addition, the first movable member 73a and the second movable member 73b are provided with a board lighting device 74 having a plurality of decorative LEDs, which are capable of emitting light in a predetermined manner while the special effect is being executed.
[0083] Specifically, the first movable member 73a moves (raises and lowers) between a standby position (first position) located above the top edge of the first image display device 70, a display position (second position) below the top edge and covering part of the screen of the first image display device 70, and a performance position (third position) located at the center (bottom) of the screen of the first image display device 70. The second movable member 73b moves between a standby position (first position) that covers part of the front of the first movable member 73a and a performance position where it retreats from the front of the first movable member 73a. The first movable member 73a and the second movable member 73b are hidden by the board surface in the standby positions and are invisible or difficult to see by the player. That is, the first movable member 73a and the second movable member 73b are usually hidden by the board surface. When a special device performance is performed, the first movable member 73a and the second movable member 73b are partially visible when moved to the second position, and are entirely visible when moved to the third position.
[0084] As shown in Figure 3, on the back side of the game board mounting frame 3 and the game board 5, there are provided a payout device 95 for paying out game balls based on the fulfillment of predetermined payout conditions (prize balls, ball loans), a game ball storage section 96 for storing game balls supplied from island equipment etc. and supplying them to the payout device 95, a main control device 110A incorporating a main control section 100, a payout control device 120A incorporating a payout control section 120, a presentation control device 130A incorporating a presentation control section 130, a power supply unit 160A incorporating a power supply board 160, and a game information output terminal board 90 for outputting game information to the outside of the game machine (an information collection device such as a hall computer).
[0085] In addition, a cover member 23 of the type with an opening and closing door is provided, with the left and right sides opening and closing in the left-right direction around a rotation axis set on one side so as to cover the upper part of the main control device and the entire performance control device from the rear, and the performance control device 130A is provided with a changeover switch 22, which is covered by the cover member 23, for switching adjustment modes related to adjusting the volume of the performance sound output from the audio output device 9 and the light intensity of the display devices (first image display device, second image display device) and various lighting devices (frame lighting device 10, board lighting device 74).
[0086] On the front side of the main control device 110A, there are mounted a main control unit 100 for controlling the game, an RWM clear switch 111a for inputting a signal to clear the memory contents of the main RAM 100c of the main control unit 100 or to update the setting value (probability of determining a jackpot) which is the stage of the advantageous degree of the game, a setting key switch 112a for inputting a signal to transition to a setting change mode or a setting confirmation mode described later by operating the setting key, an information display 113 (see Figure 4) for displaying performance information and setting values which enable the actual performance of the gaming machine to be grasped, and other electronic components.
[0087] The information display 113 is composed of four 7-segment displays (113a to 113d) aligned in the left-right direction. The two 7-segment displays 113a and 113b from the left form an identification segment for displaying identification information indicating the type of performance information (data type), and the two 7-segment displays 113c and 113d from the right form a numeric segment for displaying numeric information indicating setting values and numerical values of the performance information.
[0088] (Overall block diagram of the gaming machine) Next, the control means for controlling the progress of the game will be described using the overall block diagram of the gaming machine 1 in Fig. 4. Fig. 4 is an overall block diagram of the gaming machine 1.
[0089] The control configuration of this embodiment includes a main control unit 100 that controls the overall progress of the game (basic operations), a payout control unit 120 that controls the payout of game balls based on receiving a payout control command from the main control unit 100, a presentation control device 130A (presentation control unit 130) that controls the presentation related to the game based on receiving a presentation control command from the main control unit 100, and a power supply board 160 that supplies power to the payout control unit 120 and the presentation control device 130A.
[0090] In addition, communication between the main control unit 100 and the dispensing control unit 120 is configured to allow commands to be sent and received in both directions, and communication between the main control unit 100 and the performance control device 130A (performance control unit 130) is configured to allow commands to be sent in only one direction, from the main control unit 100 to the performance control device 130A (performance control unit 130).
[0091] The main control unit 100 includes a main CPU 100a for performing arithmetic processing, a main ROM 100b in which a game control program and the like are stored, a main RAM 100c which serves as a work area during arithmetic processing, and input / output ports.
[0092] Connected to the input / output ports of the main control unit 100 are the general winning opening detection switch 43a, the gate detection switch 44a, the first starting opening detection switch 45a, the second starting opening detection switch 47a, the second starting opening opening / closing solenoid 48b, the first large winning opening detection switch 50a, the first large winning opening opening / closing solenoid 51b, the second large winning opening detection switch 56a, the second large winning opening opening / closing solenoid 57b, the magnetic detection sensor 57a, the radio wave detection sensor 58a, the out ball detection switch 39a, the main information display 59, the RWM clear switch 111a, the setting key switch 112a, and the information display 113. Also connected to the input / output ports of the main control unit 100 are the game information output terminal board 90, the payout control unit 120, and the performance control unit 130.
[0093] The main CPU 100a receives an operating clock from a crystal oscillator, reads out a game control program stored in the main ROM 100b, and performs arithmetic processing related to the game while using the main RAM 100c as a work area. This allows it to perform control processing in response to detection signals from various input devices (detection switches, detection sensors, etc.), control processing for controlling various output devices (solenoids, displays, etc.), control processing for sending and receiving various control commands, and control processing for transmitting game information to the outside of the gaming machine (such as a hall computer) via the game information output terminal board 90.
[0094] "Game information" includes a start port entry signal output each time a game ball enters the first start port 45 or the second start port 47, a pattern confirmation signal output each time the varying display of the first special pattern or the second special pattern ends, a big win signal output throughout big win play, a small win signal output throughout small win play, an open signal output throughout round play (opening of the big win port), a signal output throughout the time-saving play state described below, and a security signal output when a situation occurs that poses a problem (threatens) on the security of the game machine 1 (RWM clear, error, etc.).
[0095] The memory area of the main ROM 100b is arranged in order with a game ROM area in which programs and data related to the progress of the game are stored, and an information ROM area in which programs and data related to the performance display of the gaming machine are stored.
[0096] The game ROM area includes a game program area in which a program relating to the progress of a game is stored, and a game data area in which data relating to the progress of a game is stored.
[0097] The information ROM area includes an information program area in which a program relating to the performance display of the gaming machine is stored, and an information data area in which data relating to the performance display of the gaming machine is stored.
[0098] The memory area of the main RAM 100c includes a game RWM area used as a work area when executing a game program, and an information RWM area used as a work area when executing an information program.
[0099] The gaming RWM area includes a gaming work area used by the gaming program as a work area, and a gaming stack area for temporarily saving data being processed by the gaming program.
[0100] The game work area is arranged in the following order: a setting value area for storing setting values; a judgment information area for storing judgment information (checksum described later) for determining abnormalities in the RWM area; and a game data area for storing game data that changes as the game progresses.
[0101] The information RWM area includes an information work area used by information programs as a work area, and an information stack area for temporarily saving data being processed by the information programs.
[0102] In the information work area, a performance information area for storing information relating to the performance of the gaming machine 1 and an error information area for storing information relating to various error determinations are arranged.
[0103] Below, we will explain the relationship between the game area (game ROM area, game RWM area) that performs processing based on the game program and the information area (information ROM area, information RWM area) that performs processing based on the information program.
[0104] When the main CPU 100a performs processing based on a game program, it basically refers to the game data area and refers to and updates the contents of the game RWM area while using the game RWM area as a work area. Also, when performing processing based on an information program, it basically refers to the information data area and refers to and updates the contents of the information RWM area while using the information RWM area as a work area.
[0105] However, in the process based on the game program, the contents of the information RWM area cannot be updated, but can be referenced. Also, in the process based on the information program, the contents of the game RWM area cannot be updated, but can be referenced.
[0106] When processing based on the information program is performed, the flag register is saved to the gaming RWM area during processing based on the gaming program, and then the information program is called to execute processing based on the information program, and the flag register is restored from the gaming RWM area immediately after processing based on the information program is completed and a return is made to the gaming program.
[0107] In addition, immediately after the start of the information program, the stack pointer of the game stack area is saved to the information RWM area, and then the stack pointer of the information stack area is set, all registers used in the game program are saved to the information RWM area, and immediately before the information program ends, all registers used in the game program are restored from the information RWM area and the stack pointer of the game stack area is restored.
[0108] In this way, data used by the game program can be protected when processing based on the information program, and no inconvenience occurs when returning from the information program to the game program.
[0109] The payout control unit 120 drives the payout device 95 to control the payout of game balls. The payout control unit 120 also drives the launching device 26 to control the launching of game balls.
[0110] The payout control unit 120 includes a payout CPU 121a that performs calculation processing, a payout ROM 121b that stores a payout program and the like, a payout RAM 121c that serves as a work area during calculation processing, and input / output ports.
[0111] The input / output ports of the payout control unit 120 are connected to an open detection switch, a full detection switch, a payout ball detection switch for detecting game balls being paid out from the payout device 95, a payout motor for paying out game balls from the payout device 95, and a ball presence detection switch for detecting that game balls are stored in the game ball storage unit 96.
[0112] The payout CPU 121a receives an operating clock from a crystal oscillator, reads out a payout control program stored in the payout ROM 121b, and performs calculations related to the payout of game balls while using the payout RAM 121c as a work area. This allows it to perform control processing for paying out game balls from the payout device 95 in response to a payout control command from the main control unit 100, control processing for sending a command based on the result of the calculation processing to the main control unit 100, etc.
[0113] The payout control unit 120 is connected to a ball feeding solenoid, a touch sensor, a firing volume, a firing solenoid, etc.
[0114] When the payout control unit 120 detects that the player's hand is touching the launch handle 15 through a touch signal input from the touch sensor, it allows current to flow to the ball feed solenoid and the launch solenoid, and when it detects a change in the rotation angle of the launch handle 15 through a detection signal from the launch volume, it drives the ball feed solenoid and also drives the launch solenoid to launch the game balls (99.9 balls / minute) with a launch strength that corresponds to the rotation angle of the launch handle 15.
[0115] The performance control device 130A includes a performance control unit 130 that performs overall control of the progress of the performance based on the reception of performance control commands from the main control unit 100, an image and audio control unit 140 that performs control processing for image display and audio output based on the reception of performance control commands from the performance control unit 130, and a lamp control unit 150 that performs control processing for various light-emitting elements (LEDs, etc.) and various driving sources (motors, etc.) based on the reception of performance control commands from the performance control unit 130.
[0116] The performance control unit 130 includes a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b that stores a performance control program, a sub-RAM 130c that serves as a work area during arithmetic processing, an RTC 130d that keeps track of the date and time, and input / output ports.
[0117] The input / output port of the performance control unit 130 is connected to a performance button detection switch 17a and a cross key detection switch 19a.
[0118] The sub-CPU 130a receives an operating clock from a crystal oscillator, reads out the performance control program stored in the sub-ROM 130b, and performs calculations related to the performance while using the sub-RAM 130c as a work area. This allows it to perform control processes such as determining the performance mode of the variable performance, sending performance control commands based on the determination results to the image and sound control unit 140, controlling in response to detection signals from various input devices (detection switches, etc.), and controlling various output devices (lighting devices, motors, etc.).
[0119] The image and audio control unit 140 receives commands from the performance control unit 130 and controls the first image display device 70 and the second image display device 71 to display a specified image, and controls the audio output device 9 to output a specified voice or sound.
[0120] The image and audio control unit 140 includes a central CPU 141a that performs central control of image display and audio output based on reception of performance control commands from the performance control unit 130, a central ROM 141b in which a central control program is stored, a central RAM 141c that serves as a work area during calculation processing, a VDP 145 that generates images to be output to the first image display device 70 and the second image display device 71 based on reception of a display control command (display list) from the central CPU 141a, a CGROM 146 in which image data, etc. are stored, an audio control unit 148 (audio LSI) that controls the audio output device 9 based on reception of an audio control command from the central CPU 141a, and an audio ROM in which audio data, etc. are stored.
[0121] The overall CPU 141a receives an operating clock from a crystal oscillator, reads out the overall control program stored in the overall ROM 141b, and performs arithmetic processing related to the performance while using the overall RAM 141c as a work area. This allows it to perform control processing such as generating display control commands (display lists) that instruct the performance images to be displayed on the first image display device 70 and the second image display device 71 and sending them to the VDP 145, and generating audio control commands that instruct the performance sounds to be output from the audio output device 9 and sending them to the audio control unit 148 (audio LSI).
[0122] Furthermore, the image and sound control unit 140 is connected to the first image display device 70, the second image display device 71, and the sound output device 9. The image and sound control unit 140 (VDP 145) generates images at predetermined frame time intervals (for example, 1 / 30 seconds) and outputs the generated images to the first image display device 70 and the second image display device 71. As a result, images including, for example, performance symbols 701, etc. are displayed on the first image display device 70 and the second image display device 71. Furthermore, sound is output by outputting an audio signal generated by the image and sound control unit 140 (audio control unit 148) to the sound output device 9 (speaker).
[0123] The performance control device 130A is also connected to a changeover switch 22. The changeover switch 22 is a switch for setting the volume value of the sound (performance sounds such as background music and sound effects) output from the sound output device 9. The changeover switch 22 may be a rotatable dial volume. For example, the volume value is set to one of five levels from "1" to "5" depending on the operation of the changeover switch 22. The changeover switch 22 is also used as a switch for setting the light intensity value of the first image display device 70, the second image display device 71, the frame lighting device 10, and the board lighting device 74. The light intensity value is set to one of five levels from "1" to "5" depending on the operation of the changeover switch 22.
[0124] The changeover switch 22 may be provided at a predetermined position on the front surface of the gaming machine 1, rather than on the back surface thereof. For example, a tiltable lever or a rotatable dial volume may be provided on the left side of the bottom tray 11 on the front surface of the gaming machine as a changeover switch capable of adjusting the volume and light intensity.
[0125] Furthermore, the performance control device 130A is connected to a performance button detection switch 17a and a cross key detection switch 19a.
[0126] The lamp control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b that stores a lamp control program, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.
[0127] The input / output ports of the lamp control unit 150 are connected to the frame lighting device 10, the movable performance device 73, the board lighting device 74, the sub-information display 80, the performance button drive device 17b (performance button drive motor, performance button vibration motor), and the performance button light-emitting LED 17c.
[0128] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out a lamp control program stored in the lamp ROM 150b, and performs calculations related to the effects while using the lamp RAM 150c as a work area, thereby controlling the frame lighting device 10, the effect button driving device 17b, the effect button light-emitting LED 17c, the movable effect device 73, and the board lighting device 74.
[0129] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies the main power supply to the gaming machine 1 (main control unit 100, payout control unit 120, presentation control device 130A, and various electronic components) (corresponding to power supply means). The power supply board 160 is equipped with a power interruption detection circuit 162 that detects whether the supplied power supply voltage has dropped (a power outage has occurred) and outputs a voltage drop signal to the main control unit 100 based on the drop in power supply voltage (occurrence of a power outage), and a backup power supply circuit 163 that supplies backup power to the main control unit 100 in the event of a power interruption (power outage).
[0130] The power supply board 160 also has a power switch operable by a store clerk to switch between an ON state where the main power is supplied to the gaming machine 1 (main control unit 100, payout control unit 120, presentation control device 130A, and various electronic components) and an OFF state where the main power is stopped, and when the power switch is turned ON, the supply of main power is started and operation of the gaming machine 1 begins. Note that even when the power switch is OFF, the supply of backup power to the main control unit 100 is maintained.
[0131] The power interruption detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and when the power supply voltage falls below a predetermined value, outputs a voltage drop detection signal to the main control unit 100, and when the power supply voltage exceeds the predetermined value while the voltage drop detection signal is being output, stops outputting the voltage drop detection signal.
[0132] The backup power supply circuit 163 is equipped with a capacitor that stores electricity when the gaming machine is energized, and when a power outage occurs, the backup power supply voltage stored in the capacitor is supplied to the main RAM 100c of the main control unit 100. This allows the stored contents of the main RAM 100c to be maintained even during a power outage, and after recovery from the power outage, the game control state can be restored to the state before the power outage.
[0133] Although backup power is not supplied to the payout control unit 120 and the performance control unit 130, backup power may be supplied to the payout control unit 120 and the performance control unit 130 so that the stored contents of the payout RAM 121c and the sub-RAM 130c are maintained even in the event of a power outage (power failure). Also, backup power may be supplied to only one of the payout control unit 120 and the performance control unit 130.
[0134] (Game status) Here, a description will be given of the gaming states of the gaming machine 1 according to the first embodiment. In the first embodiment, the gaming states of the gaming machine 1 include a normal gaming state, a time-shortened gaming state A, and a time-shortened gaming state B.
[0135] The normal gaming state is the initial state, and is the gaming state that is set when the RWM clear process or the setting change process is performed and the gaming machine 1 is started. Specifically, in the "normal gaming state", the probability of being determined as a win in the normal symbol determination that is performed on the condition that the gaming ball has passed through the normal symbol gate 44 (normal symbol winning probability) is, for example, 1 / 1.1, the average fluctuation time of the normal symbol (normal symbol fluctuation time) is about 60 seconds, and the opening time of the second start port 47 when a win is won (special 2 start port opening time) is 0.05 seconds.
[0136] In time-saving game state A, the probability of winning a normal symbol is 1 / 1.1, the same as in the normal game state, the normal symbol fluctuation time is approximately 59.5 seconds, and the special 2 start slot opening time is set to 0.051 seconds. In time-saving game state A, the normal symbol fluctuation time is slightly shorter than in the normal game state, and the second start slot 47 opening time is slightly longer. For this reason, time-saving game state A can be said to be a state more advantageous to the player than the normal game state, but the ease of winning in the second start slot 47 is almost the same as in the normal game state, making it difficult for the game ball to win in the second start slot 47. Hereinafter, time-saving game state A, in which the ease of winning in the second start slot 47 is almost the same as in the normal game state, may be referred to as a "low-base time-saving state" or a "slight time-saving state."
[0137] In time-saving game state B, the probability of winning a normal symbol is 1 / 1.1, the same as in the normal game state, the normal symbol fluctuation time is approximately 1 second, and the opening time of the second start hole 47 in the event of a winning combination (special 2 start hole opening time) is set to 3 seconds. In time-saving game state A, the fluctuation time of the normal symbol is shorter than in the normal game state, and the opening time of the second start hole 47 is longer. For this reason, time-saving game state B is a more advantageous state for the player than the normal game state and time-saving game state A, and is a state in which it is easier to win a prize in the second start hole 47. Hereinafter, time-saving game state B, in which it is easier for a game ball to win a prize in the second start hole 47, will be referred to as the "high-base time-saving state."
[0138] In addition, the time-saving game state A and the time-saving game state B are set so that the normal map change time and the special 2 start port opening time are more advantageous to the player than the normal game state, but it may also be configured so that only one of the normal map change time, the special 2 start port opening time, and the normal map winning probability is more advantageous.
[0139] In addition, in gaming machines according to other embodiments, the probability of winning a normal symbol may differ between the normal game state and the time-saving game state. For example, in the normal game state, the probability of winning a normal symbol may be set to 1 / 100, in time-saving game state A (low-based time-saving state), the probability of winning a normal symbol may be set to 1 / 99, and in time-saving game state B (high-based time-saving state), the probability of winning a normal symbol may be set to 1 / 1.1. In addition, gaming machines according to other embodiments have a low-probability state in which the probability of determining a jackpot in the jackpot determination (special symbol determination) is relatively low (probability of winning a special symbol), and a high-probability state in which the probability of winning a special symbol is relatively high, and in the low-probability state, the probability of winning a normal symbol may be set to, for example, 1 / 100, and in the high-probability state, the probability of winning a normal symbol may be set to 99 / 100.
[0140] (Jackpot determination table) Next, a jackpot in the gaming machine 1 of this embodiment will be described. FIG. 5 is a diagram showing an example of a jackpot determination table for the gaming machine 1 of the first embodiment. When a first special symbol determination is made based on the entry of a gaming ball into the first starting hole 45, the first special symbol (denoted as "Special 1" in the diagram) changes. When a second special symbol determination is made based on the entry of a gaming ball into the second starting hole 47, the second special symbol (denoted as "Special 2" in the diagram) changes. As shown in FIG. 5, if the jackpot random number value acquired when the gaming ball enters the first starting hole 45 is a value indicating a jackpot (0 to 199), a jackpot is determined. The probability of a jackpot being determined in the first special symbol determination is 1 / 300. When a jackpot is determined, a special symbol (jackpot symbol) indicating a jackpot is displayed statically after a predetermined variation time has elapsed, and a special game is played. Furthermore, in the first special symbol determination, if the obtained jackpot random number is a value (200 to 799) indicating a special miss, it is determined to be a special miss. The probability of being determined to be a special miss as a result of the first special symbol determination is 1 / 100. Details will be described later, but if it is determined to be a special miss, the special miss symbol that grants time reduction is stopped after a predetermined variable time has elapsed, and the game transitions to a time-reduction game state. Furthermore, if the obtained jackpot random number is not any of the above, it is determined to be a normal miss.
[0141] Furthermore, if the jackpot random number value obtained when the gaming ball enters the second starting hole 47 is a value (0 to 199) indicating a jackpot, it is determined to be a jackpot, and after a predetermined variation time has elapsed, a special symbol indicating a jackpot is displayed stationary, and a special game is played. Furthermore, if the jackpot random number value obtained in the second special symbol determination is a value (200 to 799) indicating a small jackpot, it is determined to be a small jackpot. The probability of determining a small jackpot in the second special symbol determination is 1 / 80. If a small jackpot is determined, a small jackpot game is played, and if the gaming ball passes through the specific area 52 during the small jackpot game, it is determined to be a jackpot (type 2 jackpot), and a special game is played.
