gaming machines
The gaming machine improves entertainment value by incorporating performance execution and control means, offering specific and non-specific effects, and enhancing player engagement through varied gameplay and effects.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-20
- Publication Date
- 2026-03-06
AI Technical Summary
Conventional gaming machines lack sufficient entertainment value.
The gaming machine incorporates performance execution and control means, enabling specific and non-specific effects, including left and right hits, and utilizes a performance execution means and control means to enhance player engagement through varied gameplay and visual and auditory effects.
This enhances player interest and engagement by providing varied gameplay experiences and improved entertainment value.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Among conventional gaming machines, there are gaming machines that can execute effects that make players look forward to future developments. For example, in the gaming machine described in Patent Document 1, various effects such as a crane lifting an item are executed by operating an operating means that can be operated by a player. The gaming machine described in Patent Document 1 aims to increase interest by drawing the player's attention to what item will be lifted by the crane. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2006-271630 Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines have room for improvement in terms of entertainment value. [Means for solving the problem]
[0005] The gaming machine that solves the above problem comprises: a performance execution means that can execute a performance; a performance control means that can control the performance execution means; identification operation of and a control means for controlling the operation of the control means. identification A specific effect that can be developed by the operation of the operation means identificationand non-specific effects that can progress without being triggered by an operation, the specific effects do not involve specific actions by the character, the non-specific effects may involve specific actions by the character, the non-specific effects can be executed after the specific effects, and after the non-specific effects, a predetermined effect that does not involve specific actions by the character can be executed. The specific action in the non-specific performance includes a first specific action and a second specific action different from the first specific action, and when a specific operation of the operation means is performed in the specific performance, the number of performances until the second specific action appears is greater than when a specific operation of the operation means is not performed in the specific performance. The gist of this is as follows. The gaming machine that solves the above problem is configured to be able to launch gaming balls into a gaming area, and is capable of performing a left hit that launches the gaming ball so that it flows down into the left area of the gaming area, and a right hit that launches the gaming ball so that it flows down into the right area of the gaming area, and the gaming machine comprises: a performance execution means that can execute a performance; and a performance control means that can control the performance execution means. identification operation of and a control means for controlling the operation of the control means. identification A specific effect that can be developed by the operation of the operation means identification There are non-specific effects that can progress without being triggered by an operation, and the specific effects do not involve specific actions by the character, and the non-specific effects may involve specific actions by the character, and the right-hit notification effect, which is the effect that can be executed in a situation where right-hitting is recommended, does not involve specific actions by the character. The non-specific effect can be executed after the specific effect, and the specific action in the non-specific effect includes a first specific action and a second specific action different from the first specific action, and when a specific operation of the operation means is performed in the specific effect, the number of effects until the second specific action appears is greater than when the specific operation of the operation means is not performed in the specific effect. The gist of this is as follows. [Effects of the Invention]
[0006] According to the present invention, it is possible to improve interest. [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a perspective view of a pachinko gaming machine. [Figure 2] FIG. 2 is a front view of the game board. [Figure 3] FIG. 3 is a diagram showing the rendering modes. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the pachinko gaming machine. [Figure 5]5(a) and 5(b) are diagrams showing an example of the display content of the effect display device and the sound output from the speaker when the big win advance notice effect is executed. [Figure 6] FIG. 6 is a diagram showing an example of the display content of the effect display device and the sound output from the speaker when the premium effect is executed. [Figure 7] Figure 7(a) is a diagram showing an example of the display content of the effect display device and the sound output from the speaker when a right-hit notification effect is executed, and Figure 7(b) is a diagram showing an example of the display content of the effect display device and the sound output from the speaker when a left-hit notification effect is executed. [Figure 8] 8(a) to 8(c) are diagrams showing an example of the display content of the effect display device and the sound output from the speaker when a challenge effect is executed. [Figure 9] 9(a) to 9(e) are diagrams showing an example of the display content of the effect display device and the sound output from the speaker when the final effect is executed. [Figure 10] Figure 10(a) is a diagram showing an example of the display content of the performance display device and the sound output from the speaker when the first entry performance is executed, and Figure 10(b) is a diagram showing an example of the display content of the performance display device and the sound output from the speaker when the second entry performance is executed. [Figure 11] 11(a) to 11(d) are diagrams showing customized images. [Figure 12] 12(a) to 12(c) are diagrams showing examples of the display content of the performance display device and the sound output from the speaker. [Figure 13] 13(a) to 13(f) are diagrams showing examples of the display content of the performance display device and the sound output from the speaker. DETAILED DESCRIPTION OF THE INVENTION
[0008] Hereinafter, an embodiment of the gaming machine will be described. In this specification, up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player. As shown in FIG. 1, a pachinko gaming machine 10 (hereinafter referred to as the gaming machine 10) includes an outer frame 12, a middle frame 13, and a front frame 14. The outer frame 12 is fixed to a gaming machine installation facility (so-called island facility) such as an amusement parlor. The middle frame 13 is supported on the front side of the opening of the outer frame 12 so as to be openable and closable. A gaming board unit including a gaming board 20 is fixed to the middle frame 13. The front frame 14 is supported on the front side of the middle frame 13 so as to be openable and closable so as to cover the front of the gaming board 20. A protective glass 15 that protects the gaming board 20 is supported on the front frame 14. Note that while only a portion of the protective glass 15 is shown in FIG. 1, in reality, it entirely covers the opening 14a of the front frame 14. The gaming machine 10 includes a launch handle 16 on the front side of the front frame 14. The launch handle 16 is located in a position accessible to a player. In the gaming machine 10, gaming balls as gaming media are shot with an intensity corresponding to the amount of operation (rotation amount) of the shooting handle 16. That is, the gaming machine 10 is configured so that the shooting intensity of the gaming balls can be adjusted by operating the shooting handle 16.
[0009] The gaming machine 10 is provided with a decorative lamp 17 capable of emitting light on the front side of the front frame 14. The decorative lamp 17 performs an effect (hereinafter referred to as a light-emitting effect) by turning on and off a built-in light-emitting element. The gaming machine 10 is provided with a speaker 18 capable of outputting sound on the front side of the front frame 14. The speaker 18 performs an effect (hereinafter referred to as a sound effect) by outputting sounds such as voices, sound effects, and music. The gaming machine 10 is provided with operable effect buttons EB on the front side of the front frame 14. The gaming machine 10 is provided with an up button B1, a right button B2, a down button B3, and a left button B4 on the front side of the front frame 14. The effect button EB and buttons B1 to B4 can each be operated by a player. The operable operation means includes the effect button EB.
[0010] As shown in FIG. 2, a game area 21 that is substantially circular in front view is defined on the front side of the game board 20. The game board 20 is provided with a guide path 21a that guides launched game balls to the game area 21. The game board 20 is provided with a prevention valve 21b that prevents game balls launched into the game area 21 from returning back to the guide path 21a. The launched game balls are guided by the guide path 21a, pass through the prevention valve 21b located at the most downstream side of the guide path 21a, and reach the game area 21. The game balls that reach the game area 21 flow down the game area 21.
[0011] The gaming machine 10 includes an information display panel 22. The information display panel 22 includes a first special symbol display unit 22a. The first special symbol display unit 22a variably displays predetermined symbols and displays a first special symbol change game (hereinafter referred to as the first special game) in which the first special symbol is finally fixed and stopped. The information display panel 22 includes a second special symbol display unit 22b. The second special symbol display unit 22b variably displays predetermined symbols and displays a second special symbol change game (hereinafter referred to as the second special game) in which the second special symbol is finally fixed and stopped. In the following description, the first special game and the second special game may be collectively referred to as the "special game" or the "special symbol change game." As such, the special game as a change game includes the first special game as the first change game and the second special game as the second change game. In this embodiment, the first special symbol display unit 22a functions as a first variable game execution means capable of executing a first special game as a first variable game. In this embodiment, the second special symbol display unit 22b functions as a second variable game execution means capable of executing a second special game as a second variable game. In addition, in this embodiment, the special symbol display units 22a and 22b function as variable game execution means capable of executing a special game as a variable game. The special symbol is a symbol that notifies the result of an internal lottery, which will be described later. In this way, the gaming machine 10 is configured to be able to execute a special game.
[0012] In this specification, "variable display" means a state in which the type of displayed symbol changes over time. In this specification, "fixed stop display" means a state in which symbols are fixedly displayed and the type of displayed symbol does not change. Special symbols that can be fixedly displayed in the special symbol display sections 22a and 22b include jackpot symbols and loss symbols. When a jackpot symbol is fixedly displayed in a special game, the player can recognize a jackpot. When a loss symbol is fixedly displayed in a special game, the player can recognize a loss. In the gaming machine 10, the first special game and the second special game are not executed simultaneously. In the gaming machine 10, the second special game is executed with priority over the first special game.
[0013] In the gaming machine 10, a jackpot lottery may be held when a special game is executed. In the gaming machine 10, when a jackpot is won in the jackpot lottery, a jackpot symbol is displayed as a fixed stop in the special game that is the subject of the win, and then a jackpot game is awarded (occurs). In this way, in the gaming machine 10, when a jackpot is won in the jackpot lottery held when a special game is executed, the jackpot game can be awarded after the special game ends. In other words, in the gaming machine 10, a jackpot game is awarded when a player wins the jackpot lottery. As described above, in the gaming machine 10, when a player wins a jackpot, the jackpot game is awarded after the special game based on the jackpot win ends. In other words, in the gaming machine 10, when a player wins a jackpot, the jackpot game is awarded after the variable game ends. In this way, the gaming machine 10 is capable of awarding a winning game. Winning a jackpot in a jackpot lottery is equivalent to winning the jackpot lottery, and is equivalent to winning a jackpot in a winning lottery. The fixed stop display of a jackpot symbol in a special game is equivalent to deriving the result of winning a jackpot in the special game. The fixed stop display of a losing symbol in a special game is equivalent to deriving the result of not winning a jackpot in the special game.
[0014] The information display panel 22 includes a first special hold display section 22c. The first special hold display section 22c recognizably displays the number of first special games whose execution has been suspended because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the first special hold number). The information display panel 22 includes a second special hold display section 22d. The second special hold display section 22d recognizably displays the number of second special games whose execution has been suspended because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the second special hold number). For example, the upper limit of the first special hold number and the upper limit of the second special hold number are each four. In the following description, a special game whose execution has been suspended may be simply referred to as a "suspended special game" or a "suspended special game." As described above, the gaming machine 10 can suspend the execution of multiple special games.