[0142] (Pattern determination table) FIG. 6 is a diagram showing an example of a symbol determination table of the gaming machine 1 in the first embodiment. FIG. 6(a) is an example of a jackpot symbol determination table for determining a jackpot symbol (type of jackpot) when the result of the special symbol determination is determined to be a jackpot. FIG. 6(b) is an example of a small win symbol determination table for determining a small win symbol (type of small win) when the result of the special symbol determination is determined to be a small win. FIG. 6(c) is an example of a special loss symbol determination table for determining a special loss symbol (type of special loss) when the result of the special symbol determination is determined to be a special loss. FIG. 6(d) is an example of a normal loss symbol determination table for determining a normal loss symbol when the result of the special symbol determination is determined to be a normal loss.
[0143] As shown in FIG. 6(a), if the result of the special symbol determination indicates a jackpot, a special symbol (jackpot symbol) indicating a jackpot is determined based on the jackpot symbol random number value acquired when the gaming ball enters the starting slot. Specifically, if the first special symbol determination determines a jackpot and the acquired jackpot symbol random number value is between 0 and 39, special symbol A is determined. The probability that special symbol A will be determined when the first special symbol determination determines a jackpot is 40%. If special symbol A is displayed as a stop symbol, a special game is played in which the second large prize winning slot 56 is converted from a closed state to an open state in a predetermined manner four times. A jackpot in which special symbol A is displayed as a stop symbol is sometimes called a "Type 1 4R jackpot A." Furthermore, if the first special symbol determination determines a jackpot and the acquired jackpot symbol random number value is between 40 and 99, special symbol B is determined. When the first special symbol determination determines a jackpot, the probability that special symbol B will be determined is 60%. When special symbol B is displayed, a special game is played in which the second large prize opening 56 is converted from a closed state to an open state in a predetermined manner four times. A jackpot in which special symbol B is displayed is sometimes called a "Type 1 4R jackpot B."
[0144] Furthermore, when the second special symbol determination determines a jackpot, if the acquired jackpot symbol random number value is between 0 and 44, the special symbol C is determined. The probability that the special symbol C will be determined when the second special symbol determination determines a jackpot is 45%. When the special symbol C is displayed as a stop, a special game is played in which the second large prize winning port 56 is converted from a closed state to an open state in a predetermined manner 10 times. A jackpot in which the special symbol C is displayed as a stop is sometimes called a "Type 1 10R jackpot C." Furthermore, when the second special symbol determination determines a jackpot, if the acquired jackpot symbol random number value is between 45 and 99, the special symbol D is determined. The probability that the special symbol D will be determined when the second special symbol determination determines a jackpot is 55%. When the special symbol D is stopped and displayed, a special game is played in which the second large winning port 56 is converted from a closed state to an open state in a predetermined manner three times. A jackpot in which the special symbol D is stopped and displayed is sometimes called a "Type 1 3R jackpot D."
[0145] Furthermore, if the second special symbol determination determines a small win and the acquired small win symbol random number value is between 0 and 54, the special symbol Ka is determined. The probability of the special symbol Ka being determined when the second special symbol determination determines a small win is 55%. When the special symbol Ka is statically displayed, a small win game is played in which the first large prize winning port 50 is converted from a closed state to an open state in a predetermined manner. If the gaming ball passes through the specific area 52 during the small win game, a type 2 jackpot game is played in which the second large prize winning port 56 is converted from a closed state to an open state in a predetermined manner nine times. This small win game and type 2 jackpot game combine to form a jackpot game of essentially 10 rounds. For this reason, a jackpot associated with the static display of the special symbol Ka is sometimes referred to as a "type 2 essentially 10 round jackpot Ka." In addition, if the game ball does not pass through the specific area 52 during the small win game, the type 2 big win game will not be played.
[0146] Furthermore, if the second special symbol determination determines a small win and the acquired small win symbol random number value is between 55 and 89, the special symbol Kb is determined. The probability that the special symbol Kb will be determined when the second special symbol determination determines a small win is 35%. When the special symbol Kb is statically displayed, a small win game is played in which the first large prize opening 50 is converted from a closed state to an open state in a predetermined manner. If the game ball passes through the specific area 52 during the small win game, a type 2 jackpot game is played in which the second large prize opening 56 is converted from a closed state to an open state in a predetermined manner twice. This small win game and the type 2 jackpot game combine to form a substantial 3R jackpot game, and a jackpot associated with the static display of the special symbol Kb is sometimes referred to as a "type 2 substantial 3R jackpot Kb."
[0147] Furthermore, if the second special symbol determination determines a small win and the acquired small win symbol random number value is between 90 and 99, the special symbol Kc is determined. The probability of the special symbol Kc being determined when the second special symbol determination determines a small win is 10%. When the special symbol Kc is statically displayed, a small win game is played in which the first large prize opening 50 is converted from a closed state to an open state in a predetermined manner. If the gaming ball passes through the specific area 52 during the small win game, a type 2 jackpot game is played in which the second large prize opening 56 is converted from a closed state to an open state in a predetermined manner twice. This small win game and the type 2 jackpot game combine to form a substantial 3R jackpot game, and a jackpot associated with the static display of the special symbol Kc is sometimes referred to as a "type 2 substantial 3R jackpot Kc."
[0148] Furthermore, if the first special symbol determination determines a special miss, and the acquired special symbol random number value is between 0 and 49, the special symbol TH1 is determined; if the acquired special symbol random number value is between 50 and 79, the special symbol TH2 is determined; and if the acquired special symbol random number value is between 80 and 99, the special symbol TH3 is determined. If the first special symbol determination determines a special miss, the probability that the special symbol TH1 will be determined is 50%, the probability that the special symbol TH2 will be determined is 30%, and the probability that the special symbol TH3 will be determined is 20%. If the special symbols TH1 to TH3 are stopped and displayed, the special game is not played, and the game transitions to a time-saving game state. A miss in which the special symbol TH1 is stopped and displayed is sometimes called a "special miss TH1," a miss in which the special symbol TH2 is stopped and displayed is called a "special miss TH2," and a miss in which the special symbol TH3 is stopped and displayed is called a "special miss TH3."
[0149] In addition, if the first special pattern determination determines that the winning combination is a normal miss, the special pattern H1 indicating the normal miss H1 will be displayed with a 100% probability, and if the second special pattern determination determines that the winning combination is a normal miss, the special pattern H2 indicating the normal miss H2 will be displayed with a 100% probability.
[0150] Here, the game flow of the gaming machine 1 will be explained. Fig. 7 is a diagram showing an example of the game flow of the gaming machine 1 of the first embodiment. Fig. 8 is a diagram showing an example of the game state set after a jackpot game when the result of the special symbol determination is a jackpot. Fig. 9 is a diagram showing an example of the game state set after a special symbol indicating a special miss has stopped when the result of the special symbol determination is a special miss.
[0151] In normal game mode, the game is basically played by hitting the left hand, and the first special symbol is determined. As shown in Figures 7 and 8, if a Type 1 4R jackpot A (special symbol A) is won in normal game mode, the game will transition to a high base time-saving state after the special game. In this case, the number of time-saving times J in the high base time-saving state is set to "100." In the high base time-saving state, if the special symbol changes 100 times without a jackpot, the game will return to normal game mode. On the other hand, if a Type 1 4R jackpot B (special symbol B) is won in normal game mode, the game will transition to normal game mode after the special game.
[0152] 7 and 9, when any of the special symbols TH1 to TH3 (special miss TH1 to TH3) is stopped and displayed in the normal game state, the game transitions to the low base time-saving state. When the special symbol TH1 is stopped, the number of time-saving times B in the low base time-saving state is set to "500", when the special symbol TH2 is stopped, the number of time-saving times B is set to "300", and when the special symbol TH3 is stopped, the number of time-saving times B is set to "100".
[0153] In the low base time-saving mode, play is generally performed by hitting the ball from the left, and the first special symbol determination is made. If a Type 1 4R jackpot A (special symbol A) is won in the low base time-saving mode, the game will transition to the high base time-saving mode after the special play. In this case, the number of time-saving turns J in the high base time-saving mode is set to "100." Also, if a Type 1 4R jackpot B (special symbol B) is won in the low base time-saving mode, the game will transition to the normal play mode after the special play. Note that even in the high base time-saving mode, if the player hits the ball from the left or if the first special symbol determination is pending, the first special symbol determination may be made. If a Type 1 4R jackpot A (special symbol A) is won in the high base time-saving mode, the game will transition to the high base time-saving mode after the special play. Also, if a Type 1 4R jackpot B (special symbol B) is won in the high base time-saving mode, the game will transition to the high base time-saving mode after the special play.
[0154] Furthermore, if the special symbol TH1 is displayed as a stopped symbol in the low base time-saving state, the number of time-saving cycles J is set to "100" and the game transitions to the high base time-saving state. Furthermore, if the special symbol TH1 is displayed as a stopped symbol in the high base time-saving state, the game state is maintained (Figure 9). On the other hand, if the special symbol TH2 or TH3 is displayed as a stopped symbol in the low base time-saving state, the low base time-saving state is maintained. In the low base time-saving state, if a jackpot is not determined and the special symbol TH1 is not displayed as a stopped symbol, the game returns to the normal game state at the end of the Bth variation of the special symbol. Furthermore, if the special symbol TH2 or TH3 is displayed as a stopped symbol in the high base time-saving state, the high base time-saving state is maintained (Figure 9).
[0155] On the other hand, in the high base time-saving state, the game is played by hitting the right, and the second special symbol determination is performed repeatedly in a short time. In the high base time-saving state, if the second special symbol determination results in a 1 type 10R jackpot C (special symbol C) or a 1 type 3R jackpot D (special symbol D), after the special game, the number of time-saving times J is set to "100" and the state transitions to the high base time-saving state.
[0156] In addition, if a small hit Ka or small hit Kb is won in the second special symbol judgment in the high base time-saving state, the number of time-saving times J is set to "100" after the special game, and the state transitions to the high base time-saving state. In addition, if a small hit Kc is won in the second special symbol judgment in the high base time-saving state, the state transitions to the normal game state after the special game.
[0157] As is clear from the diagram, in the normal game state, the game transitions to the high-base time-saving state, which is advantageous to the player, only if the first special symbol judgment results in a Type 1 4R jackpot A. On the other hand, in the low-base time-saving state, the game transitions to the high-base time-saving state if the first special symbol judgment results in a Type 1 4R jackpot A or if the special symbol TH1 is stopped and displayed. For this reason, the low-base time-saving state is a state in which it is easier to transition to the high-base time-saving state than the normal game state, and can be said to be an advantageous state for the player.
[0158] Furthermore, the gaming machine 1 of this embodiment is set to a high base time-saving state when the number of times the special symbol changes reaches a specified number (e.g., 800 times) after the RWM clear process or setting change process described below is performed, or after a jackpot game is played. In this case, the number of times the time is reduced may be set to, for example, 500 times. The RWM clear process is a process of returning the gaming machine 1 to its factory default state. The setting change process is a process of changing the setting values of the gaming machine.
[0159] (Performance mode) In the gaming machine 1 of this embodiment, a presentation mode is set according to the game state. The presentation mode refers to the appearance of the presentation pattern that changes according to the change of the special pattern, the background image, the reserved icon and the icon, the reserved icon and / or the reserved base showing the display area of the icon, the mode display showing the presentation mode, etc. These appearances differ depending on the presentation mode.
[0160] In this embodiment, there is a normal mode that is set in the normal game state, a special mode that is set in the low base time-saving state (time-saving game state A), and a time-saving mode that is set in the high base time-saving state (time-saving game state B).
[0161] 10A and 10B are diagrams showing examples of images displayed on the screen of the first image display device 70 in normal mode. Fig. 10A shows an image during the stopped display of the special symbol, and Fig. 10B shows an image immediately after the special symbol starts to change.
[0162] As shown in Fig. 10, a background image 700 is displayed on the screen of the first image display device 70 (hereinafter referred to as the "main screen"). The background image is an image that serves as the background for each image displayed on the screen (performance symbol 701, small symbol 702, first hold icon HA, icon TI, first number hold SHA, second number hold SHB, and other preview images displayed during variable performances, etc.), and is an image with a lower display priority than each image. The images displayed on the screen are managed by multiple layers, and the background image is drawn on the innermost layer (the layer with the lowest display priority).
[0163] A different background image is displayed depending on the presentation mode. For example, in normal mode, a background image for normal mode is displayed. In normal mode, for example, an image of a daytime scene such as a beach or cityscape is displayed as the background image. Furthermore, in special mode, a background image for special mode is displayed. In special mode, an image of an evening scene, which is the same as in normal mode, of a beach or cityscape is displayed as the background image. Furthermore, in time-saving mode, a background image for time-saving mode is displayed. In time-saving mode, a background image different from that in normal mode and special mode (for example, an image of a nighttime scene) is displayed as the background image. Note that multiple background images may be prepared for display in each mode. For example, the normal mode, special mode, and time-saving mode each have multiple modes (stages), and the background image may differ for each stage.
[0164] A special effect pattern 701 corresponding to the special symbol is displayed in the approximate center of the main screen. The special effect pattern 701 is displayed in front of the background image (taking priority over the background image). The special effect pattern 701 is composed of three effect patterns 701. From left to right, the three effect patterns 701 are referred to as left effect pattern 701L, center effect pattern 701C, and right effect pattern 701R. The special effect pattern 701 includes, for example, number patterns representing the numbers "1" to "9" and character images displayed as the background of the number patterns. Note that, in addition to (or instead of) the number patterns, character patterns represented by letters such as "A" to "F," kanji characters, or kana characters may be used. The multiple effect patterns 701 begin to change in response to the start of the special symbol change and stop displaying in response to the stop of the special symbol change. During a change effect using the special symbol 701, the character images in the special effect pattern 701 may separate, leaving only the number symbol.
[0165] Different types of effect symbols 701 are used depending on the effect mode. For example, in normal mode, effect symbols for normal mode are used. In special mode, effect symbols for special mode are used. In time-saving mode, effect symbols for time-saving mode are used. Note that multiple effect symbols may be prepared to be displayed in each mode. For example, normal mode, special mode, and time-saving mode each have multiple modes (stages), and the display mode of the effect symbols may differ for each stage.
[0166] The effect symbols 701 are stopped and displayed in a manner (missing mode, jackpot mode) that notifies the result of the special symbol determination in accordance with the stopped display of the special symbol. If the result of the special symbol determination is a jackpot, a specific symbol combination, which is a combination of the same effect symbols 701, such as "777" or "555," is stopped and displayed. Also, if the result of the special symbol determination is a miss (normal miss or special miss), a combination of symbols in which at least one of the three effect symbols 701 is different from the others (for example, "121" or "248") is stopped and displayed. Note that effect symbols in different modes may be stopped and displayed depending on whether the result of the special symbol determination is a normal miss or a special miss. For example, if the result is a special miss, the effect symbols may be stopped and displayed in a manner that allows the player to easily recognize that it is a special miss (for example, a specific combination that suggests a special miss, or a combination including specific symbols that suggest a special miss). Conversely, the same type of effect pattern may be stopped and displayed when the result of the special pattern determination is a normal miss and when the result is a special miss.
[0167] In addition, a small symbol 702 is displayed in the lower left area of the screen. The small symbol 702 is a type of effect symbol corresponding to the special symbol (first special symbol or second special symbol) and is composed of three small symbols 701 (left small symbol, medium small symbol, and right small symbol). The small symbol 702 is a symbol smaller than the effect symbol 701 and is composed of number symbols representing the numbers "1" to "9" like the effect symbol 701, but does not include a character image like the effect symbol 701. The small symbol 702 changes in response to the changing display of the special symbol and remains stationary in response to the stationary display of the special symbol. The display mode of the small symbol 702 is the same in all effect modes. Note that the display mode of the small symbol 702 may differ depending on the effect mode. For example, the mode of the small symbol 702 (the display mode, size, color, and display position of the number image) may differ between the normal mode, special mode, and time-saving mode. In addition, the form of the small symbol 702 is the same in the normal mode and the special mode, and may be different in the normal mode, the special mode, and the time-saving mode. In addition, the form of the small symbol 702 is the same in the normal mode and the time-saving mode, and may be different in the normal mode, the time-saving mode, and the special mode.
[0168] Also, a reserve base 703 is displayed in the lower area of the screen. The reserve base 703 indicates the reserve icon and the display position of that icon. Above the reserve base 703, first reserve icons HA (HA1 to HA4) are displayed in a number corresponding to the first reserve number (U1) of the first special pattern. A maximum of four first reserve icons HA are displayed. The first reserve icons HA1 to HA4 are consumed in order from the right.
[0169] In addition, in the normal game state, the second reservation icon HB corresponding to the winning entry into the second starting hole 47 is not displayed. In addition, even in the normal game state, when a game ball enters the second starting hole 47, the second reservation icon HB indicating the reservation of the second special pattern may be displayed in an area different from the display area of the first reservation icon HA (for example, the area to the right of the icon TI).
[0170] When the first special symbol starts to change, each first reserved icon HA shifts to the right, and the first reserved icon HA1 is displayed as the icon TI. The icon TI is an icon corresponding to the special symbol that is changing. The icon TI has the same display mode as the first reserved icon HA, but the icon TI is a larger image than the first reserved icon HA.
[0171] The first hold icon HA and the icon TI are displayed in different display modes depending on the presentation mode. The hold base 703 may also be displayed in different display modes depending on the presentation mode.
[0172] The first reserved icon HA and the icon TI can change from a normal state (white) that does not indicate the likelihood of a jackpot to a special state (blue, red, gold, rainbow) that indicates the likelihood of a jackpot. The special state indicates a higher likelihood of a jackpot than the normal state, with the likelihood increasing in the order of blue, red, gold, and rainbow. Specifically, the first reserved icon HA is changed based on the results of a preliminary determination. Furthermore, the icon TI is changed based on the results of a preliminary determination and / or a special pattern determination.
[0173] In addition, the lower right area of the main screen displays the first number reservation SHA, which is a numerical representation of the first reservation number (U1) indicating the number of reserved first special symbols, and the second number reservation SHB, which is a numerical representation of the second reservation number (U2) indicating the number of reserved second special symbols.
[0174] The first number reserved SHA and the second number reserved SHB are displayed in the same manner (number image, size, display position) regardless of the presentation mode. The position and size of the first number reserved SHA and the second number reserved SHB may differ depending on the presentation mode, and at least one of the first number reserved SHA and the second number reserved SHB may be hidden depending on the presentation mode. For example, in the normal mode and the special mode, only the first number reserved SHA may be displayed, and in the time-saving mode, both the first number reserved SHA and the second number reserved SHB may be displayed, or only the second number reserved SHB may be displayed. Furthermore, in the normal mode and the special mode, the first number reserved SHA and the second number reserved SHB may be displayed, and in the time-saving mode, neither the first number reserved SHA nor the second number reserved SHB may be displayed.
[0175] Also, in the upper right area of the main screen, a fourth symbol 705a corresponding to the first special symbol and a fourth symbol 705b corresponding to the second special symbol are displayed. The fourth symbol 705a changes (blinks) in response to the changing display of the first special symbol, and is stationary in response to the stationary display of the first special symbol. The fourth symbol 705b changes (blinks) in response to the changing display of the second special symbol, and is stationary in response to the stationary display of the second special symbol.
[0176] The fourth symbols 705a and 705b are displayed in the same manner (color, size, display position) regardless of the presentation mode. The position and size of the fourth symbols 705a and 705b may differ depending on the presentation mode.
[0177] Also, a mode display 708 indicating the current presentation mode is displayed in the upper left area of the screen. In this embodiment, a plurality of mode displays 708 corresponding to the presentation mode are provided. Note that a plurality of mode displays 708 indicating a normal mode, a plurality of mode displays 708 indicating a special mode, and a plurality of mode displays 708 indicating a time-saving mode may be provided.
[0178] Furthermore, for example, when a volume adjustment operation is performed using the cross key 19, a volume gauge 720 is displayed.
[0179] Here, we will explain how to adjust the volume and light intensity (adjustment of the presentation effect) using the cross key 19 and how to adjust the volume and light intensity (adjustment of the presentation effect) using the selector switch 22. The gaming machine 1 of this embodiment can adjust various presentation sounds related to the presentation using the cross key 19 or the selector switch 22. For example, while the special symbols are changing, it is possible to adjust the volume of the background music during the presentation, the sound related to the preview presentation, the sound related to the emphasis presentation described below, and the sound while the presentation device is operating. In addition, the volume of the presentation sounds can be adjusted while waiting for customers (when the special symbols are not changing and a jackpot game is not being played).
[0180] The volume of the effect sounds is determined by adjusting a basic volume value set in advance for each effect sound based on the volume value set with the selector switch 22 and the volume value set using the cross key 19. For example, an upper limit value for the volume may be set with the selector switch 22, and the volume value may be set to a value equal to or less than the upper limit value using the cross key 19. For example, if the volume value is set to "4" with the selector switch 22, the volume value may be set to a value equal to or less than "4" using the cross key 19. Also, the product of the volume value set with the selector switch 22 and the volume value set with the cross key 19 may be set as the volume value. The same applies to setting the light intensity value using the cross key 19 and the selector switch 22.
[0181] When a volume adjustment operation is performed using the cross key 19 while waiting for customers, a volume operation sound is output, and a volume gauge 720 indicating the volume value begins to be displayed. Each time a volume adjustment operation is performed using the cross key 19, the same volume operation sound is output, and the volume gauge 720 changes by "1". Note that the scale of the volume operation sound may differ depending on the volume. Also, the volume gauge 720 is displayed, for example, on the right side of the screen, superimposed on the performance symbol 701. The volume gauge 720 is not superimposed on the small symbol 702 and the fourth symbol. The volume gauge 720 is hidden a predetermined time (for example, 5 seconds) after the volume adjustment operation is performed. On the other hand, when a volume adjustment operation is performed using the selector switch 22 while waiting for customers, no volume operation sound is output, and the volume gauge indicating the volume value does not begin to be displayed. Note that if a volume adjustment operation is performed using the selector switch 22 while the volume gauge is displayed, the displayed volume gauge changes.