[0015] The information display panel 22 is equipped with a normal symbol display section 22e. The normal symbol display section 22e variably displays predetermined symbols and displays a normal symbol variable game (hereinafter referred to as the normal game) that ultimately displays a fixed and stopped normal symbol. The normal symbols that can be fixed and stopped on the normal symbol display section 22e include at least a normal win symbol and a normal loss symbol. A player can recognize a normal win when a normal win symbol is fixed and stopped in the normal game, and can recognize a normal loss when a normal loss symbol is fixed and stopped in the normal game. In the gaming machine 10, when a normal win is won in the normal win lottery, a normal win game is awarded after the normal game that is the subject of the win is completed. In the gaming machine 10, when a special game is executed based on winning a jackpot in the jackpot lottery, a jackpot game is awarded after the special game is completed. On the other hand, in the gaming machine 10, if a normal game is executed based on winning a normal win in the normal win lottery, a normal win game will be awarded after the normal game ends. The information display panel 22 is equipped with a normal hold display section 22f. The normal hold display section 22f recognizably displays the number of normal games whose execution is on hold because the start condition has been met but the execution condition has not yet been met (hereinafter referred to as the normal hold number). For example, the upper limit of the normal hold number is 4.
[0016] The gaming machine 10 has a center frame 23 decorated with various ornaments in the approximate center of the play area 21 of the game board 20. The center frame 23 has an opening 23a. The center frame 23 is also called a center role or a center role object.
[0017] The gaming machine 10 is equipped with an effect display device 25 capable of displaying images. For example, the effect display device 25 may be a display device such as a liquid crystal display or an organic EL display. The effect display device 25 has a display area 25r in which an image is displayed. The effect display device 25 is capable of displaying images. The effect display device 25 is attached to the gaming board 20 so that a player can view the display area 25r through the opening 23a of the center frame 23. The effect display device 25 executes an effect (hereinafter referred to as a display effect) in which a predetermined image is displayed as one of the effects. In this embodiment, the function of effect execution means capable of executing an effect is realized by at least one of the effect devices: the decorative lamp 17 as light-emitting means, the speaker 18 as sound output means, and the effect display device 25 as display means. In this manner, the effect execution means includes at least one of light-emitting means, sound output means, and display means.
[0018] The gaming machine 10 is provided with a first start opening 26 as a start opening. The first start opening 26 is always open so that a gaming ball can enter the opening. The gaming machine 10 is provided with a first start sensor SE1 (shown in FIG. 4) that detects a gaming ball that has entered the first start opening 26. For example, a ball passage that guides the entered gaming ball to the back side of the gaming board 20 is connected to the first start opening 26, and the first start sensor SE1 is disposed in the ball passage. When the first start sensor SE1 detects a gaming ball, the start condition for the first special game may be met, and the payout condition for the prize ball is also met. In other words, the gaming machine 10 is configured to be able to suspend the execution of the first special game when a gaming ball enters the first start opening 26.
[0019] The gaming machine 10 is provided with a second start opening 27 as a start opening. The start openings in the gaming machine 10 include a first start opening 26 and a second start opening 27. The gaming machine 10 is provided with a second start sensor SE2 (shown in FIG. 4) that detects a gaming ball that has entered the second start opening 27. For example, a ball passage that guides the entered gaming ball to the back side of the gaming board 20 is connected to the second start opening 27, and the second start sensor SE2 is disposed in the ball passage. In this embodiment, when a gaming ball is detected by the second start sensor SE2, the start condition for the second special game may be met, and the payout condition for the prize ball is also met. That is, the gaming machine 10 is configured to be able to suspend the execution of the second special game when a gaming ball enters the second start opening 27. The second start opening 27 also has a first variable member 28 as a variable member. The first variable member 28 is operable between an open state in which it is easy or possible to allow the gaming ball to enter the second starting hole 27, and a closed state in which it is difficult or impossible to allow the gaming ball to enter the second starting hole 27. The first variable member 28 operates by receiving power from a first actuator A1 (shown in FIG. 4). The first variable member 28 is operated to the open state when a normal winning lottery is won.
[0020] The gaming machine 10 has a jackpot opening 29. The gaming machine 10 has a count sensor SE3 (shown in FIG. 4) that detects a gaming ball that has entered the jackpot opening 29. For example, the jackpot opening 29 is connected to a ball passage that guides the gaming ball to the back side of the gaming board 20, and the count sensor SE3 is disposed in the ball passage. When the count sensor SE3 detects a gaming ball, a condition for paying out a prize ball is met. The jackpot opening 29 has a second variable member 30. The second variable member 30 is operable between an open state that allows a gaming ball to enter the jackpot opening 29 and a closed state that prevents a gaming ball from entering the jackpot opening 29. The second variable member 30 is operated by receiving power from a second actuator A2 (shown in FIG. 4). The second variable member 30 is operated to the open state when a jackpot is won. When the second variable member 30 is in the open state, game balls are allowed to enter the large prize opening 29. When the second variable member 30 is in the closed state, game balls are not allowed to enter the large prize opening 29. Hereinafter, the open state of the second variable member 30 may be referred to as "the large prize opening 29 is opened," and the closed state of the second variable member 30 may be referred to as "the large prize opening 29 is closed."
[0021] The gaming machine 10 is equipped with a gate 31. The gate 31 is located to the left of the center frame 23 in the gaming area 21. The gate 31 has a gate opening that is always open so that gaming balls can enter the gate. A gate sensor SE4 (shown in FIG. 4) that detects gaming balls that enter and pass through the gate opening is disposed at the gate opening. When a gaming ball is detected by the gate sensor SE4, the conditions for starting a normal game may be met. Note that the gaming ball that enters the gate 31 does not have to be configured to pass through the gate 31. For example, the gaming ball that enters the gate 31 may pass through a ball passage that leads to the back side of the gaming board 20 and be discharged to the outside from the gaming board 20.
[0022] The gaming machine 10 is equipped with an outlet 34. In this embodiment, gaming balls that do not enter the start openings 26, 27 or the special prize opening 29 are discharged outside the machine through the outlet 34. The gaming machine 10 is equipped with game components such as nails (game nails) and windmills to change the behavior of gaming balls flowing down the gaming area 21. In addition, the gaming machine 10 may be equipped with a ball entrance (a so-called general prize entrance) that is configured so that the conditions for starting a special game or a normal game are not met, but the conditions for paying out prize balls are met and that balls can always enter. A general prize entrance is sometimes called a normal prize entrance.
[0023] Next, the path along which the gaming ball flows down in this embodiment will be described. The gaming machine 10 has multiple paths through which gaming balls flow down the play area 21, depending on the strength of the shot of the gaming ball. The paths through which gaming balls flow down can also be understood as areas through which gaming balls flow down. The multiple paths include a first path R1 that passes through the left side of the center frame 23 to the outlet 34, and a second path R2 that passes through the right side of the center frame 23 to the outlet 34. The first path R1 and the second path R2 may overlap partially or not at all. Hereinafter, when the play board 20 is viewed from the front, the area located to the left of the center line CL that bisects the play area 21 horizontally is referred to as the left area RA, and the area located to the right of the center line CL is referred to as the right area RB. The path flowing down the left area RA corresponds to the first path R1, and the path flowing down the right area RB corresponds to the second path R2.
[0024] By operating the launch handle 16 to adjust the launch strength of the game ball, the player can selectively hit the game ball into the left area RA or the right area RB, and cause the game ball to enter the start holes 26, 27, the special prize hole 29, or the gate 31. Specifically, when the game ball is launched with the launch strength adjusted to be weak (a so-called left-handed hit), the game ball is more likely to be guided down the left area RA and may enter the first start hole 26. On the other hand, when the game ball is launched with the launch strength adjusted to be strong (a so-called right-handed hit), the game ball is more likely to be guided down the right area RB and may enter any of the second start hole 27, the special prize hole 29, or the gate 31. That is, the first start hole 26 is located on the first route R1, and the second start hole 27, the special prize hole 29, and the gate 31 are located on the second route R2. That is, the left-side area RA is provided with a first starting hole 26, and the right-side area RB is provided with a second starting hole 27, a large prize hole 29, and a gate 31. When flowing down the first path R1, the gaming ball is less likely to enter the second starting hole 27, the large prize hole 29, and the gate 31 compared to when flowing down the second path R2. When flowing down the second path R2, the gaming ball is less likely to enter the first starting hole 26 compared to when flowing down the first path R1. In this specification, firing a gaming ball so that it flows down the first path R1 may be referred to as a "left hit," and firing a gaming ball so that it flows down the second path R2 may be referred to as a "right hit."
[0025] Next, the gaming state of the gaming machine 10 will be described. The gaming machine 10 has a low probability state and a high probability state as gaming states with different jackpot probabilities. The jackpot probability is the probability of winning a jackpot in a jackpot lottery. The high probability state is a gaming state with a higher jackpot probability than the low probability state. The high probability state is what is known as a "probability variable state (probability variable state)," and the low probability state is a "non-probability variable state (non-probability variable state)." In the following explanation, the high probability state will be referred to as the "probability variable state," and the low probability state will be referred to as the "non-probability variable state."
[0026] The gaming machine 10 has a low base state and a high base state as gaming states in which the ratio of the number of winning balls to the number of launched gaming balls differs. The high base state is a gaming state in which the probability of a gaming ball entering the second starting hole 27 is higher than in the low base state. The high base state is a so-called "electric support state," and the low base state is a "non-electric support state." The high base state has a higher advantage in terms of a ball entering the second starting hole 27 than the low base state.
[0027] The high base state can be realized, for example, by performing one of the three controls described below, or by combining multiple controls. The first control is a normal symbol variation time reduction control that shortens the variation time of the normal game compared to the low base state. The second control is a normal symbol probability variation control that increases the probability of winning a normal win in a normal win lottery (normal win probability) compared to the low base state. The third control is an opening time extension control that extends the total opening time of the first variable member 28 in one normal win game compared to the low base state. The opening time extension control may be at least one of the following: a control that increases the number of times the first variable member 28 is opened in one normal win game compared to the low base state; and a control that extends the opening time of the first variable member 28 in one normal win game compared to the low base state. The high base state may also be realized by combining the fourth control described below. The fourth control is a special symbol fluctuation time shortening control that makes the fluctuation time of the special game (for example, the average fluctuation time) easier to be shorter than in the low base state. When the special symbol fluctuation time shortening control is performed, the high base state becomes a so-called "fluctuation time shortening state (variation shortening state)."
[0028] In this embodiment, since the first variable member 28 may be in the open state even in the low base state, a gaming ball may enter the second starting hole 27 even in the low base state. However, when the base state is low, the first variable member 28 may not be in the open state and a gaming ball may not enter the second starting hole 27, for example, by configuring the device so that a normal jackpot is not won in the normal jackpot lottery. In addition, when the base state is low, the first variable member 28 may not be in the open state even if a normal jackpot is won in the normal jackpot lottery, for example, so that a gaming ball may not enter the second starting hole 27. When configured as described above, the low base state can be said to be a state in which a gaming ball cannot enter the second starting hole 27, and the high base state can be said to be a state in which a gaming ball can enter the second starting hole 27.