[0182] Furthermore, when a light intensity adjustment operation is performed using the cross key 19 while waiting for customers, a light intensity operation sound is output, and a light intensity gauge indicating the light intensity value begins to be displayed. Note that the light intensity operation sound and the volume operation sound may be different or the same. Furthermore, the display mode of the light intensity gauge may be different or the same as the display mode of the volume gauge 720. Each time a light intensity adjustment operation is performed using the cross key 19, the same light intensity operation sound is output, and the light intensity gauge changes by "1." Note that the tone of the light intensity operation sound may differ depending on the light intensity. Furthermore, the light intensity gauge is displayed superimposed on the performance symbol, and is hidden after a predetermined time (e.g., 5 seconds) has elapsed since the light intensity adjustment operation was performed. On the other hand, when a light intensity adjustment operation is performed using the selector switch 22 while waiting for customers, no light intensity operation sound is output, and the light intensity gauge indicating the light intensity value does not begin to be displayed. Note that if a light intensity adjustment operation is performed using the selector switch 22 while the light intensity gauge is displayed, the displayed light intensity gauge changes.
[0183] Furthermore, if a volume adjustment operation is performed using the cross key 19 while the special symbols are changing, a volume operation sound is output and the volume gauge 720 begins to be displayed. Note that while the special symbols are changing, the output of the volume operation sound may be limited, while the display of the volume gauge may not be limited. Conversely, while the special symbols are changing, the display of the volume gauge may be limited, while the output of the volume operation sound may not be limited. Note that, each time a volume adjustment operation is performed using the cross key 19, the same volume operation sound is output and the volume gauge changes by "1." Note that the scale of the volume operation sound may differ depending on the volume value. Note that the volume gauge 702 is displayed superimposed on the performance symbols ( FIG. 10( b) ) and is hidden after a predetermined time (e.g., 5 seconds) has elapsed since the volume adjustment operation was performed. Note that, when the special symbols start to change and when they are displayed stationary, the volume gauge 720 may be hidden. In this case, the volume operation sound may be output. Furthermore, when the special symbols start to change and when they are displayed as stopped, the volume gauge 720 may be hidden and the output of the volume operation sound may be restricted. Furthermore, when the special symbols start to change and when they are displayed as stopped, volume adjustment may be disabled. Furthermore, when the special symbols are displayed as stopped and when they start to change, volume adjustment may be possible, but the output of the volume gauge and volume operation sound may be restricted. Furthermore, when the special symbols start to change and when they are displayed as stopped, the effect symbol 701 may be displayed preferentially (in the foreground layer) over the volume gauge 720. On the other hand, if a volume adjustment operation is performed using the selector switch 22 while the special symbols are changing, the volume operation sound is not output and the volume gauge 720 does not start to be displayed. If a volume adjustment operation is performed using the selector switch 22 while the volume gauge 720 is displayed, the displayed volume gauge 720 changes. Furthermore, if a volume adjustment operation is performed using the selector switch 22 while the special symbols are changing, the volume gauge 720 may start to be displayed. Furthermore, when a volume adjustment operation is performed using the changeover switch 22 while the volume gauge is being displayed, the volume gauge 720 being displayed does not have to change.
[0184] Furthermore, if a light intensity adjustment operation is performed using the cross key 19 while the special symbols are changing, a light intensity operation sound is output and a light intensity gauge begins to be displayed. Incidentally, while the special symbols are changing, the output of the light intensity operation sound may be limited, while the display of the light intensity gauge may not be limited. Conversely, while the special symbols are changing, the display of the light intensity gauge may be limited, while the output of the light intensity operation sound may not be limited. Also, while the special symbols are changing, the output of the light intensity operation sound may be limited, while a volume adjustment operation may be output. Each time a light intensity adjustment operation is performed using the cross key 19, the same light intensity operation sound is output and the light intensity gauge changes by "1." The tone of the light intensity operation sound may differ depending on the light intensity value. The light intensity gauge is displayed superimposed on the effect symbols and is hidden a predetermined time (e.g., 5 seconds) after the light intensity adjustment operation is performed. The light intensity gauge may be hidden when the special symbols are displayed stationary and when they start to change. Furthermore, when the special symbol is displayed in a stopped state and when it starts to change, the effect symbol may be displayed with priority over the light intensity gauge. On the other hand, if a light intensity adjustment operation is performed using the selector switch 22 while the special symbol is changing, no light intensity operation sound is output, and the light intensity gauge showing the light intensity value does not start to be displayed. Note that if a light intensity adjustment operation is performed using the selector switch 22 while the special symbol is changing, the light intensity gauge may start to be displayed. Also, if a light intensity adjustment operation is performed using the selector switch 22 while the light intensity gauge is being displayed, the displayed light intensity gauge changes. Note that if a light intensity adjustment operation is performed using the selector switch 22 while the light intensity gauge is being displayed, the displayed light intensity gauge does not have to change.
[0185] The volume gauge and light intensity gauge are displayed in the same display format regardless of the presentation mode, and are displayed in the same format whether waiting for customers or during fluctuations. Furthermore, when a volume operation sound (or light intensity operation sound) is output, the same sound is output regardless of the presentation mode, and the same sound is output at any timing. Furthermore, regardless of when the volume gauge or light intensity gauge begins to display during fluctuations in the special symbols, its display time is constant. Furthermore, the display time when the volume gauge or light intensity gauge begins to display during waiting for customers is longer than the display time when the volume gauge or light intensity gauge begins to display during fluctuations in the special symbols.
[0186] The display mode of the volume gauge and / or light intensity gauge may be different when the special symbol is changing and when waiting for customers. The display mode of the volume gauge and / or light intensity gauge may be the same when the special symbol is changing and when waiting for customers.
[0187] The volume gauge and the light gauge may be displayed during a jackpot game, and the display of the volume gauge and the light gauge may be restricted during a jackpot game.
[0188] Furthermore, the number of levels for adjusting the volume / light intensity using the cross key 19 and the number of levels for adjusting the volume / light intensity using the changeover switch 22 may be different.
[0189] For example, the volume gauge / light intensity gauge may have five display levels, and the number of levels for adjusting the volume / light intensity using the selector switch 22 may be even greater, up to ten levels. In this case, one display level of the volume gauge / light intensity gauge corresponds to multiple levels of adjusting the volume / light intensity using the selector switch 22.
[0190] Furthermore, when a volume adjustment operation to increase (or decrease) the volume by one step is performed using the cross key 19, and then a volume adjustment operation to increase (or decrease) the volume by one step is performed using the changeover switch 22, the volume may be changed by two steps (or more) with one operation.
[0191] Furthermore, when a volume adjustment operation to increase (or decrease) the volume by one step is performed using the selector switch 22, and then a volume adjustment operation to increase (or decrease) the volume by one step is performed using the cross key 19, the volume may change by only one step with one operation.
[0192] In this embodiment, the first image display device 70 displays the changes in the performance pattern 701, but the changes in the performance pattern 701 may also be displayed on either or both of the first image display device 70 and the second image display device 71. Alternatively, the first image display device 70 may display the changes in the performance pattern 701, and the second image display device 71 may display the changes in the small pattern 702. Alternatively, the first image display device 70 may display the changes in the performance pattern 701 and the small pattern 702, and the second image display device 71 may display the first hold icon HA, the second hold icon HB, and the hold icon TI.
[0193] (Reach performance) Next, the reach effect performed in the variable effect will be explained. The reach effect is an effect that uses the effect symbol 701, and is an effect that makes the player expect a big hit. Specifically, the reach effect is an effect in which the same type of effect symbol 701 temporarily stops on the left and right, and the effect symbol 701 changes in the middle area, and is an effect that makes the player expect that the same type of effect symbol 701 as the effect symbol 701 temporarily stopped on the left and right will stop in the middle area. The left and right effect symbols displayed during the reach effect are called "reach symbols".
[0194] In this embodiment, the reach effects include a normal reach effect (hereinafter sometimes referred to as "N reach"), an SP reach effect, and an SPSP reach effect. In addition, the gaming machine 1 of this embodiment can execute a full rotation reach effect that suggests a jackpot.
[0195] The N-reach effect is the effect with the lowest probability of a subsequent jackpot (also called the jackpot expectation or reliability) among multiple reach effects. For example, the jackpot expectation of an N-reach effect is 1% or less. Note that there may be multiple N-reach effects with different (or the same) durations and / or jackpot expectation.
[0196] The SP reach effect is an effect with a higher jackpot expectation than the N reach effect, and is a reach effect with a longer presentation time than the N reach effect. For example, the jackpot expectation of the SP reach effect is 5 to 10%. Note that there may be multiple SP reach effects as the SP reach effect. The jackpot expectation may differ depending on each SP reach effect, and the presentation time may also differ. The longer the presentation time of the SP reach effect, the higher the jackpot expectation may be.
[0197] The SPSP reach effect is an effect with a higher jackpot expectation than the SP reach effect, and is a reach effect with a longer presentation time than the SP reach effect. For example, the jackpot expectation of the SPSP reach effect is 30 to 50%. Note that there may be multiple SPSP reach effects as the SPSP reach effect. The jackpot expectation may differ depending on each SPSP reach effect, and the presentation time may also differ. The longer the presentation time of the SPSP reach effect, the higher the jackpot expectation.
[0198] In the normal game mode, the gaming machine 1 can execute a series of effects: N reach effect → SP reach effect → SPSP reach effect. Also, in the low base time-saving mode, the gaming machine 1 can execute a series of effects: N reach effect → SP reach effect → SPSP reach effect. In the high base time-saving mode, the gaming machine 1 can execute reach effects that are different from those in the normal game mode and the low base time-saving mode.
[0199] The full rotation reach effect is an effect that suggests that a jackpot game will be played, and the expected probability of a jackpot is 100%. The full rotation reach effect is an effect in which multiple sets of specific symbol combinations, which are combinations of three effect symbols that suggest a jackpot, are displayed, and the multiple sets of specific symbol combinations are displayed in a variable manner. The probability of the full rotation reach effect being executed is lower than that of the SPSP reach effect.
[0200] (Example of SPSP reach) An example of the SPSP reach effect will be explained below. In the normal mode or special mode, the variable effect including the SPSP reach effect is performed when a special symbol determination determines a jackpot or miss and a specific variable pattern corresponding to the SPSP reach is selected.
[0201] Fig. 11 is a timing chart showing an example of the effect when the result of the special symbol determination performed in the normal mode is a jackpot and the SPSP reach effect is performed. Fig. 12 is a diagram showing an example of the effect at each timing in Fig. 11. Fig. 13 is a diagram showing an example of the effect performed after Fig. 12.
[0202] As shown in FIG. 11, in normal mode, a normal background is displayed as the background image. Also, the effect pattern 701 is the same as that for normal mode. At time t1, when the first special symbol starts to change, a start action is performed in which the three stopped and displayed effect patterns 701 move in a predetermined manner (FIG. 12(a)). In the start action, the three effect patterns 701 are displayed as they start to change simultaneously or sequentially. For example, the character image included in the effect pattern 701 moves, the background image of the number symbol moves, the effect pattern 701 rotates, or vibrates up and down. Also, during the start action, the first reserved icon HA shifts to the right, and the first reserved icon HA1 is displayed as the icon TI. Also, the small symbol 702 and the fourth symbol 705a are displayed as changing. After the start action of the effect pattern 701, a changing display effect is performed in which the effect pattern 701 changes at high speed (times t2 to t3, FIG. 12(b)). In the variable display effect, for example, multiple types of effect patterns (for example, effect patterns "1" to "9") are scrolled from top to bottom at high speed (in a manner that makes it difficult to recognize the type of each effect pattern) in each of the left, middle, and right areas.
[0203] After the variable display effect, a pseudo variable effect (pseudo consecutive) using multiple effect symbols 701 may be performed one or more times. The pseudo variable effect is an effect in which at least one of the multiple effect symbols 701 temporarily stops in a predetermined area and then changes again. For example, at time t3, a pseudo consecutive development effect is performed, suggesting that a pseudo consecutive will occur, when a "7" symbol temporarily stops in the middle area (FIG. 12(c)). Note that a pseudo consecutive development effect may also be performed when a pseudo consecutive symbol dedicated to pseudo consecutives, not limited to the "7" symbol, stops in a predetermined area. When a pseudo consecutive development effect is performed, the temporarily stopped effect symbol begins to change again, and a second variable display effect (pseudo 2 variable display effect) is performed. Furthermore, pseudo consecutives may be performed multiple times. For example, in the figure, after the pseudo 2 variable display effect, a pseudo 3 variable display effect is performed. The more pseudo consecutives there are, the higher the likelihood of a jackpot. In addition, even when the performance symbol stops in a pseudo-consecutive manner, the small symbol 702 and the fourth symbol continue to be displayed in a variable manner without stopping in a pseudo-consecutive manner.
[0204] After the pseudo 3 variable display effect is performed for a predetermined time, the same type of effect symbol temporarily stops in the left and right areas, and a reach is established (time t4, FIG. 12(d)). After the reach is established, an N reach effect is performed.
[0205] It should be noted that various preview effects may be performed during the variable display effect. Preview effects are effects that suggest the possibility of a jackpot, and the degree of expectation of a jackpot is indicated depending on the type of preview effect. For example, preview effects may include a dialogue preview in which a character speaks a line, a step-up preview in which the expectation level increases stepwise, a group preview in which a large number of characters are displayed, a cut-in preview in which a predetermined image is displayed on the entire screen or on part of it, and an icon change preview in which the reserved icon or the icon in question changes. Preview effects may be performed in response to pressing the effect button 17. Preview effects may also be performed during a reach effect.
[0206] During the N-reach effect, the same type of effect symbols temporarily stop in the left and right areas, and the effect symbols are displayed variably in the center area. The N-reach effect is performed for a predetermined time (for example, 8 to 10 seconds). This makes the player expect that the same type of effect symbols as the left and right effect symbols will stop in the center area, signaling a jackpot. During this time, the normal background image is displayed, and the first hold icon HA and the icon TI are also displayed. Furthermore, during the N-reach effect, the effect symbols 701 are displayed in a manner including a character image and a number symbol.
[0207] It should be noted that predetermined music (BGM) is continuously output from the execution of the start action (or from before the execution of the start action) until the end of the N reach effect.
[0208] Next, after the SP development effect is performed during the N reach effect, the SP reach effect is executed (time t5, FIG. 12(e)). In the SP development effect, a display is made to indicate that the SP reach effect will start. For example, a title display is made to indicate the type of SP reach effect to be executed. For example, one of a plurality of title displays including a first title display corresponding to the first SP reach effect and a second title display corresponding to the second SP reach effect is displayed. The expected probability of a jackpot varies depending on the type and display mode of these title displays (for example, the color of the text and background). In addition, in the SP development effect, the left and right symbols are displayed shrinking and moving to the left and right areas above the main screen. Note that in the N reach effect, a center symbol of a type different from the left and right symbols may temporarily stop, an N reach miss may be announced, and then the SP development effect and the SP reach effect may be performed.
[0209] During the SP reach effect, the SP reach mode effect symbols are temporarily stopped on the left and right sides of the screen, and an effect in which the center symbol fluctuates is performed. The SP reach mode effect symbols include number symbols but do not include character images, and are smaller than the normal mode effect symbols. In addition, the central area of the main screen displays, for example, a scene in which the player's character and an enemy character fight. In addition, a background image for the SP reach effect is displayed as the background image. In addition, during the SP reach effect, background music for the SP reach is continuously output. In addition, during the SP reach effect, the icon TI is displayed, but the first hold icon HA is hidden. In other embodiments, the first hold icon HA may be displayed during the SP reach effect.
[0210] On the other hand, the small symbol 702 and the fourth symbol 705 are displayed during the SP reach performance, and their position and size do not change. Also, the first number reserve SHA and the second number reserve SHB are displayed during the SP reach performance, and their position and size do not change.
[0211] After the SP reach effect has been performed for a predetermined time (for example, 20 seconds), an SPSP reach effect may be performed (time t6). Specifically, after an SPSP development effect suggesting that the SP reach effect will develop into an SPSP reach effect is performed, the SPSP reach effect starts (Fig. 12(f)). Note that, as a result of the SP reach effect, a center pattern different from the left and right may temporarily stop, temporarily announcing a reach miss, and then an SPSP development effect may be performed, followed by an SPSP reach effect. In the SPSP development effect, a display is displayed indicating that the SPSP reach effect will start. For example, a title is displayed suggesting the type of SPSP reach effect to be performed. The likelihood of a jackpot differs depending on the type of title display and the display mode (for example, the color of the text and background).
[0212] During the SPSP reach performance, for example, a fighting scene following the SP reach performance is displayed. During the SPSP reach performance, the performance symbols of the SPSP reach mode are temporarily stopped on the left and right sides of the screen, and a performance in which the center symbol changes is performed. The performance symbols of the SPSP reach mode, like the SP reach mode, are performance symbols that include number symbols but do not include character images, and are smaller than the performance symbols of the normal mode. In addition, a background image for the SPSP reach performance is displayed as the background image. In addition, BGM for the SPSP reach is continuously output during the SPSP reach performance. In addition, during the SPSP reach performance, the icon TI and the first hold icon HA are hidden. The small symbol 702 and the fourth symbol 705 are displayed during the SPSP reach performance, and their positions and display modes do not change. In addition, the first number hold SHA and the second number hold SHB are displayed during the SPSP reach performance, and their positions and display modes do not change.
[0213] When a predetermined time (e.g., 30 seconds) has elapsed since the start of the SPSP reach effect, at time t7, which is the end of the SPSP reach effect, an operation effect is performed to prompt the player to operate the effect button 17 (FIG. 13(g)). In the operation effect, a button image 710 that resembles the effect button 17 and an operation valid period image 711 that indicates the operation valid period are displayed. In the operation effect, the button image 710 is displayed alternating between a pressed state and an unpressed state, prompting the player to press the effect button 17. In addition, in the operation effect, the operation valid period image 711 changes over time in a manner that allows the player to recognize the remaining time of the operation valid period. For example, the remaining time of the operation valid period may be indicated by changing the length of a gauge image.
[0214] Then, in response to an operation on the effect button 17 during the operation effect, or in response to the passage of the valid operation period, a center symbol of the same type as the symbols on the left and right stops (time t8, FIG. 13(h)). As a result, a jackpot is announced using the effect symbol 701. After that, the background image changes to a jackpot background indicating a jackpot, and three effect symbols 701 of the same type (here, "666") temporarily stop aligned in the center of the screen (FIG. 13(i)). During the temporary stop, the three effect symbols 701 do not stop completely, but for example, swing up and down.
[0215] The period from the start of the fluctuation to the establishment of a reach (or a jackpot) (time t4 to t8) is longer than the period from the start of the fluctuation to the establishment of a reach (time t1 to t4) via the fluctuation display effect of pseudo 3. Conversely, the period from time t1 to t4 may be configured to be longer than the period from time t4 to t8.
[0216] Next, a re-draw effect is performed (time t9-1, FIG. 13(j)). In the re-draw effect, the three effect symbols 701 that were temporarily stopped in FIG. 13(h) and (i) are changed again, and multiple sets of specific symbol combinations, which are combinations of three of the same type of effect symbols, are displayed. For example, specific symbol combinations of "111" to "999" are displayed in order from top to bottom. In FIG. 13(j), the specific symbol combination of "666" and the specific symbol combination of "777" are displayed, and the state in which these move downward is shown. The three effect symbols 701 that were temporarily stopped in FIG. 13(h) and (i) may be changed by the re-draw effect.
[0217] Then, as a result of the re-lottery effect, one of the multiple specific symbol combinations is temporarily stopped (time point t9-2). After a predetermined temporary stop period has elapsed, the temporarily stopped specific symbol combination is displayed as stopped in response to the stopped display of the special symbol (time point t10, Figure 13(k)). Here, the three effect symbols 701 come to a complete stop without oscillating. In addition, the small symbol 702 and the fourth symbol 705a are also displayed as stopped. In the example shown in Figure 13(k), the specific symbol combination of "666" is changed to the specific symbol combination of "777" by the re-lottery effect, but there are also cases where the specific symbol combination is not changed by the re-lottery effect.
[0218] The type of presentation symbols that make up the specific symbol combination suggests the type of jackpot game. For example, a specific symbol combination consisting of even number symbols suggests a 1-type 4R jackpot A or a 1-type 4R jackpot B. When a specific symbol combination consisting of even number symbols is stopped and displayed, there is a high possibility that it will be a 1-type 4R jackpot B, which is disadvantageous to the player. Also, a specific symbol combination consisting of odd number symbols suggests a high possibility that it will be a 1-type 4R jackpot A, which is advantageous to the player. Also, the specific symbol combination of "777" suggests that it will be a 1-type 4R jackpot A.
[0219] When the specific symbol combination is displayed, the background changes to an opening background, and an opening effect indicating the start of the jackpot game is performed (immediately after time t10). Then, the jackpot game begins, with the jackpot opening opening. During the jackpot game, the jackpot background is displayed and the jackpot game effect is performed.
[0220] (emphasis) In this embodiment, an emphasis effect may be performed in the variable effect. Here, the emphasis effect is an effect that emphasizes the effect of a target image (target image), etc., and is an effect that draws the player's attention to the target image. For example, an emphasis image that emphasizes the target image may be displayed as the emphasis effect. The emphasis image may be an effect image displayed around the target image, an image displayed inside the target image, an image superimposed on the target image, or an image displayed behind the target image. Furthermore, the emphasis effect may involve changing the size of the target image, deforming the shape of the target image, moving the inside of the target image, or changing the brightness of the target image.
[0221] Specifically, when a jackpot is announced as a result of the SPSP reach effect, a jackpot symbol highlight effect is performed to highlight the effect symbol suggesting the jackpot. Figure 14 is a diagram showing an example of the jackpot symbol highlight effect when the effect symbol suggesting the jackpot is displayed in the SPSP reach effect in the normal mode.