[0029] The controllable gaming states in the gaming machine 10 include a "low-probability low base state," which is a low base state and a non-probability variable state. The low-probability low base state is what is called a "normal state (normal gaming state)." The controllable gaming states in the gaming machine 10 include a "low-probability high base state," which is a high base state and a non-probability variable state. The controllable gaming states in the gaming machine 10 include a "high-probability high base state," which is a high base state and a probability variable state. In this way, there are multiple types of gaming states that can be controlled in the gaming machine 10. The controllable gaming states in the gaming machine 10 include the normal state.
[0030] In the gaming machine 10, when the base is low, it is difficult to get the gaming ball to enter the first starting hole 26 even when hitting with the right hand, so hitting with the left hand is recommended. On the other hand, in the gaming machine 10, when the base is high, it is recommended to hit with the right hand to get the gaming ball to enter the gate 31 and then the second starting hole 27. In the gaming machine 10, when the base is high, it is expected that the number of gaming balls entering the second starting hole 27 will be overwhelmingly greater than the number of gaming balls entering the first starting hole 26. In addition, as described above, in the gaming machine 10, the second special game is executed with priority over the first special game. For this reason, in the gaming machine 10, when the base is high, the number of times the second special game is executed per unit time is likely to be greater than when the base is low.
[0031] Next, a big win in the gaming machine 10 will be described. The gaming machine 10 has multiple types of jackpot symbols as special jackpot symbols. The multiple types of jackpot symbols are classified into first jackpot symbols and second jackpot symbols. Each of the multiple types of jackpot symbols has a predetermined type of jackpot. The jackpot symbol may also have a predetermined game state after the end of the jackpot game. In the jackpot game, an opening effect is first performed for a predetermined opening time to notify the start of the jackpot game. In the jackpot game, after the opening effect ends, a round game is played in which the jackpot entry port 29 is opened. The round game is played up to a predetermined maximum number of times. In one round game, the jackpot entry port 29 remains open until a first round end condition is met, in which a predetermined maximum number of game balls enter the jackpot, or a second round end condition is met, in which a predetermined maximum time has elapsed. In the round game, a round effect is played. Then, in the jackpot game, when the final round of play is completed, an ending presentation is performed for a predetermined ending time to notify the player that the jackpot game has ended. The jackpot game ends with the completion of the ending presentation.
[0032] For jackpot symbols classified as the first jackpot symbol, the type of jackpot is defined as "first jackpot." For jackpot symbols classified as the first jackpot symbol, the maximum number of rounds is defined as "8 times." For jackpot symbols classified as the first jackpot symbol, the game state after the end of the jackpot game is defined as a probability variable state. For jackpot symbols classified as the first jackpot symbol, the game state after the end of the jackpot game is defined as a high base state. For jackpot symbols classified as the second jackpot symbol, the type of jackpot is defined as "second jackpot." For jackpot symbols classified as the second jackpot symbol, the maximum number of rounds is defined as "8 times." For jackpot symbols classified as the second jackpot symbol, the game state after the end of the jackpot game is defined as a non-probability variable state. Furthermore, for a jackpot symbol classified as a second jackpot symbol, it is specified that the game state after the end of the jackpot game will be a high base state until 100 special games are completed, or until a jackpot game is awarded before the end of 100 special games. In the following explanation, a jackpot game awarded based on a jackpot symbol classified as a first jackpot symbol will be referred to as a "first jackpot game," and a jackpot game awarded based on a jackpot symbol classified as a second jackpot symbol will be referred to as a "second jackpot game."
[0033] The display effects that the effect display device 25 can execute include an effect pattern game (hereinafter referred to as an effect game) in which effect symbols (hereinafter referred to as effect symbols) are displayed in a variable manner in multiple columns, and finally, a combination of effect symbols is displayed as a fixed stop. The effect game is executed by varying multiple columns of effect symbols. The effect symbols are also called "decorative symbols" or "decorative symbols." The effect game is executed by varying (scrolling) the first, second, and third column of symbols in a vertical direction. In the following explanation, the "first column" will be referred to as the "left column," and the "first symbol" will be referred to as the "left symbol," the "second column" will be referred to as the "middle column," and the "second symbol" will be referred to as the "middle symbol," and the "third column" will be referred to as the "right column," and the "third symbol" will be referred to as the "right symbol." In each column, effect symbols resembling the numbers [1] to [8] are generally displayed in a variable manner in a predetermined order.
[0034] The effect game is executed in conjunction with the special game. Specifically, the effect game starts when the special game starts and ends when the special game ends. The gaming machine 10 is configured to be able to execute an effect game during the execution of a special game. In the effect game, a combination of effect symbols corresponding to the special symbols displayed as fixed stop symbols in the special game is displayed as fixed stop symbols. When a jackpot symbol is displayed as fixed stop symbols in the special game, the effect game displays a jackpot symbol combination based on the effect symbols as fixed stop symbols. For example, a jackpot symbol combination is a symbol combination in which the effect symbols in all columns are the same, such as
[0777] . When a losing symbol is displayed as fixed stop symbols in the special game, the effect game displays a losing symbol combination based on the effect symbols as fixed stop symbols. For example, a losing symbol combination is a symbol combination in which the effect symbols in at least some columns are different from the effect symbols in the other columns, such as
[0426] ,
[0115] , or
[0323] . In this way, the effect display device 25 executes an effect game in conjunction with the execution of a special game. In the effect game, the effect symbols are temporarily displayed in a stopped state before being displayed in a fixed stopped state. In this specification, the term "temporary stopped display" refers to a state indicating that the symbols may be displayed in a moving state again, such as a "fluctuating state," or a state indicating that the display is different from a fixed stopped state.