[0222] As shown in FIG. 14, for example, during the period from time t8 to time t9-1, as a jackpot symbol emphasis effect A, an emphasis image 850a is added to three effect symbols 701 suggesting a jackpot. Three emphasis images 850a may be added so as to be superimposed on each of the three effect symbols 701, or one emphasis image 850a may be added so as to be superimposed on the three effect symbols 701. Furthermore, a sound (a jackpot symbol emphasis effect sound A) corresponding to the jackpot symbol emphasis effect A is output while the emphasis image 850a is displayed. The jackpot symbol emphasis effect sound A is a sound suggesting a jackpot. The jackpot symbol emphasis effect sound A may be started to be output while the emphasis image 850a is displayed, or the jackpot symbol emphasis effect sound A may be started to be output at the timing when the emphasis image 850a starts to be displayed, or the emphasis image 850a may be started to be displayed while the sound is being output after the jackpot symbol emphasis effect sound A starts to be output. In addition, in the jackpot symbol highlighting effect A, at least one of the three effect symbols 701 that suggest a jackpot may be enlarged. In addition, with the execution of the jackpot symbol highlighting effect A, the light emitting means (each LED included in the frame lighting device 10, effect button light emitting LED 17c, movable effect device 73, board lighting device 74, etc.) emits light in a predetermined light emitting pattern. This makes it possible to appeal to the player that a jackpot has occurred.
[0223] Here, during the jackpot game, the game is played by hitting the right button. However, during the period from time t8 to time t9-1, the first special symbol is still changing, and the jackpot game has not yet begun. During this period, the small and fourth symbols are still changing, but due to the effect symbol 701 and the emphasized image 850a, the player may have difficulty recognizing that the first special symbol is changing, and may hit the right button at this point. Furthermore, because the emphasized image 850a is displayed so as to be superimposed on at least a portion of the effect symbol 701, the player may have difficulty recognizing that the three effect symbols 701, which indicate a jackpot, are fluctuating. Furthermore, the emphasized effect symbol 701 may cause the player to panic and hit the right button. If the player hits the right button before the jackpot game has begun, a specific notification is issued.
[0224] For example, if a game ball is detected to have passed through the normal gate 44 while the effect symbol 701 indicating a jackpot is being displayed (if the passage of a predetermined number of game balls is detected), a specific notification regarding the operation of the launch handle 15 is given to the player. For example, as the specific notification, a specific notification image 880 urging the player to hit the ball to the left is displayed in a predetermined area (e.g., the center of the screen). The specific notification image 880 is displayed so as to be superimposed on at least a portion of the effect symbol 701 and the emphasized image 850a indicating a jackpot. The specific notification image 880 is displayed preferentially (on a layer in front of) the effect symbol 701 and the emphasized image 850a indicating a jackpot. Note that the specific notification image 880 may be displayed over almost the entire screen so that the effect symbol 701 and the emphasized image 850a are difficult or impossible to see. For example, the specific notification image 880 may be displayed semi-transparently over almost the entire screen. In this way, the specific notification image 880 is displayed with priority over the effect pattern 701 and the highlighted image 850a, but is displayed in a manner that allows the effect pattern 701 and the highlighted image 850a to be recognized. Also, the specific notification image 880 may be displayed, for example, on the left side of the screen so as not to overlap (or so as to overlap partially) the effect pattern.
[0225] Furthermore, as a specific notification, a specific notification sound (for example, a voice or warning sound saying "please hit left") is output to encourage the player to hit left. This encourages the player to hit left and prevents unnecessary right hits. Note that the specific notification is not limited to notifications using images, sounds, and light emitted by the light-emitting means, but may also include notifications using vibrations, for example. Furthermore, the specific notification is not limited to outputting images and sounds encouraging left hits, but may also be performed by outputting images and sounds that discourage right hits.
[0226] The specific notification is performed for a predetermined execution time (e.g., 15 seconds) after the notification condition (e.g., detecting the passage of a predetermined number of game balls through the gate) is met. The predetermined execution time is longer than the execution time of the jackpot symbol highlighting effect. In other words, the jackpot symbol highlighting effect (displaying an image and outputting a sound) is executed for a first time, and the specific notification (outputting an image and a sound) is executed for a second time that is longer than the first time. Note that the execution time of the specific notification may be shorter than or the same as the execution time of the jackpot symbol highlighting effect.
[0227] Furthermore, the specific notification is performed in a first manner and a second manner. For example, when a notification condition is met, a first notification sound is output for a first period as a specific notification of the first manner, and then a second notification sound is output for a second period as a specific notification of the second manner. During this period, the specific notification image 880 is continuously displayed at a predetermined position on the screen. When a notification condition is met, a specific notification may be performed in the first manner during the predetermined execution period, and when the notification condition is met again, a specific notification may be performed in the second manner during the predetermined execution period. Note that the second notification sound may be output at a louder volume than the first notification sound, may be output at the same volume as the first notification sound, or may be output at a lower volume.
[0228] During the period from time t8 to t9-1, a jackpot symbol highlighting effect A is performed on the effect symbol 701 indicating a jackpot, and then a re-lottery effect is started at time t9-2, and an emphasis effect (jackpot symbol highlighting effect B) is performed on the three effect symbols 701 during the re-lottery effect. For example, as a result of the re-lottery effect, at the timing when one of the multiple specific symbol combinations temporarily stops (time t9-2 in FIG. 14), a jackpot symbol highlighting effect B is performed on the three effect symbols 701. This jackpot symbol highlighting effect B may be the same as or different from the jackpot symbol highlighting effect A performed during the period from time t8 to t9-1. For example, if the specific symbol combination temporarily stopped before the re-lottery effect is executed and the specific symbol combination temporarily stopped after the re-lottery effect are the same, the jackpot symbol highlighting effect B may be performed in the same effect mode (same image, sound, and light-emitting pattern) as the jackpot symbol highlighting effect A. Furthermore, if the specific symbol combination that was temporarily stopped before the execution of the re-lottery effect differs from the specific symbol combination that was temporarily stopped after the re-lottery effect, the jackpot symbol highlighting effect B may be performed in a different presentation mode from the jackpot symbol highlighting effect A. For example, if the specific symbol combination that was temporarily stopped before the execution of the re-lottery effect differs from the specific symbol combination that was temporarily stopped after the re-lottery effect, the highlighting image 851a is displayed in the jackpot symbol highlighting effect B, and a jackpot symbol highlighting effect sound B that is different from the jackpot symbol highlighting effect sound A is output. Furthermore, with the execution of the jackpot symbol highlighting effect B, the light-emitting means emits light in a light-emitting pattern corresponding to the jackpot symbol highlighting effect B. Furthermore, in the jackpot symbol highlighting effect B, at least one of the three effect symbols 701 that suggest a jackpot may be enlarged and displayed. Even during the execution of this jackpot symbol highlighting effect B, if the above-mentioned notification condition is met, the above-mentioned specific notification is performed.
[0229] Furthermore, after the jackpot symbol highlighting effect B has ended, a jackpot symbol highlighting effect C is performed during the temporary stop period of the three effect symbols 701 (the period from time t9-2 to t10). The jackpot symbol highlighting effect C is a different effect type from the jackpot symbol highlighting effects A and B. For example, in the jackpot symbol highlighting effect C, an emphasis image 852a is displayed that highlights each of the three effect symbols 701 that suggest a jackpot. The emphasis image 852a is an image that is superimposed on each effect symbol 701, and is superimposed on part or all of each effect symbol 701. Each effect symbol 701 moves (oscillates) periodically during the temporary stop, and the emphasis image 852a changes in conjunction with the periodic movement of the effect symbol 701. Furthermore, the emphasis image 852a is displayed in a manner that allows the player to recognize the number symbols among the effect symbols 701. Furthermore, in the jackpot symbol highlighting effect C, an emphasis image 852a is displayed, and a jackpot symbol highlighting effect sound C different from the jackpot symbol highlighting effect sounds A and B is output. Furthermore, with the execution of the jackpot symbol highlighting effect C, the light emitting means emits light in a light emitting pattern corresponding to the jackpot symbol highlighting effect C. Note that, when this jackpot symbol highlighting effect C is executed, the effect pattern may be displayed in a form including a number pattern and a character image. Even during the execution of this jackpot symbol highlighting effect C, if the above notification condition is met, the above specific notification is performed. Note that, in the jackpot symbol highlighting effect C, the three effect patterns 701 suggesting a jackpot are not enlarged.
[0230] Then, after the big win symbol highlighting effect C ends, after a predetermined temporary stop period has elapsed, the three effect symbols 701 are stopped and displayed in accordance with the stop display of the special symbol (time t10). A specific notification can also be executed during this temporary stop period.
[0231] In this way, when a presentation symbol suggesting a jackpot is displayed, jackpot symbol highlighting presentations A to C are executed. The specific notification can be executed in the same manner regardless of whether any of the jackpot symbol highlighting presentations A to C is being executed. The jackpot symbol highlighting presentations A to C may be executed while the specific notification is being continuously executed. Furthermore, during the execution period of the jackpot symbol highlighting presentations A to C, the notification conditions may be met, causing a first specific notification to be executed and terminate, and then the notification conditions may be met again, causing a second specific notification to be executed. In this way, the jackpot symbol highlighting presentations A to C and the specific notification may be executed simultaneously. Note that "the highlighting presentation and the specific notification are executed simultaneously" means that the execution period of the highlighting presentation and the execution period of the specific notification overlap at least partially, and the start timing of the highlighting presentation and the start timing of the specific notification may or may not coincide. In other words, "the emphasis effect and the specific notification are executed simultaneously" includes the case where the specific notification is started while the emphasis effect is being executed, the case where the emphasis effect is started while the specific notification is being executed, and the case where the emphasis effect and the specific notification are started simultaneously.
[0232] The specific notification ends when the jackpot game starts (when the special symbol stops), even before the predetermined execution period has elapsed. That is, the specific notification image is hidden when the jackpot game starts, even before the predetermined execution period has elapsed, and the output of the specific notification sound also ends when the jackpot game starts. During the execution of the specific notification, after the first notification sound is output for a first period of time, the second notification sound is output for a second period of time. In this case, if the jackpot game starts while the first notification sound (or the second notification sound) is being output, the playback of the first notification sound (or the second notification sound) being output may be terminated midway, and the output of the first notification sound (or the second notification sound) may be stopped. Furthermore, if the jackpot game starts while the first notification sound is being output, the first notification sound being output may continue to be output until the end (output for the first period of time), and the second notification sound may not be output. In other words, ending the output of a specific alarm sound includes stopping the sound that is being output midway, and outputting the sound that is being output to the end (a predetermined playback time) and then stopping the output of the sound thereafter.
[0233] For example, the specific notification may end upon receiving a stop command or an opening command. The specific notification is not executed during a jackpot game. Also, the specific notification is not executed when the game transitions to the time-saving mode after the jackpot game ends.
[0234] In addition, if a special symbol indicating a loss appears, the specific notification will not end at the time the special symbol appears.
[0235] In addition, the execution of the specific notification may be restricted for a predetermined period after the execution of the jackpot symbol highlighting effect C. For example, the execution of the specific notification may be restricted during the period from the execution of the jackpot symbol highlighting effect C to the start of the jackpot game in which the jackpot winning hole is opened.
[0236] 12 to 14, the explanation is based on the premise that after the effect symbol suggesting a jackpot is displayed at the end of the SPSP reach effect, a re-lottery effect is performed in which the effect symbol suggesting a jackpot is changed again. The re-lottery effect may or may not be performed. If the re-lottery effect is not performed, the effect symbol suggesting a jackpot is temporarily stopped at the end of the SPSP reach effect, and a jackpot symbol highlight effect A is performed, and then a jackpot symbol highlight effect C is performed on the effect symbol that is temporarily stopped, and the effect symbol is stopped and displayed.
[0237] Next, the effects in the special mode will be described. Figure 15 is a diagram showing an example of the big win symbol emphasis effect when a symbol suggesting a big win is displayed in the special mode.
[0238] As shown in FIG. 15, a series of effects from the N reach effect to the SPSP reach effect can also be executed in the special mode.
[0239] In the special mode, a background image for the special mode is displayed until the SP reach effect starts (from the start action to the N reach effect). Also, until the SP reach effect starts, the effect pattern 701 for the special mode is used. For example, the effect pattern 701 for the special mode may have at least a part of the character image different from the character image in the effect pattern for the normal mode.
[0240] Furthermore, in the special mode, during the SP reach performance, the same background image for the SP reach performance as in the normal mode is displayed, the same SP reach performance (video display for the SP reach performance) as in the normal mode is performed, and the same performance symbols as in the normal mode are used. Note that the performance symbols used during the SP reach performance may be different between the special mode and the normal mode. Furthermore, during the SPSP reach performance, the same background image for the SPSP reach performance as in the normal mode is displayed, the same SPSP reach performance (video display for the SPSP reach performance) as in the normal mode is performed, and the same performance symbols as in the normal mode are used. Note that the performance symbols used during the SPSP reach performance may be different between the special mode and the normal mode. Then, as in the normal mode, a jackpot is announced using the performance symbols as a result of the SPSP reach performance.
[0241] Here, as shown in FIG. 15, when the special mode is set and a jackpot is announced as a result of the SPSP reach effect, a jackpot symbol highlight effect A is performed on the effect symbol 701 suggesting a jackpot, similar to the normal mode (times t8 to t9-1). Specifically, in the special mode, a jackpot symbol highlight effect A different from the jackpot symbol highlight effect A in the normal mode is performed. For example, in the jackpot symbol highlight effect A in the special mode, an emphasis image 850b is added to the three effect symbols 701 suggesting a jackpot. Furthermore, while the emphasis image 850b is displayed, a jackpot symbol highlight effect sound A (a sound corresponding to the emphasis image 850b) is output. The jackpot symbol highlight effect sound A in the special mode is a sound different from the jackpot symbol highlight effect sound A in the normal mode and is a sound suggesting a jackpot. Note that, even in the special mode, the light-emitting means emits light in a predetermined light-emitting pattern in conjunction with the execution of the jackpot symbol highlight effect A. The light emission pattern may be the same as or different from the light emission pattern in the normal mode.
[0242] Furthermore, after the jackpot symbol highlighting effect A, a re-lottery effect is performed, and in the re-lottery effect, the three effect symbols 701 suggesting a jackpot are temporarily stopped, and the jackpot symbol highlighting effect B is performed (time point 9-2). Specifically, in the special mode, a jackpot symbol highlighting effect B different from the jackpot symbol highlighting effect B in the normal mode is performed. For example, in the jackpot symbol highlighting effect B in the special mode, an emphasis image 851b is added to the three effect symbols 701 suggesting a jackpot. Furthermore, while the emphasis image 851b is displayed, a jackpot symbol highlighting effect sound B (a sound corresponding to the emphasis image 851b) is output. The jackpot symbol highlighting effect sound B in the special mode is a sound different from the jackpot symbol highlighting effect sound B in the normal mode, and is a sound suggesting a jackpot. Note that, even in the special mode, the light-emitting means emits light in a predetermined light-emitting pattern in conjunction with the execution of the jackpot symbol highlighting effect B. The light emission pattern may be the same as or different from the light emission pattern in the normal mode.
[0243] Furthermore, after the jackpot symbol highlighting effect B ends, a jackpot symbol highlighting effect C is performed during the temporary stop period (the period from time t9-2 to time t10) of the three effect symbols 701. Specifically, in the special mode, a jackpot symbol highlighting effect C different in form from the jackpot symbol highlighting effect C in the normal mode is performed. For example, in the jackpot symbol highlighting effect C in the special mode, an emphasis image 852b is displayed that highlights each of the three effect symbols 701 that suggest a jackpot. The emphasis image 852b is an image that is superimposed on each effect symbol 701, and is superimposed on part or all of each effect symbol 701. The emphasis image 852b is displayed in a manner that allows the player to recognize the number symbols among the effect symbols 701. Furthermore, while the emphasis image 852b is displayed, a jackpot symbol highlighting effect sound C (a sound corresponding to the emphasis image 852b) is output. The jackpot symbol highlighting effect sound C in the special mode is a different sound from the jackpot symbol highlighting effect sound C in the normal mode, and is a sound that suggests a jackpot. In the special mode, the light-emitting means also emits light in a predetermined light-emitting pattern in conjunction with the execution of the jackpot symbol highlighting effect C. The light-emitting pattern may be the same as or different from the light-emitting pattern in the normal mode. Furthermore, in the jackpot symbol highlighting effect C in the special mode, the three effect symbols 701 suggesting a jackpot are not enlarged.
[0244] In addition, the presentation style of the big win symbol highlighting effect C may be the same in the normal mode and the special mode.
[0245] In the special mode, if the notification condition is met, a specific notification can be executed even during the execution of any of the jackpot symbol highlighting effects A to C. Also, the specific notification is executed in the same manner as in the normal mode in the special mode.
[0246] In this way, the presentation style (image, sound, light-emitting pattern of the light-emitting means, etc.) of the jackpot symbol highlighting effect, which highlights the effect symbol suggesting a jackpot, differs between when the effect is being executed in normal mode (when normal mode is set) and when the effect is being executed in special mode (when special mode is set). This allows for variety in the presentation and enhances the enjoyment. Furthermore, the style of the jackpot symbol highlighting effect allows the player to recognize which mode is set. In the gaming machine 1 of this embodiment, the same SP reach effect and SPSP reach effect are performed when normal mode and special mode are set, and at least the background image is the same from the SP reach effect onwards. For this reason, for example, when a jackpot is announced in the SPSP reach effect, it may be difficult for the player to recognize which mode the jackpot occurred in. However, the mode can be recognized from the presentation style of the jackpot symbol highlighting effect. Note that even after the SP reach effect, the style of the background image and the effect symbol may differ between normal mode and special mode.
[0247] It should be noted that the presentation mode of the jackpot symbol highlighting effect may be the same when the presentation is being executed in the normal mode and when the presentation is being executed in the special mode. For example, in any of the multiple normal modes, a jackpot symbol highlighting effect of a mode that can be executed in the special mode may be executed. Also, in any of the multiple special modes, a jackpot symbol highlighting effect of a mode that can be executed in the normal mode may be executed.
[0248] When the effect is being executed in the normal mode and when the effect is being executed in the special mode, the emphasis image that emphasizes the effect pattern that suggests a jackpot may be the same, while the sound output while the emphasis image is displayed may be different. Conversely, when the effect is being executed in the normal mode and when the effect is being executed in the special mode, the emphasis image that emphasizes the effect pattern that suggests a jackpot may be different, while the sound output while the emphasis image is displayed may be the same. Furthermore, the light-emitting pattern of the light-emitting means may be the same between the normal mode and the special mode, but the emphasis image and sound may be different. Furthermore, the light-emitting pattern of the light-emitting means may be different between the normal mode and the special mode, but the emphasis image and sound may be the same.
[0249] On the other hand, the specific notification is performed in the same manner in the special mode as in the normal mode. That is, when a performance is being performed in the normal mode (when the normal mode is set) and when a performance is being performed in the special mode (when the special mode is set), a common specific notification image is displayed and a common specific notification sound is output. In addition, the light emitting means emits light in a common light emitting pattern in the normal mode and the special mode.
[0250] In this way, specific notifications are made in a common manner in both normal mode and special mode, which makes it easy for players to understand the operation.
[0251] Although the above describes the case where the SPSP reach effect is performed, there are also cases where a jackpot is announced in the SP reach effect. In this case, the effect symbol suggesting a jackpot is temporarily stopped in the SP reach effect, and the above-mentioned jackpot symbol highlight effect A is performed, and then, via (or without) a re-lottery effect, the jackpot symbol highlight effect C is performed on the effect symbol that is temporarily stopped. Alternatively, when a jackpot is announced in the SP reach effect, either one of the jackpot symbol highlight effects A and C may be omitted. Even when the jackpot symbol highlight effect is executed in the SP reach effect, if the above-mentioned notification condition is met, the specific notification is made in the same manner.
[0252] Also, there are cases where a jackpot is announced in the N-reach performance. In this case, the performance symbol suggesting a jackpot is temporarily stopped in the N-reach performance, and the above-mentioned jackpot symbol highlight performance A is performed, and then, via (or without) a re-lottery performance, the jackpot symbol highlight performance C is performed on the performance symbol that is temporarily stopped. Alternatively, when a jackpot is announced in the N-reach performance, either one of the jackpot symbol highlight performances A and C may be omitted. Even when the jackpot symbol highlight performance is executed in the N-reach performance, if the above-mentioned notification conditions are met, the specific notification is performed in the same manner.
[0253] In addition, a display symbol indicating a jackpot may temporarily stop from a variable display effect using the display symbol without going through a reach effect. Even in this case, jackpot symbol highlighting effects A to C may be executed. For example, a display symbol indicating a jackpot may temporarily stop from a variable display effect, and a jackpot symbol highlighting effect A may be executed. Subsequently, a re-variation effect may be executed, and as a result of the re-variation effect, another or the same display symbol indicating a jackpot may temporarily stop, and a jackpot symbol highlighting effect B may be executed, and a jackpot symbol highlighting effect C may be executed for the temporarily stopped display symbol indicating a jackpot. Such effects may be impossible to execute in the normal mode and special mode, but may be executable in the time-saving mode. Furthermore, such effects may be more likely to be executed in the time-saving mode than in the normal mode and special mode. Conversely, such effects may be configured to be executed (or executed more easily) in the normal mode and special mode, but not executed (or executed less easily) in the time-saving mode.
[0254] In addition, the timing at which the jackpot symbol highlighting effects A to C are executed may differ depending on the variable effect. In addition, the time from when the jackpot symbol highlighting effects A to C are executed until the display of the display symbols is stopped may differ depending on the variable effect. For example, in a variable effect based on a certain variable pattern, the time from when the jackpot symbol highlighting effect A is executed until the display of the display symbols is stopped may be a first time, and in a variable effect based on another variable pattern, the time from when the jackpot symbol highlighting effect A is executed until the display of the display symbols is stopped may be a second time that is longer (or shorter) than the first time. In addition, regardless of which variable effect is executed, the time from when the jackpot symbol highlighting effects A to C are executed until the display of the display symbols is stopped may be the same.
[0255] In addition, the timing at which the jackpot symbol highlighting effects A to C are executed and the time from when the jackpot symbol highlighting effects A to C are executed until the effect symbols are stopped and displayed may differ depending on the mode. For example, the execution timing of each of the jackpot symbol highlighting effects A to C when executed in the normal mode may differ from the execution timing of each of the jackpot symbol highlighting effects A to C when executed in the special mode. In addition, the time from when the jackpot symbol highlighting effects A to C are executed in the normal mode until the effect symbols are stopped and displayed may differ from the time from when the jackpot symbol highlighting effects A to C are executed in the special mode until the effect symbols are stopped and displayed.
[0256] The highlighting effect that highlights the above-mentioned effect symbols is not limited to the effect symbols that suggest a jackpot, but may be performed at various times during the fluctuation of the effect symbols. Also, not only when a jackpot is announced, but also when a loss is announced, an emphasis effect may be performed on the effect symbols.
[0257] Fig. 16 is a diagram showing an example of a timing chart from the start of fluctuation to the N-reach effect in normal mode. Fig. 17 is a diagram showing an example of an effect from the start of fluctuation to the N-reach effect in normal mode, and is a diagram showing an example of an image displayed on the screen at each timing in Fig. 16. Note that in Fig. 17, for simplification of the drawing, the mode display 708 is omitted.
[0258] As shown in FIG. 16, in normal mode, when the variation of the special symbol begins, a start action of the symbol is performed, and an icon movement effect is performed in which the reserved icon is shifted to the right and displayed as the icon. During the start action of the symbol, an emphasis effect (start emphasis effect) that emphasizes the symbol may be performed (time point t1-1, FIG. 17(a)). For example, a start emphasis effect may be performed for each of the three symbol patterns. Also, a start emphasis effect may be performed for some of the three symbol patterns. For example, in normal mode, a start emphasis effect can be performed in which an emphasis image 800a is added to the symbol that is performing the start action. Also, a start emphasis effect sound may be output along with the display of the emphasis image 800a. Note that the same start emphasis effect may be performed for each of the symbol patterns in the left, center, and right regions. Also, different start emphasis effects may be performed for each of the symbol patterns in the left, center, and right regions. In addition, the first type of start-up emphasis effect (display of the first type of emphasis image 800a) may be performed for the effect patterns in the left and right areas, and the second type of start-up emphasis effect (display of the second type of emphasis image 800a) may be performed for the effect patterns in the middle area.
[0259] When the start emphasis effect is performed, the probability of winning a jackpot may be higher than when the start emphasis effect is not performed. Also, there are multiple presentation modes for the start emphasis effect, and the probability of winning a jackpot may differ depending on the presentation mode. Also, the start emphasis effect may be a presentation that suggests that a jackpot game will be played.
[0260] The timing of executing the start action may be different for each of the three effect symbols. For example, after the left symbol performs the start action, a variable display effect (scroll display) may be performed, and then the right symbol may perform the start action. In this case, while the left symbol is performing the variable display effect, the right symbol performs the start action, and a start emphasis effect is performed.
[0261] After the start action, a specific symbol highlighting effect may be performed to highlight a symbol that has stopped (temporarily stopped) in a specific region among the three regions (time point t2-1, FIG. 17(b)). For example, when the effect symbols stop in the order of the left region, right region, and center region, when a "6" symbol stops as the left symbol, a specific symbol highlighting effect is performed in which an emphasis image 802a is added to the "6" symbol. In addition, a specific symbol highlighting effect sound is output in conjunction with the display of the emphasis image 802a. The timing at which the specific symbol highlighting effect is executed may be the same as the timing at which the left symbol stops, or may be the timing immediately before the left symbol stops, or may be the timing immediately after the left symbol stops. In addition, the timing at which the specific symbol highlighting effect sound starts to be output may be the same as the timing at which the emphasis image 802a starts to be displayed, or may be the timing immediately after the emphasis image 802a starts to be displayed, or may be the timing immediately before the emphasis image 802a starts to be displayed.
[0262] After that, a pseudo consecutive development effect may be performed (time t3, FIG. 17(c)). In the pseudo consecutive development effect, a pseudo consecutive symbol emphasis effect is performed in which an emphasis image 803a different from the emphasis image 802a is added to a symbol suggesting a pseudo consecutive symbol (the "7" symbol in the middle area in the figure). While this emphasis image 803a is displayed, a pseudo consecutive symbol emphasis effect sound (a sound corresponding to the emphasis image 803a) is output. In addition, the light emitting means emits light in a predetermined pattern suggesting a pseudo consecutive symbol. In addition, the effect gimmick (first movable member 73a, second movable member 73b) may operate. For example, the first movable member 73a and the second movable member 73b may move from the standby position to the effect position, or may move from the standby position to the second position and then return to the standby position. When the pseudo consecutive development effect is performed, the temporarily stopped effect symbol begins to change again (time t3-1, FIG. 17(d)). As shown in Figure 17(d), a pseudo consecutive image 706 is displayed, indicating that a pseudo variation effect has been performed and the number of times it has been performed. A pseudo consecutive effect may occur multiple times (pseudo 2 to pseudo 4), and the more pseudo consecutive effects there are, the higher the chance of winning. Here, after pseudo 2, it will further develop into pseudo 3.
[0263] As shown in FIG. 17(d), a preview effect may be performed in which a preview image 707 is displayed to indicate the possibility of a jackpot while the display symbols are fluctuating. For example, the preview image 707 is an image that grows larger with each step, and the greater the number of steps, the higher the likelihood of a jackpot. Also, a preview emphasis effect may be performed in which an emphasis image 807a (an example of a preview emphasis image) is displayed around the preview image 707 to highlight the preview image 707. When a preview emphasis image is displayed, the likelihood of a jackpot may be higher (or lower) than when a preview emphasis image is not displayed, or may be the same. A preview emphasis effect sound is output while this preview emphasis image is displayed. The preview emphasis image may have multiple modes with different expectations, and the sound output and duration of the sound differ when a first preview emphasis image is displayed and when a second preview emphasis image is displayed. Even after a reach is achieved, a preview effect such as the one shown in FIG. 17(d) or other preview effects may be executed.
[0264] Furthermore, as shown in FIG. 17(d), an icon change effect may be performed in which the display mode of the icon TI changes while the effect symbols are changing. When the display mode of the icon TI changes, an icon highlight image 808a that highlights the icon TI may be displayed around the changed icon TI (or superimposed on the icon TI). Furthermore, sound is output in conjunction with the display of the icon highlight image 808a. For example, when the display mode of the icon TI changes to a value higher than a predetermined expectation level (e.g., red or higher), the icon highlight image 808a may be added to the icon TI. The icon highlight image 808a may be continuously displayed while the icon TI is displayed, or may be displayed for a predetermined time from the time the icon TI changes. The sound accompanying the display of the icon highlight image 808a may be output only for a predetermined time when the display of the icon highlight image 808a begins, or may be continuously output while the icon highlight image 808a is displayed. Furthermore, the display mode of the icon highlight image 808a differs depending on the display mode of the icon TI. For example, when the icon TI is displayed in a first display mode (e.g., red), an icon highlight image 808a of the first mode may be added and a first sound may be output for a first period of time; when the icon TI is displayed in a second display mode (e.g., gold), an icon highlight image 808a of the second mode may be added and a second sound (different from the first sound) may be output for a second period of time. The same applies when an icon change effect is performed in which the display mode of the reserved icon HA changes. The reserved icon HA may change its display mode based on the results of a pre-determination at a predetermined timing when the reserved icon HA enters the starting slot or after entering the starting slot. When the reserved icon HA changes, an icon highlight image 808a of a mode corresponding to the display mode of the reserved icon HA is added and a sound may be output. The icon change effect in which the icon TI or reserved icon HA changes is not limited to the timing shown in the figure, but may also be performed at any timing, such as when the reserved icon enters the starting slot, when the effect pattern begins to change, before the pseudo-consecutive development, or after a reach is achieved.
[0265] In the pseudo-3 variable display effect, after the first effect symbol (for example, a "6" symbol) stops as the left symbol, a reach suggestion effect suggesting that a reach will be achieved may be performed (time point t3-2, FIG. 17(e)). The reach suggestion effect is an effect in which an effect symbol of the same type as the stopped left symbol moves from top to bottom in the right area while slowing down, leading to the expectation that the effect symbol of the same type will stop in the right area. In the reach suggestion effect, in addition to an effect in which the same effect symbol moves while slowing down in the right area, an effect may be performed that suggests the possibility of a reach being achieved using text or sound. During the execution of the reach suggestion effect, a reach suggestion emphasis effect is performed that emphasizes the reach suggestion effect. Specifically, as the reach suggestion emphasis effect, an emphasis image 804a that emphasizes the right symbol moving at a slow speed is added to the right symbol. Together with the display of this emphasis image 804a, a sound corresponding to the reach suggestion emphasis effect (a reach suggestion emphasis sound) is output. In addition, when a reach suggestion emphasis effect is being performed on the right symbol, a reach suggestion emphasis effect may also be performed on the left symbol.
[0266] After the reach suggestion effect, the first effect symbol (the "6" symbol) stops as the right symbol, and a reach is achieved (time t4, FIG. 17(f)). When this right symbol stops, a specific symbol emphasis effect may be performed in which an emphasis image 802a is added to the right symbol. A specific symbol emphasis effect sound is output in conjunction with the display of this emphasis image 802a. For example, if a similar effect symbol to the left symbol stops in the right region after the left symbol stops, a specific symbol emphasis effect of the same type as the left symbol may be performed on the right symbol. Furthermore, if a different effect symbol from the left symbol stops in the right region after the left symbol stops, an emphasis effect may not be performed on the right symbol, or a specific symbol emphasis effect of a different type from the specific symbol emphasis effect performed when the left symbol stopped may be performed. Furthermore, a specific symbol emphasis effect may be started when the right symbol stops, or a specific symbol emphasis effect may be started immediately before the right symbol stops, and the right symbol may stop during the execution of the specific symbol emphasis effect. Also, the specific symbol highlighting effect may be started immediately after the right symbol stops. The specific symbol highlighting effect performed when the right symbol stops may have a plurality of modes that suggest the likelihood of a jackpot. For example, the likelihood of a jackpot may vary depending on the color, shape, pattern, etc. of the highlighting image 802a. The likelihood of a jackpot may also vary depending on the specific symbol highlighting effect sound that is emitted while the highlighting image 802a is being displayed. When a reach is achieved, the highlighting image 802a may be added to the right symbol, and the highlighting image 802a may also be added to the stopped left symbol.
[0267] Immediately after a reach is established, a reach symbol emphasis effect is performed in which an emphasis image 810a that emphasizes the reach symbols (left symbol and right symbol) is added (time t4-1, FIG. 17(g)). In the reach symbol emphasis effect, an emphasis image 810a that is superimposed over the left symbol and the right symbol is displayed. At least a portion of the left symbol and the right symbol is hidden by the emphasis image 810a. In addition, in conjunction with the display of the emphasis image 810a, a sound corresponding to the reach symbol emphasis effect (reach symbol emphasis effect sound) is output. In addition, in conjunction with the display of the emphasis image 810a, a light emitting means may emit light in a predetermined manner. Note that there are multiple modes of the reach symbol emphasis effect that differ in the likelihood of a jackpot. The likelihood of a jackpot may differ depending on the color, shape, and pattern of the emphasis image 810a. In addition, there are multiple types of reach symbol emphasis effect sound, and the likelihood of a jackpot may differ depending on the type of reach symbol emphasis effect sound. As a reach symbol highlighting effect, letters or characters are displayed superimposed on the left and right symbols, and the probability of a big win may differ depending on the letters or characters.
[0268] After that, the highlighted image 810a is erased, the reach symbol highlighting effect ends, and the N reach symbol effect is performed. In the N reach symbol effect, the left and right symbols stop, and an effect in which the effect symbols change in the middle area is performed.
[0269] During the N reach effect, an N reach emphasis effect may be performed in which an emphasis image 811a is added to the reach symbols (the temporarily stopped left and right symbols) (time t4-2, FIG. 17(h)). In addition, as the emphasis image 811a is displayed, a sound corresponding to the N reach emphasis effect (N reach emphasis effect sound) is output. Note that the N reach emphasis effect may be performed on the changing middle symbol instead of (or in addition to) the reach symbol. After the N reach effect, there are cases where it is announced whether or not a jackpot has been achieved, and cases where it may further develop into a SP reach effect.
[0270] It should be noted that when the special symbol starts to change, predetermined background music begins to be output, and the predetermined background music continues until a reach is established (the start of the N reach effect), and continues during the N reach effect. In other words, the background music does not change before and after the start of the N reach effect. The predetermined background music may continue to be output during the reach effect symbol highlight effect, or the output of the background music may be temporarily suspended during the reach effect symbol highlight effect, and the output of the same background music may resume after the start of the N reach effect. Also, the volume of the predetermined background music may be lowered while the reach effect symbol highlight effect sound is being output, and the volume of the predetermined background music may be restored after the reach effect symbol highlight effect ends. It should be noted that the predetermined background music may be output from the start action until a reach is established, the output of the predetermined background music may end with the execution of the reach effect symbol highlight effect, and then background music for the N reach may be output during the N reach effect thereafter.
[0271] Note that a first specific symbol highlighting effect may be performed when the effect symbol stops in the left area, and a second specific symbol highlighting effect may be performed when the effect symbol stops in the right area. In the first specific symbol highlighting effect, an emphasis image 802a may be added to the effect symbol, and the effect symbol may operate in a first manner, and in the second specific symbol highlighting effect, an emphasis image different from the emphasis image 802a may be added to the effect symbol, and the effect symbol may operate in a second manner. In other words, the display manner may be different between the first specific symbol highlighting effect and the second specific symbol highlighting effect. On the other hand, the same sound (a common specific symbol highlighting effect sound) may be output when the first specific symbol highlighting effect and the second specific symbol highlighting effect are performed. Note that different specific symbol highlighting effect sounds may be output when the first specific symbol highlighting effect and the second specific symbol highlighting effect are performed.
[0272] Furthermore, when the effect symbol stops in the middle area, a third specific symbol highlight effect may be performed to highlight the middle symbol. The first specific symbol highlight effect and the third specific symbol highlight effect may have different display modes and may also have different specific symbol highlight effect sounds. Furthermore, the first specific symbol highlight effect and the third specific symbol highlight effect may have different display modes but the same specific symbol highlight effect sound. Furthermore, the first specific symbol highlight effect and the third specific symbol highlight effect may have the same display mode but different specific symbol highlight effect sounds.
[0273] 18 is an example of the effect from the start of fluctuation to the N reach effect in the normal mode, and is a diagram showing an example of the effect when a different effect symbol is used as the reach symbol. When a reach is established using a different effect symbol, the same effect as in FIG. 17 is basically executed, but the mode of the emphasis effect before and after the reach is established is different from FIG. 17.
[0274] As shown in FIG. 18, at time t2-1, when a "1" symbol stops as the left symbol, a specific symbol emphasis effect is performed in which an emphasis image 805a is added to the "1" symbol (FIG. 18(b)). The emphasis image 805a is an image different from the emphasis image 802a in FIG. 17(b). In addition, a specific symbol emphasis effect sound (a sound different from that when the emphasis image 802a is displayed) is output in conjunction with the display of the emphasis image 805a. Note that the display mode of the emphasis effect (emphasis image) may be the same when a first effect symbol (e.g., a "6" symbol) stops in the left area and when a second effect symbol (e.g., a "1" symbol) stops, and the specific symbol emphasis effect sound may also be the same. In addition, the display mode of the emphasis effect (emphasis image) may differ when a first effect symbol stops in the left area and when a second effect symbol stops, but the specific symbol emphasis effect sound may also be the same. Furthermore, when the first effect symbol stops in the left area and when the second effect symbol stops, the display mode of the emphasis effect (emphasis image) is the same, but the specific symbol emphasis effect sound may be different.
[0275] 18(e), after the second effect symbol (for example, a "1" symbol) stops as the left symbol, a reach suggestion effect is performed using the second effect symbol to suggest the establishment of a reach (time point t3-2). While the reach suggestion effect using the second effect symbol is being executed, a reach suggestion emphasis effect is performed to emphasize the reach suggestion effect. Specifically, as the reach suggestion emphasis effect, an emphasis image 806a that emphasizes the second effect symbol moving slowly in the right area is added to the second effect symbol. The emphasis image 806a is an image different from the emphasis image 804a added in the reach suggestion effect using the first effect symbol. Along with the display of this emphasis image 806a, a reach suggestion emphasis effect sound (a sound different from the reach suggestion emphasis effect sound when the emphasis image 804a is displayed) is output. When a reach suggestion emphasis effect is being executed for the right symbol, a reach suggestion emphasis effect may also be executed for the left symbol. Note that the display mode (emphasis image) of the emphasis effect when a reach suggestion effect is performed using the first effect symbol and the reach suggestion effect when a reach suggestion effect is performed using the second effect symbol may be different, but the reach suggestion emphasis effect sound may be the same. Also, the display mode (emphasis image) of the emphasis effect when a reach suggestion effect is performed using the first effect symbol and the reach suggestion emphasis effect when a reach suggestion effect is performed using the second effect symbol may be the same, and the reach suggestion emphasis effect sound may be the same. Also, the display mode (emphasis image) of the emphasis effect when a reach suggestion effect is performed using the first effect symbol and the reach suggestion emphasis effect when a reach suggestion effect is performed using the second effect symbol may be the same, but the reach suggestion emphasis effect sound may be different.
[0276] After the reach suggestion effect, a second effect symbol (for example, a "1" symbol) stops as the right symbol, and a reach is established (time t4, FIG. 18(f)). When this right symbol stops, a specific symbol emphasis effect is performed in which an emphasis image 805a is added to the right symbol as described above. In this way, the specific symbol emphasis effect performed on the right symbol when a reach is established differs depending on the symbol when the reach is established. Note that the display mode (emphasis image) of the specific symbol emphasis effect differs when a reach is established with the first effect symbol (for example, a "6" symbol) and when a reach is established with the second effect symbol (for example, a "1" symbol), but the specific symbol emphasis effect sound may be the same. Furthermore, the display mode of the specific symbol emphasis effect may be the same when a reach is established with the first effect symbol and when a reach is established with the second effect symbol, and the specific symbol emphasis effect sound may also be the same. Furthermore, when a reach is achieved with the first effect pattern and when a reach is achieved with the second effect pattern, the display mode of the specific pattern highlighting effect is the same, but the specific pattern highlighting effect sound may be different.
[0277] Immediately after a reach is established, a reach symbol emphasis effect is performed in which an emphasis image 812a that emphasizes the reach symbol (the second effect symbol stopped on the left and right) is added (time t4-1, FIG. 18(g)). The emphasis image 812a is an image different from the emphasis image 810a when the first effect symbol is displayed in a reach mode. In addition, with the display of the emphasis image 812a, a reach symbol emphasis effect sound (a sound different from the reach symbol emphasis effect sound while the emphasis image 810a is being displayed) is output. In this way, the reach symbol emphasis effect performed on the reach symbol after a reach is established differs depending on the reach symbol. Note that the display mode (emphasis image) of the reach symbol emphasis effect differs when a reach is established with the first effect symbol and when a reach is established with the second effect symbol, but the reach symbol emphasis effect sound may be the same. In addition, when a reach is achieved with the first effect symbol and when a reach is achieved with the second effect symbol, the display mode of the reach symbol highlight effect may be the same and the reach symbol highlight effect sound may also be the same.In addition, when a reach is achieved with the first effect symbol and when a reach is achieved with the second effect symbol, the display mode of the reach symbol highlight effect may be the same, but the reach symbol highlight effect sound may be different.
[0278] During the N reach effect, an N reach emphasis effect may be performed in which an emphasis image 813a is added to each reach pattern (second effect pattern that is temporarily stopped) (time point t4-2, FIG. 18(h)). The emphasis image 813a is an image different from the emphasis image 811a when the first effect pattern is displayed in a reach mode. In addition, along with the display of the emphasis image 813a, an N reach emphasis effect sound (a sound different from the N reach emphasis effect sound while the emphasis image 811a is being displayed) is output. In this way, the N reach emphasis effect performed on the effect pattern during the N reach differs depending on the reach pattern. Note that the display mode (emphasis image) of the N reach emphasis effect differs when the N reach effect is performed with the first effect pattern and when the N reach effect is performed with the second effect pattern, but the N reach emphasis effect sound may be the same. Furthermore, when an N reach performance is performed with the first performance symbol and when an N reach performance is performed with the second performance symbol, the display mode of the N reach emphasis performance may be the same and the N reach emphasis performance sound may also be the same. Furthermore, when an N reach performance is performed with the first performance symbol and when an N reach performance is performed with the second performance symbol, the display mode of the N reach emphasis performance may be the same, but the N reach emphasis performance sound may be different.
[0279] After the N-reach performance, it may be announced whether or not there has been a jackpot, or it may develop further into an SP-reach performance.
[0280] Next, the effects when the special mode is set will be described. When the special mode is set, emphasis effects different from those in Figures 17 and 18 are performed.
[0281] Fig. 19 is a diagram showing an example of the effect from the start of fluctuation to the N-reach effect in the special mode. Fig. 20 is a diagram showing an example of the effect from the start of fluctuation to the N-reach effect in the special mode, in which a different effect symbol is used as the reach symbol.
[0282] As shown in Figures 19 and 20, in the special mode, a special background image is displayed as the background image. Also, in the special mode, a different type of effect pattern is used than in the normal mode. Note that in the special mode, the display mode of either the background image or the effect pattern may be different from that in the normal mode. Also, a part of the background image and / or a part of the effect pattern may be different between the normal mode and the special mode. Also, although not shown, in the special mode, the mode display 708 becomes the mode display 708 for the special mode.
[0283] Furthermore, when Fig. 17 is compared with Fig. 19, the emphasis images used for each emphasis effect are different. Furthermore, when Fig. 18 is compared with Fig. 20, the emphasis images used for each emphasis effect are different.