[0035] In an effect game, the display mode of the effect symbols may become a reach mode (a reach is formed), and a reach effect may be performed. The reach mode is a state in which effect symbols resembling the same numbers are temporarily displayed in a specific column (for example, the left column and the right column) among multiple columns, and effect symbols in a column other than the specific column (for example, the middle column) continue to be displayed in a variable manner. The reach effect may include multiple types of reach effects in which the characters that appear and the actions of the effect symbols differ. The reach effect is performed while a special game is being executed. The reach effect includes a normal reach effect and a super reach effect that is performed after the start of a normal reach effect. In this embodiment, when a super reach effect is executed during the execution of a special game, the likelihood of a jackpot is higher than when only a normal reach effect is executed.
[0036] The gaming machine 10 is configured to be able to execute a presentation mode. There are multiple types of presentation modes. The gaming machine 10 is controlled to one of the multiple types of presentation modes. A presentation mode is also called a presentation state.
[0037] As shown in FIG. 3, the controllable presentation modes in the gaming machine 10 include a normal mode, a chance mode, and a probability variable mode. The normal mode is a presentation mode that is controlled in a normal state. The chance mode is a presentation mode that is controlled in a low probability high base state and in a high probability high base state. The probability variable mode is a presentation mode that is controlled in a high probability high base state. In this way, in the gaming machine 10, the presentation modes that can be controlled vary depending on the gaming state.
[0038] In the gaming machine 10, after the end of a jackpot game, the machine is controlled to chance mode or high probability mode. For example, in the gaming machine 10, after the end of a first jackpot game, the machine is controlled to chance mode or high probability mode. In addition, in the gaming machine 10, after the end of a second jackpot game, the machine is controlled to chance mode. In the gaming machine 10, if 100 special games have been played after the end of a jackpot game in chance mode and the machine is in a non-high probability state (shown in FIG. 3 as "100 games completed + non-high probability state" (end of high base state)), the machine is controlled to normal mode when the high base state ends. On the other hand, in the gaming machine 10, if 100 special games have been played after the end of a jackpot game in chance mode and the machine is in a high probability state (shown in FIG. 3 as "100 games completed + high probability state"), the machine is controlled to high probability mode. Therefore, in the gaming machine 10, when the chance mode is entered after the first jackpot game is completed, 100 special games are played in the chance mode, after which the chance mode ends, and the machine is controlled to the probability variable mode. On the other hand, in the gaming machine 10, when the chance mode is entered after the second jackpot game is completed, 100 special games are played in the chance mode, after which the chance mode ends, and the machine is controlled to the normal mode.
[0039] In each presentation mode, mode identification information that can identify the current presentation mode (the presentation mode being controlled) is announced. For example, in the gaming machine 10, a different background image is displayed on the presentation display device 25 for each type of presentation mode to announce the mode identification information. For example, in the gaming machine 10, the decorative lamp 17 is illuminated in a different light color for each type of presentation mode to announce the mode identification information. For example, in the gaming machine 10, a different background sound is output from the speaker 18 for each type of presentation mode to announce the mode identification information.
[0040] Next, the electrical configuration of the gaming machine 10 will be described. As shown in FIG. 4 , the gaming machine 10 includes a main board 40 as a main control unit. The main board 40 performs various processes and outputs control information such as control signals (control commands) according to the results of the processes. The gaming machine 10 includes a sub-board 50 as a sub-control unit. The sub-board 50 performs predetermined processes based on the control information output by the main board 40. For example, the sub-board 50 performs processes for executing light-emitting effects by the decorative lamps 17, sound effects by the speakers 18, and display effects by the effect display device 25. The main board 40 and the sub-board 50 are disposed on the back side of the gaming board 20. The gaming board unit includes the main board 40 and the sub-board 50. The main board 40 is connected to the sub-board 50. The gaming machine 10 includes a power supply unit 60. The power supply unit 60 supplies power to the main board 40 and the sub-board 50 when a power switch 61 is switched on. Power is supplied to the gaming machine 10 when the power switch 61 is switched on.
[0041] First, the main board 40 will be described. The main board 40 is equipped with a main CPU 41, a main ROM 42, and a main RWM 43. The main board 40 also has a clear switch 45. The main CPU 41 performs various processes by executing its control program (main control program). The main CPU 41 is also configured to be able to input an operation signal that is output when the clear switch 45 is operated to the on state.
[0042] The main ROM 42 stores the main control program and lottery tables used for predetermined lotteries. The main ROM 42 stores jackpot determination values used in jackpot lotteries. The jackpot determination values include high probability values and common values. In jackpot lotteries when the game is not in a variable probability state, only the common value is used, out of the common value and high probability value, while in jackpot lotteries when the game is in a variable probability state, both the common value and the high probability value are used. The main ROM 42 stores effect determination values used in effect lotteries. The effect lottery is a lottery that determines whether to execute a reach effect if the jackpot lottery is not won, and corresponds to a reach lottery.
[0043] The main ROM 42 stores a plurality of types of fluctuation patterns. The plurality of types of fluctuation patterns are associated with a fluctuation time from the start of a special game to the end of the special game. In other words, the fluctuation time of the special game is associated with the fluctuation pattern. The fluctuation pattern can be said to be information capable of identifying the fluctuation time of the special game. In the gaming machine 10, the fluctuation time of the special game is determined by determining the fluctuation pattern. The fluctuation pattern may be information capable of identifying some or all of the presentation content of the presentation game that is performed from the start of the special game to the end of the special game. The fluctuation pattern includes, for example, a jackpot fluctuation pattern and a loss fluctuation pattern. The jackpot fluctuation pattern is associated with a presentation content of the presentation game that goes through a reach presentation and finally displays a fixed jackpot pattern combination based on the presentation patterns. The loss fluctuation pattern includes a variation pattern without a reach presentation and a variation pattern with a reach presentation. The non-miss reach variation pattern is associated with a performance content of a performance game in which a losing symbol combination is finally confirmed and stopped without going through a reach performance, while the miss reach variation pattern is associated with a performance content of a performance game in which a losing symbol combination is finally confirmed and stopped after going through a reach performance.
[0044] The fluctuation patterns include fluctuation patterns that can be determined when the base state is high and fluctuation patterns that can be determined when the base state is low. The fluctuation patterns that can be determined when the base state is high and the fluctuation patterns that can be determined when the base state is low are partially or completely different. The fluctuation time determined for the fluctuation pattern that can be determined when the base state is high is shorter (or is often shorter) than the fluctuation time determined for the fluctuation pattern that can be determined when the base state is low. The fluctuation patterns include a fluctuation pattern for a first special game that can be determined when the first special game is executed, and a fluctuation pattern for a second special game that can be determined when the second special game is executed. The fluctuation pattern for the first special game and the fluctuation pattern for the second special game are partially or completely different.
[0045] The main ROM 42 stores a plurality of types of normal game variation patterns. The plurality of types of normal game variation patterns are associated with a variation time from the start of the normal game to the end of the normal game. That is, the normal game variation pattern is associated with a variation time of the normal game. The normal game variation patterns include, for example, a normal game variation pattern that can be determined in a low base state and a normal game variation pattern that can be determined in a high base state.
[0046] The main RWM 43 is configured to be able to store various information that is rewritten as appropriate during operation of the gaming machine 10. The information stored in the main RWM 43 includes, for example, flags, counters, and timers. The main board 40 is configured to be able to generate random numbers. For example, the random numbers may be hardware random numbers or software random numbers.
[0047] A first start sensor SE1, a second start sensor SE2, a count sensor SE3, and a gate sensor SE4 are connected to the main board 40. The main CPU 41 is configured to be able to input detection signals output by the various sensors SE1 to SE4 via a port (not shown). An information display panel 22 is also connected to the main board 40. The main CPU 41 is able to control the display content of the information display panel 22 via a drive circuit (not shown). A first actuator A1 and a second actuator A2 are also connected to the main board 40. The main CPU 41 is able to control the operation of the first actuator A1 and the operation of the second actuator A2 via a drive circuit (not shown).
[0048] Next, the sub-board 50 will be described. The sub-board 50 includes a sub-CPU 51, a sub-ROM 52, and a sub-RWM 53. For example, the sub-CPU 51 executes its control program (sub-control program) to perform various processes (e.g., processes related to effects). The sub-ROM 52 stores the sub-control program, lottery tables used in lotteries, and judgment values. The sub-ROM 52 stores display effect data that can identify the mode (content) of the display effect in the effect display device 25. The sub-ROM 52 also stores light-emitting effect data that can identify the mode (content) of the light-emitting effect in the decorative lamp 17. The sub-ROM 52 stores sound effect data that can identify the mode (content) of the sound effect in the speaker 18. The sub-RWM 53 is configured to store various information that can be rewritten as needed during operation of the gaming machine 10. Information stored in the sub-RWM 53 includes, for example, flags, counters, and timers. The sub-board 50 is configured to generate random numbers. For example, the random number may be a hardware random number or a software random number.
[0049] The sub-board 50 is connected to a decorative lamp 17, a speaker 18, and a performance display device 25. The sub-CPU 51 is capable of controlling the decorative lamp 17, the speaker 18, and the performance display device 25 via a drive circuit (not shown). In this embodiment, the sub-CPU 51 controls the performance devices among the decorative lamp 17, the speaker 18, and the performance display device 25 that serve as performance execution means, thereby realizing the function of performance control means that can control the performance execution means. A performance button EB is connected to the sub-board 50. The sub-CPU 51 is configured to be able to input, via a port (not shown), an operation signal that is output when the performance button EB is operated. An up button B1, a right button B2, a down button B3, and a left button B4 are connected to the sub-board 50. The sub-CPU 51 is configured to be able to input, via a port (not shown), an operation signal that is output when the various buttons B1 to B4 are operated.
[0050] Next, the power supply unit 60 will be described. The power supply unit 60 converts a power supply voltage supplied from an external power source such as an amusement facility into a power supply voltage to be supplied to each of the boards 40, 50. The power supply unit 60 supplies power to each of the boards 40, 50 via a power supply line. The power supply unit 60 has a power switch 61. When the power switch 61 is switched from an off state to an on state, power supply to each of the boards 40, 50 begins. On the other hand, when the power switch 61 is switched from an on state to an off state, the power supply to each of the boards 40, 50 is cut off. Cutting off the power supply corresponds to stopping the power supply.