[0284] For example, the emphasized images 800a to 804a, 807a, 808a, 810a, and 811a used in Fig. 17 may be replaced with emphasized images 800b to 804b, 807b, 808b, 810b, and 811b, respectively, in Fig. 19. Furthermore, the emphasized images 805a, 806a, 812a, and 813a used in Fig. 18 may be replaced with emphasized images 805b, 806b, 812b, and 813b, respectively, in Fig. 20. Furthermore, in the special mode, the sound played when each emphasized image is displayed differs from that in the normal mode. Furthermore, the output time (length) of each sound may also differ.
[0285] Note that the display mode of the highlighting effect (highlighted image) may be different when a performance is being performed in normal mode and when a performance is being performed in special mode, while the sound used while the highlighting image is displayed may be the same. Also, the display mode of the highlighting effect may be the same when a performance is being performed in normal mode and when a performance is being performed in special mode, while the sound used while the highlighting image is displayed may be different. Also, the display mode of the highlighting effect (highlighted image) may be the same when a performance is being performed in normal mode and when a performance is being performed in special mode, and the sound used while the highlighting image is displayed may also be the same.
[0286] As described above, the gaming machine 1 of this embodiment can execute an emphasis effect (e.g., a start emphasis effect) that emphasizes a performance symbol (e.g., a right symbol) during the variable display of a performance symbol (e.g., a left symbol). The display mode of the emphasis effect differs when the effect is executed in normal mode and when the effect is executed in special mode, and the sound that is produced during the execution of the emphasis effect also differs. The sound output duration also differs. That is, in normal mode, a first emphasis effect can be executed on the performance symbol, and in special mode, a second emphasis effect can be executed on the performance symbol. The first emphasis effect and the second emphasis effect have different display modes, different display durations, different types of sounds, and different sound output durations (lengths).
[0287] In addition, in the normal mode, when a first effect symbol (e.g., a "6" symbol) temporarily stops in a specific area and when a second effect symbol (e.g., a "1" symbol) temporarily stops in a specific area, the display mode of the specific symbol highlight effect may be different, but the specific symbol highlight effect sound during execution of the specific symbol highlight effect may be the same. For example, as shown in FIG. 17(b), when a first effect symbol (a "6" symbol) temporarily stops in a specific area (left area), an emphasis image 802a is added to the first effect symbol. On the other hand, as shown in FIG. 18(b), when a second effect symbol (a "1" symbol) temporarily stops in a specific area (left area), an emphasis image 805a is added to the second effect symbol. In this case, the specific symbol highlight effect sound may be the same when a specific symbol highlight effect is performed for the first effect symbol and when a specific symbol highlight effect is performed for the second effect symbol. In addition, the specific pattern emphasis effect is performed even when the effect pattern temporarily stops in an area other than the specific area, and the display mode of the specific pattern emphasis effect differs when the first effect pattern stops and when the second effect pattern stops, but the specific pattern emphasis effect sound may be the same.
[0288] In addition, while the display mode (highlighted image) of the specific symbol highlight effect for the first effect symbol is different when the effect is being executed in the normal mode and when the effect is being executed in the special mode, the specific symbol highlight effect sound may be common. In addition, while the display mode of the specific symbol highlight effect for the second effect symbol is different when the effect is being executed in the normal mode and when the effect is being executed in the special mode, the specific symbol highlight effect sound may be common.
[0289] For example, when the effect is being performed in the normal mode, an emphasis image 802a is added to the first effect symbol (for example, the "6" symbol) as shown in Fig. 17(b), and when the effect is being performed in the special mode, an emphasis image 802b is added to the first effect symbol (for example, the "6" symbol) as shown in Fig. 19(b). On the other hand, for the specific symbol emphasis effect sound, a sound common to the normal mode and the special mode may be output.
[0290] 18(b), in the normal mode, an emphasis image 805a is added to the second effect symbol (for example, the "1" symbol). On the other hand, as shown in FIG. 20(b), in the special mode, an emphasis image 805b is added to the second effect symbol (for example, the "1" symbol). On the other hand, for the specific symbol emphasis effect sound, a common sound may be output in the normal mode and the special mode.
[0291] In other words, while the display mode of the specific pattern highlighting effect differs when the first effect pattern stops in normal mode, when the second effect pattern stops in normal mode, when the first effect pattern stops in special mode, and when the second effect pattern stops in special mode, the sound used during the execution of the specific pattern highlighting effect may be the same.
[0292] In addition, when the effect is being executed in the normal mode and when the effect is being executed in the special mode, the display mode (highlighted image) of the specific symbol highlight effect for the first effect symbol may be made common, while the specific symbol highlight effect sound may be made different. Also, when the effect is being executed in the normal mode and when the effect is being executed in the special mode, the display mode of the specific symbol highlight effect for the second effect symbol may be made common, while the specific symbol highlight effect sound may be made different.
[0293] Furthermore, when a specific symbol highlighting effect is performed for a third effect symbol (e.g., a "2" symbol) and when a specific symbol highlighting effect is performed for a first effect symbol (e.g., a "6" symbol), the display mode (highlighted image) of the specific symbol highlighting effect may be different, and the specific symbol highlighting effect sound may be different. The output time (length) of the sound may also be different. Furthermore, when the first effect symbol stops and when the second effect symbol stops, the sound during the execution of the specific symbol highlighting effect may be the same, while when the first effect symbol stops and when the third effect symbol stops, the sound during the execution of the specific symbol highlighting effect may be different. In this case, when the first to third effect symbols stop, the mode of the specific notification (specific notification image and specific notification sound) when the notification condition is met is the same.
[0294] In addition, the specific pattern emphasis effect sound may be different when a specific pattern emphasis effect is performed on the first effect pattern in normal mode, when a specific pattern emphasis effect is performed on the third effect pattern in normal mode, when a specific pattern emphasis effect is performed on the first effect pattern in special mode, and when a specific pattern emphasis effect is performed on the third effect pattern in special mode.
[0295] In addition, the display mode (highlighted image) of the specific symbol highlight effect for the third effect symbol may be made different between the normal mode and the special mode, and the specific symbol highlight effect sound may be made different. Also, the display mode (highlighted image) of the specific symbol highlight effect for the third effect symbol may be made common between the normal mode and the special mode, while the specific symbol highlight effect sound may be made different.
[0296] Furthermore, the gaming machine 1 of this embodiment can execute an icon change effect that changes the reserved icon or the icon (corresponding display corresponding to the acquired information) (FIG. 17(d)). In the icon change effect, the icon is changed to one of a plurality of display modes, including a first display mode and a second display mode. When the icon change effect is executed, an icon highlight effect that displays an icon highlight image (808a) around the icon can be executed. The display mode of the icon highlight effect can be made different when the icon is displayed in the first display mode and when it is displayed in the second display mode, and the sound played during the icon highlight effect can be made different. That is, when the icon is displayed in the first display mode, the icon highlight effect of the first display mode is displayed and a first sound is output for a first period of time, and when the icon is displayed in the second display mode, the icon highlight effect of the second display mode is displayed and a second sound is output for a second period of time. Meanwhile, the specific notification mode when the notification condition is met is the same when the icon is displayed in the first display mode and when it is displayed in the second display mode.
[0297] Furthermore, the gaming machine 1 of this embodiment can display icon highlight images in different ways depending on whether the game is in normal mode or special mode. When an icon change effect is performed, a first icon highlight image or a second icon highlight image can be displayed when the normal mode is set, and a third icon highlight image or a fourth icon highlight image can be displayed when the special mode is set. Different sounds can be output while each icon highlight image is displayed. Furthermore, regardless of which icon highlight image is displayed, a specific notification is performed in the same way when the notification condition is met.
[0298] In addition, before the N reach effect is performed, a reach suggestion effect is performed that suggests an N reach effect. In the reach suggestion effect, an effect is performed in which a similar effect pattern to the effect pattern that stopped in the left area stops in the right area (an effect that makes you expect that the similar effect pattern to the effect pattern that stopped in the left area will stop in the right area). In the reach suggestion effect, a reach suggestion emphasis effect is performed that emphasizes the effect pattern. The effect mode (the emphasized image and the sound that accompanies the display of the emphasized image) of the reach suggestion emphasis effect differs between when the reach suggestion effect is performed using the first effect pattern and when the reach suggestion effect is performed using the second effect pattern (FIGS. 17(e) and 18(e)). In addition, the effect mode of the reach suggestion emphasis effect differs between the normal mode and the special mode. Specifically, in the normal mode, when the reach suggestion effect is performed using the first effect pattern, the reach suggestion emphasis effect is performed in a first mode, and when the reach suggestion effect is performed using the second effect pattern, the reach suggestion emphasis effect is performed in a second mode. Furthermore, in the special mode, when a reach suggestion effect is performed using the first effect symbol, the reach suggestion emphasis effect is performed in the third manner, and when a reach suggestion effect is performed using the second effect symbol, the reach suggestion emphasis effect is performed in the fourth manner. Note that, in the normal mode or the special mode, when a reach suggestion effect is performed using the first effect symbol and when a reach suggestion effect is performed using the second effect symbol, the display manner (emphasized image) of the reach suggestion emphasis effect may be different, while the reach suggestion emphasis effect sound may be the same. Also, in the normal mode or the special mode, when a reach suggestion effect is performed using the first effect symbol and when a reach suggestion effect is performed using the second effect symbol, the display manner (emphasized image) of the reach suggestion emphasis effect may be the same, but the reach suggestion emphasis effect sound may be different.
[0299] Furthermore, as a result of the reach suggestion effect, when two effect symbols are displayed in a reach state (i.e., when a reach is established), a specific symbol highlight effect is performed on the stopped right symbol. Specifically, in the normal mode, when the first effect symbol is displayed in a reach state, a specific symbol highlight effect is performed in the first state, and when the second effect symbol is displayed in a reach state, a specific symbol highlight effect is performed in the second state (Fig. 17(f), Fig. 18(f)). Furthermore, in the special mode, when the first effect symbol is displayed in a reach state, a specific symbol highlight effect is performed in the third state, and when the second effect symbol is displayed in a reach state, a specific symbol highlight effect is performed in the fourth state (Fig. 19(f), Fig. 20(f)).
[0300] In addition, in this embodiment, when the effect symbols are displayed in a reach mode, an emphasis effect (a specific symbol emphasis effect when a reach is achieved, or a reach symbol emphasis effect) that emphasizes the effect symbol is performed. There are multiple effect modes for the emphasis effect when the effect symbols are displayed in a reach mode. For example, when a reach is achieved, a specific symbol emphasis effect is performed in a first display mode for the right symbol, or a specific symbol emphasis effect is performed in a second display mode with a higher expectation level than the first display mode. Furthermore, after a reach is achieved, a reach symbol emphasis effect is performed for the left symbol and the right symbol in a first display mode, or a second display mode with a higher expectation level than the first display mode. When the emphasis effect (a specific symbol emphasis effect when a reach is achieved, or a reach symbol emphasis effect) is performed in the first display mode, the sound corresponding to the emphasis effect is different from when it is performed in the second display mode. Note that while the display mode of the emphasis effect is different, the sound corresponding to the emphasis effect may be the same. Furthermore, the display mode of the emphasis effect may be the same, but the sound corresponding to the emphasis effect may be different.
[0301] In addition, in the normal mode, the highlighting effect when the effect symbol is displayed in a reach state can be executed in a first display state and a second display state having a higher expectation level than the first display state, and in the special mode, the highlighting effect when the effect symbol is displayed in a reach state can be executed in a third display state and a fourth display state having a higher expectation level than the third display state. In this case, the sound corresponding to the highlighting effect may be different in the first to fourth display states. Furthermore, when the highlighting effect is executed in any of the first to fourth display states, the sound corresponding to the highlighting effect may be the same.
[0302] Next, the effects after the N reach effect will be explained. Fig. 21 is a diagram showing an example of a timing chart of the effects after the SP reach effect in normal mode. Fig. 22 is a diagram showing an example of the effects after the SP reach effect in normal mode, and is a diagram showing an example of an image displayed on the screen at each timing in Fig. 21. Fig. 23 is a diagram showing an example of the effect when a reach effect is performed using an effect pattern different from that in Fig. 22.
[0303] As shown in FIG. 22, when the SP reach effect starts at time t5, a title display showing the title of the SP reach effect is displayed (FIG. 22(a)). There are multiple types of SP reach effects with different expectation levels, and each SP reach effect has a corresponding title display. At time t5, a title corresponding to the SP reach effect being executed is displayed. Here, although not shown, a title emphasis image that emphasizes the title of the SP reach effect may be added and sound may be output. The title emphasis image may be an image that is superimposed on part or all of the title display, or may be an image that is added to the periphery of the title display. The display mode of the title emphasis image may differ depending on the title display. When a title emphasis image is added to a title display, the expectation level of a jackpot may be higher (or lower) than when it is not added. The expectation level may be the same when a title emphasis image is added and when it is not added. In addition, BGM for the SP reach begins to be output in response to the start of the SP reach effect.
[0304] Furthermore, during the SP reach performance, the icon TI continues to be displayed. If the icon TI has changed from a normal mode to a special mode before the start of the SP reach performance, the icon TI in the special mode continues to be displayed. If an icon emphasis image 808a has been added to the icon TI before the start of the SP reach performance, the icon emphasis image 808a will also be added during the SP reach performance. The display mode of the icon TI may change at the start of the SP reach performance or during the SP reach performance.
[0305] After the SP reach effect starts, a roulette effect is performed in the middle area during the SP reach effect, in which multiple effect symbols change. For example, as shown in FIG. 22(b), a roulette effect is performed in the middle area using effect symbols of the same type as those on the left and right ("6" symbol), effect symbols different from those on the left and right ("7" symbol), and development symbols suggesting development to an SPSP reach effect. In the roulette effect, an SP highlight effect that highlights the effect symbols changing in the middle area may be performed on each effect symbol. In the SP highlight effect, an emphasis image is added to each symbol constituting the roulette effect. Note that the SP highlight effect may not be performed in the roulette effect. In the roulette effect, the probability of a jackpot may differ depending on whether or not an emphasis image is added to each symbol.
[0306] For example, as shown in FIG. 22(b), in the middle area, an emphasis image 820a is added to the changing "6" symbol, an emphasis image 821a is added to the changing "7" symbol, and an emphasis image 822a is added to the changing developing symbol. Each emphasis image is moved so as to follow the movement of the effect symbol. For example, each emphasis image may be displayed so as to be superimposed on each effect symbol, or may be displayed around each effect symbol. Furthermore, each emphasis image is displayed so that a portion of it overlaps with another. While each emphasis image is displayed, a common sound (SP emphasis effect sound) is output. Furthermore, even during this effect, if the notification condition is met, a specific notification is made.
[0307] Next, as a result of the roulette effect, an SPSP development suggestion effect is executed, which suggests development to an SPSP reach effect (time t5-2, FIG. 22(c)). In the SPSP development suggestion effect, an effect is executed in which a development symbol stops in the middle area. Also, a development suggestion emphasis effect may be executed in which an emphasis image 823a is added to the development symbol. A sound corresponding to the development suggestion emphasis effect is output while this emphasis image 823a is displayed. When the development suggestion emphasis effect is executed, the expectation of a jackpot may be higher than when the development suggestion emphasis effect is not executed. Also, the development suggestion emphasis effect may have multiple modes with different expectation levels. Note that, in the SPSP development suggestion effect, the development symbol may stop in the middle area, and an emphasis image (for example, emphasis image 825a in FIG. 22(e)) may be added to the reach symbol (the effect symbol that is temporarily stopped on the left and right). Also, when the development symbol stops and the development suggestion emphasis effect is executed, the background music for the SP reach is stopped. In addition, when a jackpot is announced in the SP reach effect, if the same effect symbols on the left and right stop in the middle area as a result of the roulette effect, it is a jackpot. In this case, as described above, a jackpot effect is emphasized. Also, if the effect symbols different from the left and right stop in the middle area as a result of the roulette effect, it is a miss. Note that after the effect symbols different from the left and right stop in the middle area, it may develop into an SPSP reach effect. Also, if a special miss has been won, when the effect symbols different from the left and right stop in the middle area, an emphasis effect is performed on the effect symbols suggesting a miss, and the game may transition to a low-base time-saving state.
[0308] After the development symbol stops in the middle area, a bonus effect is performed (time t5-3, FIG. 22(d)). In the bonus effect, the first movable member 73a and the second movable member 73b move from their standby positions to a performance position in front of the screen (the center of the screen) and operate at that performance position. As the first movable member 73a and the second movable member 73b move, multiple LEDs are illuminated in a predetermined illumination pattern, causing the first movable member 73a and the second movable member 73b to emit light. A bonus effect highlighting image 824a that highlights the first movable member 73a is displayed on the screen behind the first movable member 73a. The bonus effect highlighting image 824a is displayed around the first movable member 73a as seen by the player. A bonus effect operation sound is output in conjunction with the display of the bonus effect highlighting image 824a. The first movable member 73a has multiple illumination modes, and the display mode of the bonus effect highlighting image 824a may differ depending on each illumination mode. The light emission mode of the first movable member 73a and the display mode of the bonus feature image 824a may be, for example, blue, green, and red, in which order the probability of a big win increases. Even during this bonus feature performance, if the notification condition is met, a specific notification will be made. Note that the bonus feature performance at time t5-3 may be executed immediately before time t5 (i.e., before the start of the SP reach performance).
[0309] Next, the title of the SPSP reach effect is displayed, and the SPSP reach effect begins (time t6, FIG. 22(e)). As the SPSP reach effect begins, background music for the SPSP reach effect is output. There are multiple types of SPSP reach effect with different degrees of expectation, and each SPSP reach effect has a corresponding title display. At time t6, the title corresponding to the SPSP reach effect being executed is displayed. Here, although not shown in the figure, a title emphasis image that emphasizes the title of the SPSP reach effect may be added and sound may be output. The title emphasis image may be an image that is superimposed on part or all of the title display, or may be an image that is added to the periphery of the title display. Furthermore, the display mode of the title emphasis image may differ depending on the title display. Furthermore, when a title emphasis image is added to a title display, the expectation of a jackpot may be higher (or lower) than when a title emphasis image is not added. Furthermore, the expectation may be the same when a title emphasis image is added and when it is not added.
[0310] Also, as shown in FIG. 22(e), in the SPSP reach effect, an emphasis effect may be performed in which an emphasis image 825a that emphasizes the reach symbol is added. This emphasis image 825a may be added to the reach symbol during the SP reach effect of FIGS. 22(a) to 22(c). When the emphasis image 825a is added to the reach symbol, the expectation of a jackpot is higher than when the emphasis image 825a is not added to the reach symbol. Note that when the emphasis image 825a is added to the reach symbol, the expectation of a jackpot may be lower than when the emphasis image 825a is not added, or it may be the same. Also, there are multiple types of emphasis images 825a that can be added to the reach symbol, and the expectation of a jackpot may be different or the same depending on the type of emphasis image 825a added.
[0311] It should be noted that when an SPSP reach effect is performed using different reach symbols, the same emphasized image 825a may be added to the reach symbols. For example, as shown in FIG. 23, when an SPSP reach effect is performed using a "7" symbol, an emphasized image 825a is added to the "7" symbol. It should be noted that the probability of adding the emphasized image 825a to the reach symbol may differ depending on the reach symbol. For example, the probability of adding the emphasized image 825a may be higher for the "7" symbol than for the "6" symbol. It should be noted that the manner of the emphasized image 825a may differ depending on the reach symbol. For example, a first emphasized image 825a may be added to the "6" symbol, and a second emphasized image 825a may be added to the "7" symbol.
[0312] During the SPSP reach effect, a background image corresponding to the SPSP reach effect is displayed, and a video corresponding to the SPSP reach effect is displayed. For example, a video effect of characters fighting each other is displayed. At the end of the video effect, a center pattern effect is performed in the center area using the same effect symbols ("6" symbol) as the left and right, and a different effect symbol ("7" symbol) from the left and right (time t6-1, FIG. 22(f)). For example, as a center pattern effect, an effect in which two effect symbols push against each other is performed. In the center pattern effect, a center pattern emphasis effect in which an emphasis image that emphasizes each effect symbol is added may be performed for each effect symbol. For example, when one of two effect symbols pushes against the other, an emphasis image is added to one effect symbol, and when the other pushes against the other, a different emphasis image is added to the other effect symbol. Note that the probability of a jackpot may differ depending on whether an emphasis image is added to the effect symbol or not.
[0313] Specifically, as shown in FIG. 22(f), different highlighting images are added to the two effect symbols used in the center symbol effect. For example, highlighting image 826a is added to the "6" symbol, and highlighting image 827a is added to the "7" symbol. Each highlighting image may be displayed so as to be superimposed on each effect symbol, or may be displayed around each effect symbol. When highlighting image 826a is added to the "6" symbol, highlighting image 827a is not added to the "7" symbol, and when highlighting image 827a is added to the "7" symbol, highlighting image 826a is not added to the "6" symbol. In other words, highlighting image 826a and highlighting image 827a are not displayed simultaneously. In this case, when highlighting image 826a is displayed and when highlighting image 827a is displayed, a common sound (center symbol highlighting effect sound) corresponding to the center symbol highlighting effect is output. The same emphasized images 826a and 827a are added regardless of the type of effect symbol used in the middle symbol effect. For example, in the SPSP reach effect shown in FIG. 22, a "6" symbol is used as the reach symbol, and a middle symbol effect using a "6" symbol and a "7" symbol is performed in the SPSP reach effect. In this case, emphasized image 826a is added to the "6" symbol, and emphasized image 827a is added to the "7" symbol. In the SPSP reach effect in the variable effect related to another special symbol determination, a "2" symbol is used as the reach symbol, and a middle symbol effect using a "2" symbol and a "3" symbol may be performed. In this case, the same emphasized image 826a is added to the "2" symbol, which indicates a jackpot, and the same emphasized image 827a is added to the "3" symbol, which indicates a loss. That is, regardless of the type of reach symbol, an emphasis image 826a is added to the effect symbol that is the same as the reach symbol, and an emphasis image 827a is added to the effect symbol that is different from the reach symbol. Note that an emphasis image corresponding to each effect symbol is prepared, and an emphasis image corresponding to the effect symbol used in the middle symbol effect may be added to that symbol. For example, an emphasis image 826a corresponding to the "6" symbol, an emphasis image 827a corresponding to the "7" symbol, and another emphasis image corresponding to the "8" symbol may be prepared. During this effect, if the notification condition is met, a specific notification is made in the same manner as above.
[0314] The center symbol effect is not limited to two symbols, but may be performed using three or more symbols. In this case, a different emphasized image is added to each symbol. When an emphasized image is added to one symbol and displayed, even if other symbols are displayed, emphasized images are not added to the other symbols. Alternatively, when an emphasized image is added to one symbol and displayed, the other symbols are not displayed, and the emphasized images corresponding to the other symbols may not be displayed. Even in this case, a common sound is output while any one emphasized image is displayed. Furthermore, two or more emphasized images may be displayed simultaneously. For example, when a "6" symbol and a "7" symbol are displayed simultaneously in the center region, emphasized images 826a and 827a may be displayed simultaneously. In this case, for example, there are times when the "6" symbol and its emphasized image 826a are primarily displayed, and times when the "7" symbol and its emphasized image 827a are primarily displayed, and a common sound is output regardless of which symbol and its emphasized image are primarily displayed.
[0315] Next, at time t6-2 at the end of the SPSP reach effect, a button tilt effect is performed ( FIG. 22( g)). The button tilt effect is an effect that is performed before an operation effect that prompts the player to press the effect button 17, and is an effect that builds anticipation for the operation effect. In the button tilt effect, a button partial image 712 that resembles the effect button 17 moves from the left or right to the center of the screen. The button partial image 712 is an image that shows a part of the button image 710, and may be a part of the button image 710 or an image of the button image 710 made semi-transparent. The button image 710 is formed by overlapping a plurality of button partial images 712. In addition, in the button tilt effect, a button tilt emphasis effect may be performed in which an emphasis image 828a that emphasizes the button partial image 712 is displayed. A sound corresponding to the button tilt emphasis effect is output while the emphasis image 828a is displayed. The emphasis image 828a moves in accordance with the movement of the button partial image 712. The emphasis image 828a may be displayed around the button partial image 712, or may be displayed superimposed on the button partial image 712. During this effect, if the notification condition is met, a specific notification is made in the same manner as described above.
[0316] Although not shown, there are multiple modes of the button highlighting effect, and the button highlighting effect can be executed in any of the multiple modes. For example, in a first mode of button highlighting effect, a first highlight image 828a is displayed and a first sound is output, and in a second mode of button highlighting effect, a second highlight image 828a is displayed and a second sound is output. The degree of expectation may differ depending on the mode of the button highlighting effect.
[0317] There are multiple modes for the button tilt effect. For example, in a first button tilt effect, the button partial image 712 may be displayed moving from the left and right, and in a second button tilt effect, the button partial image 712 may be displayed moving from the top and bottom. When the first button tilt effect is performed and when the second button tilt effect is performed, different highlighted images 828a may be displayed and different sounds may be output.
[0318] When two button partial images 712 overlap and stop in the center of the screen, the button image 710 imitating the effect button 17 is completed, and operation of the effect button 17 becomes valid. On the other hand, when the two button partial images 712 pass each other without overlapping, the button image 710 is not completed, and operation of the effect button 17 becomes invalid.
[0319] When the button image 710 is completed, an operation effect is performed to prompt the player to press the effect button 17 (time t7, FIG. 22(h)). When an operation effect is performed, the likelihood of a jackpot is higher than when an operation effect is not performed. Note that when an emphasis image 828a is displayed in the button prompting effect, the operation effect may be performed more easily than when it is not displayed. Also, when an emphasis image 828a is displayed in the button prompting effect, the operation effect may always be performed. There are multiple modes of operation effect. For example, there is a first change mode operation effect in which the display mode of the button image changes in a first cycle as the button image 710 flashes. There is also a second change mode operation effect in which the display mode of the button image changes in a second cycle as the button image 710 moves up and down (changing between a non-operation state and an operation state). There are also modes of operation effect that suggest the degree of expectation. For example, there is a normal color mode operation effect in which the button image 710 is displayed in a normal color, and a red mode operation effect in which the button image 710 is displayed in a red color, which has a higher expectation than the normal color. There may be multiple other modes as well. In addition, in the operation presentation, an operation valid period image 711 indicating the operation valid period is displayed.
[0320] 22(h), a button highlighting effect may be executed to display an emphasis image 829a that highlights the button image 710. At this time, a sound is output in association with the display of the emphasis image 829a. The emphasis image 829a is displayed around the button image 710. Even when the button image 710 changes periodically (for example, moves up and down), the emphasis image 829a does not change periodically and is displayed in a fixed area. The emphasis image 829a may be displayed superimposed on the button image 710. In this case, the emphasis image 829a changes periodically in conjunction with the periodic movement of the button image 710. Furthermore, when the emphasis image 829a is displayed, the expectation of a jackpot is higher than when the emphasis image 829a is not displayed. When the emphasis image 829a is displayed, the jackpot may be confirmed. Furthermore, when the emphasis image 829a is displayed, the effect button 17 may vibrate. When the emphasis image 829a is displayed, the expectation of a jackpot may be lower or the same as when the emphasis image 829a is not displayed. The emphasized image 829a may have a plurality of modes that suggest the probability of a big win. During this effect, if the notification condition is met, a specific notification is made in the same manner as above.
[0321] In this embodiment, the operation effects include a short button press operation effect that prompts a single press of the effect button 17, a rapid press operation effect that prompts repeated presses of the effect button 17, and a long button press operation effect that prompts a long press of the effect button 17. Figures 22(h) and 23(h) show cases where a short button press operation effect is performed.
[0322] When a rapid-press operation effect is performed in FIG. 22(h), a button image 710 resembling the effect button 17 is displayed, and images or text encouraging the player to repeatedly press the effect button 17 are displayed, or a sound encouraging the player to repeatedly press the effect button 17 is output. In the rapid-press operation effect, the display mode of the button image 710 changes at a predetermined cycle, and this cycle is shorter (or longer) than the cycle of the change in the display mode when a short-press button operation effect is performed. For example, the rapid-press operation effect includes a rapid-press operation effect of a first change mode and a rapid-press operation effect of a second change mode. In the rapid-press operation effect of the first change mode, the button image 710 may be displayed flashing at a third cycle that is shorter than the first cycle. In the rapid-press operation effect of the second change mode, the button image 710 may move up and down at a fourth cycle that is shorter than the second cycle. During the rapid-press operation effect, a rapid-press response effect is performed in response to a single press of the effect button 17. For example, as the rapid-press response effect, an effect in which a gauge fills up in response to a single press of the effect button 17 is performed. When the gauge is filled to its maximum value by pressing the button multiple times, a jackpot is announced, and when the valid operation period has elapsed without the gauge filling to its maximum value, a loss is announced. Furthermore, when a rapid-fire operation effect is performed, if the valid operation period has elapsed without the effect button 17 being operated, a jackpot or loss is announced according to the result of the special symbol determination. When such a rapid-fire operation effect is performed, each time the effect button 17 is pressed, an emphasis image different from the emphasis image 829a is added to the button image 710, and a sound corresponding to the emphasis image is output. Furthermore, each time the effect button 17 is pressed, the color of the button image 710 may change, the effect button 17 may emit light, or the effect button 17 may vibrate.
[0323] 22(h), when a long button press operation effect is performed, a button image 710 resembling the effect button 17 is displayed, and images and text prompting the player to press and hold the effect button 17 are displayed, and audio prompting the player to press and hold the effect button 17 is output. When a long button press operation effect is performed, a long press response effect is performed in response to the long press of the effect button 17. For example, as a long press response effect, an effect in which multiple component images gather together is performed depending on the time the effect button 17 is pressed. When a predetermined number of component images gather to complete one overall image by long pressing the button, a jackpot is announced, and when the effective operation period has elapsed without the overall image being completed, a loss is announced. When a long button press operation effect is performed, and the effective operation period has elapsed without the effect button 17 being operated, a jackpot or loss is announced depending on the result of the special pattern determination. When such a long button press operation effect is performed, an emphasis image (an image different from the emphasis image displayed in the above-mentioned short button press operation effect and rapid button press operation effect) is added to the button image 710 according to the elapsed time since the effect button 17 was long pressed, and a sound according to the emphasis image is output. Furthermore, according to the elapsed time since the effect button 17 was long pressed, the color of the button image 710 may change, the light emission mode of the effect button 17 may change, the effect button 17 may vibrate, or the vibration mode may change.
[0324] As shown in FIG. 22(i), if the result of the special symbol determination is a jackpot, a jackpot is announced in response to a single press of the effect button 17 during the short button press operation effect, or in response to the passage of the operation valid period (time t8). Here, the same type of "6" symbol as on the left and right stops in the middle area. When the middle symbol stops, an emphasis image 830a is added to the middle symbol and a sound is output, resulting in a jackpot announcement emphasis effect. The emphasis image 830a is displayed so as to be superimposed on the middle symbol indicating a jackpot. During this effect, if the announcement conditions are met, a specific announcement is made in the same manner as above.
[0325] In FIG. 22, a "6" symbol is used as the reach symbol. However, when a reach effect is executed using a "7" symbol, for example, the same "7" symbol as on the left and right stops in the center area as shown in FIG. 23(i). When the "7" symbol stops as the center symbol, a jackpot notification highlight effect is performed on the center symbol. The jackpot notification highlight effect when the "7" symbol stops and a jackpot is notified differs in presentation mode from the jackpot notification highlight effect when the "6" symbol stops and a jackpot is notified. Specifically, a highlight image 831a different from the highlight image 830a is added to the "7" symbol, and a different sound is output. For example, when a reach effect is performed using an even number symbol and the even number symbol stops in the middle area to notify a jackpot, an emphasized image 830a may be added to the middle symbol and a first sound may be output, and when a reach effect is performed using an odd number symbol and the odd number symbol stops in the middle area to notify a jackpot, an emphasized image 831a may be added to the middle symbol and a second sound may be output. Also, different emphasized images may be added and different sounds may be output for a "7" symbol and a symbol other than a "7." Also, when a jackpot is notified by a symbol other than a "7," the same emphasized image may be added and the same sound may be output.
[0326] After the center symbol indicating a jackpot stops, a bonus effect is performed (time t8-1, FIG. 22(j)). In this bonus effect, the first movable member 73a and the second movable member 73b move from their standby positions to a performance position in front of the screen (the center of the screen) and operate at that performance position. As the first movable member 73a and the second movable member 73b move, multiple LEDs are illuminated in a specific illumination pattern, causing the first movable member 73a and the second movable member 73b to emit light. In addition, bonus operation sounds are output in conjunction with the operation of the first movable member 73a and the second movable member 73b. Here, the first movable member 73a and the second movable member 73b operate in the same manner as in FIG. 22(d), but the LED illumination pattern is different from that of the bonus effect in FIG. 22(d). A bonus highlighting image 835a that highlights the first movable member 73a is displayed on the screen behind the first movable member 73a. The reel emphasis image 835a is an image different from the reel emphasis image 824a displayed in FIG. 22(d). Furthermore, a reel operation sound is output in conjunction with the operation of the first movable member 73a and the second movable member 73b. The reel operation sound output here is a sound different from the reel operation sound output in FIG. 22(d). Note that the operation modes of the first movable member 73a and the second movable member 73b may be different between FIG. 22(j) and FIG. 22(d). Furthermore, the LED light emission pattern may sometimes be the same between FIG. 22(j) and FIG. 22(d). Furthermore, the reel emphasis image displayed may sometimes be the same between FIG. 22(j) and FIG. 22(d). Furthermore, the reel operation sound output may sometimes be the same between FIG. 22(j) and FIG. 22(d). Furthermore, during this reel performance, if the notification condition is met, a specific notification is made in the same manner as described above.
[0327] Next, at time t8-2, a performance symbol suggesting a jackpot is displayed and a jackpot symbol highlighting performance A is performed in which an emphasis image 850a is added (FIG. 22(k)). Along with the display of the emphasis image 850a, a jackpot symbol highlighting performance sound A is output. The jackpot symbol highlighting performance A at time t8-2 is as described above.
[0328] 23(k), when a reach effect is executed using a different effect symbol (for example, a "7" symbol), an emphasized image 856a different from the emphasized image 850a is displayed in the jackpot symbol emphasized effect A. In addition, accompanying the display of the emphasized image 856a, a sound corresponding to the emphasized image 856a is output. Note that, regardless of which effect symbol is used to execute the reach effect, the same emphasized image 850a may be displayed in the jackpot symbol emphasized effect A and the same jackpot symbol emphasized effect sound A may be output.
[0329] Further thereafter, a re-lottery effect may be performed (time t9-1, FIG. 22(l)). In the re-lottery effect, a plurality of combinations of three effect symbols suggesting a jackpot are displayed in a variable manner. In this re-lottery effect, a re-lottery pattern emphasis effect may be performed in which an emphasis image 855a is added to the effect symbol suggesting a jackpot. The emphasis image 855a is displayed so as to be superimposed on the effect symbol. Also, a re-lottery pattern emphasis effect sound is output while the emphasis image 855a is being displayed. When the re-lottery pattern emphasis effect is performed, the effect symbol to which the emphasis image 855a is added may be more likely to stop and be displayed than when the re-lottery pattern emphasis effect is not performed.
[0330] As a result of the re-draw effect, three symbols indicating a jackpot are stopped, and jackpot symbol highlight effect B is performed (time t9-2, Figure 22(m)). Here, the same "6" symbol as the symbol that stopped before the re-draw effect is stopped, so the same effect as jackpot symbol highlight effect A is performed as jackpot symbol highlight effect B.
[0331] On the other hand, if the result of the re-lottery effect is that a "7" symbol indicating a jackpot is displayed, an emphasized image 856a is displayed in the jackpot symbol emphasized effect B (FIG. 23(m)). In addition, a sound corresponding to the emphasized image 856a is output along with the display of the emphasized image 856a.
[0332] After the display of FIG. 22(m), while the three effect symbols indicating a jackpot are temporarily stopped, a jackpot symbol emphasis effect C is performed in which an emphasis image 852a is added to each effect symbol (time t9-3, FIG. 22(n)). As the emphasis image 852a is displayed, a jackpot symbol emphasis effect sound C is output. The jackpot symbol emphasis effect C at time t9-3 is as described above. As shown in FIG. 22(n) and FIG. 23(n), in the jackpot symbol emphasis effect C, the same emphasis image 852a is displayed for all effect symbols. It should be noted that different emphasis images 852a may be displayed depending on the type of effect symbol.
[0333] Then, the jackpot symbol highlighting effect C ends, and at time t10, the special symbol is stopped and displayed, and the three effect symbols are stopped and displayed. When the three effect symbols are stopped and displayed, the highlight image 852a is not displayed. Note that the jackpot symbol highlighting effect sound C may be continuously output even while the three effect symbols are stopped and displayed.
[0334] After the three effect symbols are stopped and displayed, an opening effect indicating the start of the jackpot game is performed (time t10-1, Figure 22(o)). In the opening effect, an opening background image is displayed, and a predetermined right-hit notification is performed to encourage the player to hit right. For example, as a right-hit notification, a right-hit notification sound (e.g., a sound such as "Please aim to the right") is output to encourage the player to hit right, and a right-hit notification image 900 is displayed. The opening effect is performed for a predetermined opening time (e.g., 15 to 20 seconds), and the right-hit notification is performed continuously while the opening effect is being performed.
[0335] Then, when the opening presentation ends and the first round of round play begins when the large prize opening is opened, the large prize opening begins, and the large prize game presentation begins (time t10-2, Figure 22 (p)). In the large prize game presentation, a video dedicated to the large prize game is displayed in the center of the screen. Also, in the large prize game presentation, a right-hit notification image 901 that urges the player to hit right, and a round number image 910 that indicates the current round number are displayed. When this right-hit notification image 901 begins to be displayed, the right-hit notification sound that urges the player to hit right is not output. In addition to, or instead of, the round number image 910, the number of prize balls that will be paid out in accordance with the entry into the large prize opening may be displayed.
[0336] Next, the effects after the SP reach effect in the special mode will be described. Figure 24 is a diagram showing an example of the effects after the SP reach effect in the special mode.
[0337] After the SP reach effect, the same reach effect as in the normal mode is performed in the special mode, but the manner of each highlight effect differs from that in the normal mode. As shown in FIG. 24, in the special mode, at time t5-1, instead of the highlight images 820a to 822a, highlight images 820b to 822b with different display manners may be added to each effect symbol (FIG. 24(b)). Also, in an effect suggesting development to an SPSP reach effect, instead of the highlight image 823a, highlight image 823b with different display manners may be added to the development symbol (time t5-2, FIG. 24(c)). Also, in the bonus effect before the start of the SPSP reach effect, highlight image 824b may be displayed around the first movable member 73a instead of highlight image 824a (time t5-3, FIG. 24(d)).
[0338] Also, during the SPSP reach effect, an emphasized image 825b different from the emphasized image 825a may be added to the reach pattern (time t6, FIG. 24(e)). Also, during the SPSP reach effect, emphasized images 826b and 827b different from the emphasized images 826a and 827a may be added to the effect pattern displayed in the middle area (time t6-1, FIG. 24(f)).
[0339] Furthermore, in the button tilt effect, a button tilt emphasis effect may be executed in which an emphasis image 828b different from the emphasis image 828a is used to emphasize the button partial image 712 (time point t6-2, FIG. 24(g)). Furthermore, in the operation effect, a button emphasis effect may be executed in which an emphasis image 829b different from the emphasis image 829a is used to emphasize the button image 710 (time point t7, FIG. 24(h)). While the emphasis image 829b is displayed, a button emphasis effect sound different from that while the emphasis image 829a is displayed is output.
[0340] Similarly, there are cases where highlighted images 830b, 835b, 850b, and 852b different from those in the normal mode are displayed and different sounds are output (time points t8 to t9-3, FIG. 24(i) to (n)).
[0341] In this way, when an emphasis effect is performed on the effect symbols or effect gimmicks (first movable member 73a, second movable member 73b) during a reach effect, the display mode of the emphasis effect differs between the normal mode and the special mode. This makes it possible to diversify the effects and improve interest. Even when the same reach effect is performed in the normal mode and the special mode, interest can be improved by making the display mode of the emphasis effect different.
[0342] The display mode of the emphasis effect may be different between the normal mode and the special mode, while the emphasis effect sound related to the emphasis effect may be the same.Furthermore, the display mode of the emphasis effect may be the same between the normal mode and the special mode, while the emphasis effect sound related to the emphasis effect may be different.
[0343] If the notification conditions are met during the execution of each of the above-mentioned highlight effects, a specific notification is issued in the same manner. The specific notification image is displayed with priority over the effect pattern and the highlight image that highlights that effect pattern, and is displayed superimposed on the effect pattern and the highlight image. The execution time of the specific notification is longer than the execution time of each highlight effect. For example, if the notification conditions are met when the effect pattern starts to change, a specific notification is executed during the execution of the effect shown in Figure 17(a), and the specific notification image is displayed superimposed on the effect pattern 701 (the number pattern and the character image behind it) and the highlight image 800a. At that time, a specific notification sound is output. The execution time of the specific notification is longer than the start-time highlight effect at the start of the change. Furthermore, if the notification conditions are met when at least one of the three effect patterns temporarily stops (for example, Figure 17(b)), the specific notification image is displayed superimposed on the effect pattern and its highlight image. A specific notification can be executed even while a preview image is being displayed (Fig. 17(d)), and the specific notification image is displayed with priority over the preview image and the highlighted image 807a. Also, when a reach suggestion effect using a performance pattern is executed (Fig. 17(e)), if the notification conditions are met, the specific notification image is superimposed on the performance pattern and the highlighted image 804a, and a specific notification sound is output. Also, when the performance pattern is displayed in a reach mode (Fig. 17(f)(g)), if the notification conditions are met, a specific notification is executed, and the specific notification image is superimposed on the reach pattern, and a specific notification sound is output. Also, the execution time of the specific notification is longer than the execution time of the highlighted effect for the reach pattern. In addition, specific notifications can be executed during the N reach performance (Figure 17(h)), SP reach performance (Figures 22(a) to (c)), and SPSP reach performance (Figures 22(e) to (i)), and specific notification images are displayed superimposed on each image (performance pattern, highlighted image, button portion image, button image, etc.).
[0344] In addition, specific notifications can be executed even while the special feature emphasis images 824, 835 that emphasize the special feature are displayed. When a special feature performance is executed while a specific notification is being executed, the special feature (first movable member 73a, second movable member 73b) is operated and the special feature emphasis images are displayed, but the specific notification images are displayed with priority over the special feature emphasis images.
[0345] The specific notification mode is the same during execution of any of the highlighting effects, and is the same in both the normal mode and the special mode. That is, when a specific notification is made during any of the highlighting effects, the same specific notification image is displayed and the same specific notification sound is output.
[0346] Next, an example of the effect when a loss is notified from the SPSP reach effect will be described. Figure 25 is an example of the effect after the SP reach effect in the normal mode, and is a diagram showing an example of the effect when a loss is notified in the SPSP reach effect.
[0347] As shown in FIG. 25, the same effects as those in FIG. 22 are performed up to the operation effect at time t7. When a loss is notified, the possibility of each highlighted image being displayed may be lower than when a jackpot is notified. After the operation effect, at time t8, a loss notification effect is performed in which a display pattern different from the reach pattern is stopped in the middle area (FIG. 25(i)). Here, in the loss notification effect, an highlighted image 860a may be added to the middle pattern suggesting a loss. When the highlighted image 860a is added, the likelihood of a jackpot may be higher than when the highlighted image 860a is not added. Furthermore, while the highlighted image 860a is displayed, a sound corresponding to the highlighted image 860a is output.
[0348] Next, a switching image is displayed on the entire screen (Fig. 25(j)). This switching image is an image for switching from the background image for the SPSP reach to the normal background image. While the switching image is displayed, the display of the performance pattern (and the emphasis image 860a added to the performance pattern) is restricted, and the output of the sound corresponding to the emphasis image 860a is also restricted. Note that a hold icon or the icon in question may be displayed while the switching image is displayed.
[0349] Next, the screen switches to the background image before the SP reach development, and three effect symbols suggesting a loss are displayed in a temporarily stopped state (Fig. 25(k)). Here, the reserved icon HA and the icon TI are also redisplayed. The display mode of the icon TI is returned to the normal mode. Also, even if an icon highlight image 808a was added to the icon TI before the start of the SPSP reach effect, the icon highlight image 808a is erased when the icon TI is redisplayed. Note that after the switching image is displayed, when the reserved icon HA and the icon TI are redisplayed, the display mode of the icon TI may be maintained as the special mode. Also, the icon highlight image 808a may be maintained.
[0350] In addition, on the screen of FIG. 25(k) after the switching image is displayed, a display pattern suggesting a jackpot may be displayed. In that case, an emphasis effect (jackpot display pattern emphasis effect) is executed on the display pattern suggesting a jackpot. For example, if an emphasis image 860a is added to the center pattern in FIG. 25(i), the possibility of a display pattern suggesting a jackpot being displayed on the screen of FIG. 25(k) after the switching image is displayed may be higher than if the emphasis image 860a was not added. Here, an example is shown in which a display pattern suggesting a loss is displayed on the screen of FIG. 25(k) after the switching image is displayed.
[0351] Then, after a predetermined temporary stop period has elapsed, the special symbol is stopped and displayed at time t10, and the three performance symbols are stopped and displayed (actual stop) (FIG. 25(l)).
[0352] Next, an example of the full rotation reach effect will be described. Figure 26 is a diagram showing an example of the full rotation reach effect in normal mode.
[0353] As shown in FIG. 26, similarly to when an SPSP reach effect is performed, for example, the process is carried out from the start action to the reach suggestion effect (FIGS. 26(a) to (e)). In the pseudo 3 variable display effect, after the reach suggestion effect is performed, the reach is not established and a pseudo consecutive development effect is performed (FIG. 26(f)). As a result, the pseudo 4 variable display effect is performed (FIG. 26(g)). Next, the screen goes black (FIG. 26(h)), and a full rotation reach effect starts (FIG. 26(i)). In the full rotation reach effect, a background image for the full rotation reach effect is displayed, and a video dedicated to the full rotation reach is displayed on the screen. Also, as shown in FIG. 26(i), multiple sets of specific symbol combinations (combinations of symbols with the same numbers) consisting of combinations of three effect symbols that suggest a jackpot are displayed, and the multiple sets of specific symbol combinations are scrolled downward at a relatively slow speed. An emphasis image 857a is added to one of the multiple specific symbol combinations, and a sound corresponding to the emphasis image 857a is output while the emphasis image 857a is displayed. For example, the emphasis image 857a is added to the specific symbol combination that is most advantageous to the player. Then, after a full rotation reach effect is performed for a predetermined time, any one of the multiple specific symbol combinations stops, and a jackpot is announced (FIG. 26(j)). At this time, a jackpot symbol emphasis effect A is performed. After the effect symbol suggesting a jackpot stops, a jackpot symbol emphasis effect C is performed on the three temporarily stopped effect symbols without going through a re-lottery effect (or via a re-lottery effect) (FIG. 26(k)). Then, three effect symbols are stopped and displayed in response to the stopped display of the special symbol (FIG. 26(l)).
[0354] 26, if the notification condition is met, a specific notification is made in the same manner. In this case, the specific notification image is displayed superimposed on the effect symbol and the highlighted image 857a that suggest a jackpot.
[0355] It should be noted that even when the special mode is set, the full rotation reach effect may be executed. In this case, during the full rotation reach effect, an emphasis image 857b different from the emphasis image 857a is added to the specific symbol combination, and a different sound is output. It should be noted that the same emphasis effect as in the normal mode may be performed in the special mode as well.
[0356] Next, a description will be given of the effects when a loss is notified without a reach effect being performed. Fig. 27 is a diagram showing an example of the effects when an effect symbol indicating a loss is stopped and displayed.
[0357] As shown in FIG. 27, after the special symbols start to change, the left symbol stops, followed by the right symbol, which is different from the left symbol (FIGS. 27(a)-(c)). Then, the center symbol, which is different from the left and right symbols, stops, resulting in a chance symbol effect (FIG. 27(d)). This combination of three even symbols, which suggests a loss, is a chance symbol, which indicates a relatively high probability of a jackpot in the next or subsequent special symbol changes. When the chance symbol stops, a chance symbol emphasis effect is performed in which an emphasis image 815a is displayed for each of the three effect symbols suggesting a loss, and a sound corresponding to the image is output. In addition, in the chance symbol emphasis effect, the light-emitting means emits light in a predetermined light pattern. This chance symbol effect is performed based on the result of a preliminary determination of the reserved ball. Specifically, when a winning ball enters the starting slot, whether or not to perform the chance symbol effect is determined based on the result of a preliminary determination. In addition, the chance symbol effect may be performed when multiple consecutive special symbols change. In addition, there are multiple modes of the chance symbol effect, each with a different degree of expectation. After the chance eye highlighting effect is finished, three effect symbols are stopped and displayed in accordance with the stopped display of the special symbols (FIG. 27(e)).
[0358] 27, if the notification condition is met, a specific notification is also made. In this case, the specific notification image is displayed superimposed on the effect symbol suggesting a loss and the highlighted image 815a. The display time of the highlighted image 815a is shorter than that of the specific notification image. In addition, the output time of the sound accompanying the display of the highlighted image 815a is shorter than that of the specific notification sound.
[0359] In addition, even when the special mode is set, the chance eye effect may be executed. In this case, the mode of the chance eye emphasis effect is different, and an emphasis image 815b different from the emphasis image 815a is added to each effect symbol, and a different sound is output. In addition, even in the special mode, the chance eye emphasis effect may be performed in the same mode as in the normal mode.
[0360] As described above, in the gaming machine 1 of this embodiment, a first effect symbol (e.g., a "6" symbol) is displayed in a reach mode, and in the reach effect using the first effect symbol, a predetermined effect is performed using the first effect symbol suggesting a jackpot and a second effect symbol (e.g., a "7" symbol) different from the first effect symbol (e.g., FIG. 22(f)). The predetermined effect is an effect that makes the player anticipate whether or not a jackpot will occur. During the predetermined effect, an emphasis effect that emphasizes the first effect symbol (e.g., an emphasis image 826a) and an emphasis effect that emphasizes the second effect symbol (e.g., an emphasis image 827a) are performed. While the emphasis effect that emphasizes the first effect symbol and the emphasis effect that emphasizes the second effect symbol have different display modes, a common sound is output during the execution of the emphasis effect. In addition, a specific notification can be executed during both the emphasis effect that emphasizes the first effect symbol and the emphasis effect that emphasizes the second effect symbol, and the specific notification sound is common to both the emphasis effect that emphasizes the first effect symbol and the emphasis effect that emphasizes the second effect symbol.
[0361] In addition, in both the normal mode and the special mode, a predetermined effect can be executed using a first effect symbol and a second effect symbol. The display manner is different between the highlight effect for the first effect symbol in the normal mode, the highlight effect for the second effect symbol in the normal mode, the highlight effect for the first effect symbol in the special mode, and the highlight effect for the second effect symbol in the special mode. Meanwhile, a common sound is output during execution of the highlight effect in both the normal mode and the special mode. Note that the sound during execution of the highlight effect may be different between the normal mode and the special mode. For example, a first common sound may be output during execution of the predetermined effect in the normal mode, and a second common sound may be output during execution of the predetermined effect in the special mode.
[0362] In addition, there are cases where a first effect symbol (for example, a "6" symbol) is displayed in a reach mode and a first reach effect is performed using the first effect symbol, and cases where a second effect symbol (for example, a "7" symbol) is displayed in a reach mode and a second reach effect is performed using the second effect symbol (FIGS. 22 and 23). In the first reach effect, when the first effect symbol stops in the middle area (i.e., when a jackpot is announced using the first effect symbol), a first emphasis effect (display of emphasis image 830a) can be executed for the first effect symbol. In the second reach effect, when the second effect symbol stops in the middle area (i.e., when a jackpot is announced using the second effect symbol), a second emphasis effect (display of emphasis image 831a) can be executed for the second effect symbol. The first emphasis effect and the second emphasis effect have different display modes, and the sounds that are produced during the execution of the emphasis effects are also different. On the other hand, during both the first emphasis effect and the second emphasis effect, if the notification conditions are met, a specific notification is issued. The specific notification mode is the same during both the first emphasis effect and the second emphasis effect, and a common specific notification image is displayed and a common specific notification sound is output. Note that while the display modes are different between the first emphasis effect and the second emphasis effect, the sounds that are produced during the execution of the emphasis effects may be the same.
[0363] In addition, in both the normal mode and the special mode, there are times when a first effect symbol (for example, a "6" symbol) is displayed in a reach mode and a first reach effect is performed using the first effect symbol, and times when a second effect symbol (for example, a "7" symbol) is displayed in a reach mode and a second reach effect is performed using the second effect symbol. In both the normal mode and the special mode, when the first effect symbol stops in the middle area in the first reach effect, a first emphasis effect can be performed on the first effect symbol, and when the second effect symbol stops in the middle area in the second reach effect, a second emphasis effect can be performed on the second effect symbol. The display modes and emphasis effect sounds are different between the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode. Meanwhile, in both the normal mode and the special mode, a specific notification can be executed during the first emphasis effect, and a specific notification can be executed during the second emphasis effect. In both the normal mode and the special mode, the specific notification mode is the same, and a common specific notification image is displayed and a common specific notification sound is output. Note that while the display mode is different between the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode, the emphasis effect sound may be the same. Also, while the display mode is common between the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode, the emphasis effect sound may be different.
[0364] Furthermore, the gaming machine 1 of this embodiment can execute a jackpot symbol emphasis effect that emphasizes a symbol that suggests a jackpot game while that symbol is displayed (FIGS. 22(k), (n), 24(k), (n)). The display mode (highlighted image) of the jackpot symbol emphasis effect differs between when the effect is being executed in the normal mode and when the effect is being executed in the special mode, and the sound (jackpot symbol emphasis effect sound) during execution of the jackpot symbol emphasis effect differs. That is, in the normal mode, a first jackpot symbol emphasis effect can be executed for a symbol that suggests a jackpot, and in the special mode, a second jackpot symbol emphasis effect can be executed for a symbol that suggests a jackpot. The first jackpot symbol emphasis effect and the second jackpot symbol emphasis effect differ in display mode, display time, type of sound, and sound output time (length). On the other hand, whether the effect is being executed in the normal mode or the special mode, a specific notification is issued if the notification condition is met. The specific notification mode is the same when the performance is being performed in the normal mode and when the performance is being performed in the special mode, and a common specific notification image is displayed and a common specific notification sound is output.
[0365] Furthermore, the gaming machine 1 of this embodiment is capable of executing reach effects using effect symbols, and the reach effects include early effects (e.g., N reach effects) and late effects (e.g., SP reach effects and SPSP reach effects). In the early effects (N reach effects), a first emphasis effect (e.g., N reach mid-emphasis effect of FIG. 17(h), adding an emphasis image 811a) can be executed for the effect symbols. In the late effects (SPSP reach effects), a second emphasis effect (e.g., SP mid-emphasis effect of FIG. 22(e), adding an emphasis image 825a) can be executed for the effect symbols. The first emphasis effect and the second emphasis effect have different effect modes (images and sounds). In the first emphasis effect, a first emphasis image can be displayed and a first emphasis effect sound can be output, and in the second emphasis effect, a second emphasis image can be displayed and a second emphasis effect sound can be output. The first emphasis effect sound is a different sound from the second emphasis effect sound, and the output time (length) is also different. During both the first emphasis effect and the second emphasis effect, if the notification condition is met, a specific notification is issued. The specific notification is performed in the same manner during both the first emphasis effect and the second emphasis effect, and a common specific notification image is displayed and a common specific notification sound is output.
[0366] Furthermore, a first emphasis effect may be executed in the early stage effect in the normal mode (for example, an N reach effect), a second emphasis effect may be executed in the later stage effect in the normal mode (for example, an SPSP reach effect), a third emphasis effect may be executed in the early stage effect in the special mode, and a fourth emphasis effect may be executed in the later stage effect in the special mode. In this case, the first to fourth emphasis effects may each have a different effect mode (image and sound), and different emphasis effect sounds may be output. A specific notification may be executed in the same mode while any of the first to fourth emphasis effects is being executed. Note that the first emphasis effect and the third emphasis effect may have different display modes but the same sound. Also, the second emphasis effect and the fourth emphasis effect may have different display modes but the same sound. Also, the first emphasis effect and the third emphasis effect may have the same display mode but different sounds. Furthermore, the second emphasis effect and the fourth emphasis effect may have the same display format but different sounds.
[0367] Furthermore, the gaming machine 1 of this embodiment is capable of executing reach effects using performance symbols, and the reach effects include a first stage effect (for example, an SP reach effect) and a second stage effect (for example, an SPSP reach effect). In the first stage effect (SP reach effect), a role effect that operates a role object can be executed, and when the role effect is executed, a first emphasis effect that emphasizes the role object can be executed (FIG. 22(d)). Furthermore, in the second stage effect, a role effect can be executed, and when the role effect is executed, a second emphasis effect that emphasizes the role object can be executed (FIG. 22(j)). The performance mode of the emphasis effect is different when the first emphasis effect is executed and when the second emphasis effect is executed. When the first emphasis effect or the second emphasis effect is executed, if the notification condition is met, a specific notification is executed in the same mode, a common specific notification image is displayed, and a common specific notification sound is output. Note that the display mode of the emphasis effect may be different when the first emphasis effect is performed and the second emphasis effect is performed, while the emphasis effect sound may be the same. Alternatively, the display mode of the emphasis effect may be the same when the first emphasis effect is performed and the second emphasis effect is performed, while the emphasis effect sound may be different. Furthermore, in both the normal mode and the special mode, the first emphasis effect that emphasizes the special character object can be executed in the first performance, and the second emphasis effect that emphasizes the special character object can be executed in the second performance. The effect modes (images and sounds) of the emphasis effects may be different between the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode. Alternatively, the display mode of the emphasis effect may be different between the first emphasis effect in the normal mode, the second emphasis effect in the normal mode, the first emphasis effect in the special mode, and the second emphasis effect in the special mode, while the emphasis effect sound may be the same. Conversely, the display style of the highlighting effects may be the same while the highlighting sound may be different. Alternatively, the first highlighting effect in the normal mode and the first highlighting effect in the special mode may have the same style, and the second highlighting effect in the normal mode and the second highlighting effect in the special mode may have the same style.
[0368] Furthermore, the gaming machine 1 of this embodiment can execute a first role effect (FIG. 22(d) or (j)) that activates a role effect in normal mode, and can execute a second role effect (FIG. 24(d) or (j)) that activates a role effect in special mode. When executing the first role effect, a first emphasis effect that emphasizes the role effect can be executed, and when executing the second role effect, a second emphasis effect that emphasizes the role effect can be executed. The display mode of the first emphasis effect and the display mode of the second emphasis effect are different. Furthermore, the sound during execution of the first emphasis effect and the sound during execution of the second emphasis effect are different, and the output time (length) of the sound is also different. Note that the display mode may be the same for the first emphasis effect and the second emphasis effect, but the sound during the emphasis effect may be different. Furthermore, the display mode may be different for the first emphasis effect and the second emphasis effect, but the sound during the emphasis effect may be the same. Furthermore, whether the first emphasis effect is performed or the second emphasis effect is performed, if the notification conditions are met, a specific notification is performed in the same manner, a common specific notification image is displayed, and a common specific notification sound is output.
[0369] In addition, the gaming machine 1 of this embodiment may display a suggestive image (such as a preview image or title display) suggesting the possibility of a jackpot at a predetermined timing during a variable performance (for example, before a reach is achieved or during the reach performance), and may display an emphasis image that emphasizes this suggestive image (FIG. 17(d)). The emphasis images include a first emphasis image and a second emphasis image. When the first emphasis image is displayed and when the second emphasis image is displayed, the sound played during the display of the emphasis image is different, and the output time (length) of the sound is also different. On the other hand, whether the first emphasis image or the second emphasis image is displayed, if the notification condition is met, a specific notification is issued. The specific notification is performed in the same manner when the first emphasis image is displayed and when the second emphasis image is displayed, and a common specific notification image is displayed and a common specific notification sound is output.
[0370] Furthermore, the gaming machine 1 of this embodiment can display the emphasized image in different ways depending on whether it is in normal mode or special mode. When a preview image is displayed, the first emphasized image or the second emphasized image can be displayed when normal mode is set, and the third emphasized image or the fourth emphasized image can be displayed when special mode is set. Different sounds can be output while each emphasized image is displayed. Furthermore, regardless of which emphasized image is displayed, if the notification condition is met, a specific notification is made in the same way.
[0371] The gaming machine 1 of this embodiment can also execute an operation effect (FIG. 22(h)) that displays an operation prompting image (button image 710) that prompts the player to operate the operation means (effect button 17). It can also execute an emphasis effect that emphasizes the operation prompting image (display of emphasis image 829a in FIG. 22(h)). If a notification condition is met, a specific notification can also be executed during the emphasis effect. The display mode of the emphasis effect and the sound corresponding to the emphasis effect can be made different between when the effect is executed in the normal mode and when the effect is executed in the special mode. That is, a first emphasis effect that emphasizes the operation prompting image can be executed in the normal mode, and a second emphasis effect that emphasizes the operation prompting image can be executed in the special mode. The first emphasis effect and the second emphasis effect have different display modes, different display times, different sound types, and different sound output times (lengths). The specific notification can also be executed in the same manner when the effect is executed in the normal mode and when the effect is executed in the special mode, displaying a common specific notification image and outputting a common specific notification sound.
[0372] Furthermore, the gaming machine 1 of this embodiment can execute an operation effect (FIG. 22(h)) that displays an operation prompting image (button image 710) that prompts the player to operate the operation means (effect button 17). Before displaying the operation prompting image, an operation suggestion effect (button teasing effect in FIG. 22(g)) that suggests an operation effect can be executed. In the operation suggestion effect, a suggestion image (button portion image 712) that suggests the operation prompting image and an emphasis image (828a in FIG. 22(g)) that emphasizes the suggestion image can be displayed. The emphasis images include a first emphasis image and a second emphasis image. Different sounds can be generated during the display of the first emphasis image and the second emphasis image. Furthermore, when a notification condition is met, a specific notification can be executed during the display of the emphasis image. A common specific notification image is displayed and a common specific notification sound is output regardless of whether the first or second emphasis image is displayed.
[0373] Furthermore, the gaming machine 1 of this embodiment can execute the above-mentioned operation suggestion effect in both the normal mode and the special mode. Furthermore, the first emphasized image or the second emphasized image can be displayed in both the normal mode and the special mode. The display mode of the emphasized image may be different between the first emphasized image in the normal mode, the second emphasized image in the normal mode, the first emphasized image in the special mode, and the second emphasized image in the special mode, and the sound played during the display of the emphasized image may be different. In this case, the display mode of the emphasized image may be the same, but the sound played during the display of the emphasized image may be different. Conversely, the display mode of the emphasized image may be different, but the sound played during the display of the emphasized image may be the same.
[0374] In addition, the above describes an example in which an operation effect is performed in an SPSP reach effect. The operation effect is not limited to this timing and can be performed at any timing. In addition, an operation effect may be performed multiple times in one variable effect. For example, an operation effect may be performed before a reach is established, during an N reach effect, during an SP reach effect, in the middle of an SPSP reach effect, or immediately before a role object effect is performed. In addition, different types of operation effects can be performed at each timing. For example, before a reach is established, there may be times when a short button press operation effect is performed, a rapid button press operation effect is performed, and a long button press operation effect is performed. In addition, there may be times when a short button press operation effect is performed, a rapid button press operation effect is performed, and a long button press operation effect is performed during an SP reach effect. In addition, there may be times when a short button press operation effect is performed, a rapid button press operation effect is performed, and a long button press operation effect is performed during an SPSP reach effect.
[0375] Fig. 28 is a diagram showing an example of a presentation in which a short button press operation presentation is performed immediately before the preview presentation before the reach presentation. Fig. 29 is a diagram showing an example of a presentation in which a rapid-press operation presentation is performed immediately before the preview presentation before the reach presentation. Fig. 30 is a diagram showing an example of a presentation in which a long button press operation presentation is performed immediately before the preview presentation before the reach presentation.
[0376] As shown in Fig. 28, when a short butt...
Claims
[Claim 1] A gaming machine capable of executing a special game advantageous to a player, A determination means for making a determination; a performance control means for controlling the performance, The performance control means It is possible to execute a variable effect in which the effect pattern is displayed in a variable manner and then the effect pattern that notifies the result of the judgment is displayed in a stopped manner, In the variable performance, it is possible to execute a suggestion performance that suggests the possibility of a special game being executed, A first emphasis effect that emphasizes the suggestion effect can be executed, An operation performance that prompts the player to operate the first operating means can be executed, A predetermined effect can be executed in response to an operation on the first operating means during the operation effect, A second emphasis effect that emphasizes the operation effect when no operation is performed on the first operating means and is different from the predetermined effect can be executed; The operation performance can be changed periodically, A specific notification regarding the operation of the second operating means can be executed, The specific notification can be executed during the operation performance, Any one of a plurality of modes including a first mode and a second mode can be set, The sound during the first emphasis effect can be made different between a case where the suggestion effect is performed when the first mode is set and a case where the suggestion effect is performed when the second mode is set, A sound during the second emphasis effect can be made different between a case where the operation effect is performed when the first mode is set and a case where the operation effect is performed when the second mode is set, The game machine has a first change presentation that can change in a first cycle and a second change presentation that can change in a second cycle different from the first cycle.
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