[0051] The power supply unit 60 includes a backup power supply 62. The backup power supply 62 supplies power to the main RWM 43 even after the power supply is interrupted. By receiving power from the backup power supply 62, the main RWM 43 can retain the contents stored in the main RWM 43 at the time of power interruption, even after the power supply is interrupted. Similarly, the backup power supply 62 supplies power to the secondary RWM 53 even after the power supply is interrupted. By receiving power from the backup power supply 62, the secondary RWM 53 can retain the contents stored in the secondary RWM 53 at the time of power interruption, even after the power supply is interrupted. For example, one or both of the main RWM 43 and the secondary RWM 53 may be configured as nonvolatile memories that can retain stored contents even when the power supply is interrupted, so that stored information can be retained even after the power supply is interrupted.
[0052] The gaming machine 10 has a backup function. The backup function internally stores (backs up) various pieces of information related to game control even when the power supply from an external power source is interrupted, and when the power supply is restarted, restores game control based on the various pieces of information stored. In this embodiment, the main board 40 and the sub-board 50 have the backup function. For example, the sub-board 50 does not need to have the backup function. In this embodiment, the main RWM 43 and the sub-RWM 53 are examples of storage means that are capable of storing various pieces of information and are configured to be able to retain at least some of the stored information even after the power supply is interrupted.
[0053] Here, various processes performed in the gaming machine 10 will be described. First, the main power cutoff process and the auxiliary power cutoff process performed in response to a power cutoff will be described. For example, the power supplied to the gaming machine 10 may be monitored within the power supply unit 60, and a drop in the power supplied to the gaming machine 10 may be triggered by outputting control information indicating that the power supply to the gaming machine 10 has been cut off. The main CPU 41 may then be configured to recognize that the power supply to the gaming machine 10 has been cut off by inputting control information indicating that the power supply to the gaming machine 10 has been cut off. Similarly, the auxiliary CPU 51 may be configured to recognize that the power supply to the gaming machine 10 has been cut off by inputting control information indicating that the power supply to the gaming machine 10 has been cut off.
[0054] During the main power cutoff process, the main CPU 41 stores and retains, as backup information, information such as registers and stack pointers in the main RWM 43 in addition to various types of information stored in the main RWM 43. For example, the backup information includes a base state flag (described later) and a probability state flag (described later). For example, by storing and retaining the stack pointer, the main CPU 41 can resume processing from where it left off when power is subsequently restored, even if power supply is interrupted during processing. The main CPU 41 also calculates a checksum for the main RWM 43 and stores the checksum in the main RWM 43. Furthermore, the main CPU 41 sets a backup flag in the main RWM 43. Thereafter, the main CPU 41 prohibits access to the main RWM 43. The main CPU 41 then performs loop processing. The main CPU 41 continues to perform loop processing until power supply is interrupted. After the power supply is cut off, power is supplied from the backup power source 62 to the main RWM 43, and some or all of the information stored in the main RWM 43 when the power supply was cut off is stored and held as backup information.
[0055] In the secondary power cutoff process, the secondary CPU 51 stores and holds, in the secondary RWM 53, information such as registers and stack pointers as backup information in addition to various information stored in the secondary RWM 53. Backup information includes, for example, a performance mode flag, which will be described later. For example, by storing and holding the stack pointer, the secondary CPU 51 can resume processing from the middle when power supply is subsequently resumed, even if power supply is cut off during processing. The secondary CPU 51 also calculates a checksum for the secondary RWM 53 and stores the checksum in the secondary RWM 53. Furthermore, the secondary CPU 51 sets a backup flag in the secondary RWM 53. Thereafter, the secondary CPU 51 prohibits access to the secondary RWM 53. Then, the secondary CPU 51 performs loop processing. The secondary CPU 51 performs loop processing until the power supply is cut off. After the power supply is cut off, power is supplied from the backup power supply 62 to the secondary RWM 53, and some or all of the information stored in the secondary RWM 53 when the power supply was cut off is stored and held as backup information.
[0056] Next, the process performed when power supply is started will be described. In the gaming machine 10, when power supply is started, a main power restoration process is performed by the main CPU 41. Similarly, in the gaming machine 10, when power supply is started, a secondary power restoration process is performed by the secondary CPU 51.
[0057] In the main power restoration process, the main CPU 41 performs various settings required when power supply starts. As the various settings required when power supply starts, the main CPU 41 prohibits interrupts in interrupt processing, allows access to the storage area of the main RWM 43, and performs initial settings for peripheral devices and the watchdog timer on the main board 40. Next, the main CPU 41 determines whether the clear switch 45 has been operated. If the clear switch 45 has been operated, the main CPU 41 performs main initial startup processing. On the other hand, if the clear switch 45 has not been operated, the main CPU 41 performs main restoration processing.
[0058] In the main initial startup process, the main CPU 41 erases the backup information stored in the main RWM 43. Then, the main CPU 41 stores the initial information in the main RWM 43 and initializes the contents stored in the main RWM 43. For example, the main CPU 41 sets initial values in the main RWM 43, such as a stack pointer. Next, the main CPU 41 stores control information (hereinafter referred to as an initialization command) that can identify that the main initial startup process has been performed in the output buffer. Next, the main CPU 41 sets an interval timer (e.g., 4 ms) for the interrupt process and permits the interrupt process. Then, the main CPU 41 terminates the main initial startup process. Thereafter, the main CPU 41 performs interrupt processing at predetermined intervals. The control information (control command) stored in the output buffer by the main CPU 41 is output to the sub-board 50 in subsequent interrupt processing. In the following description, the phrase "initialized upon start of power supply" refers to the case where power supply is started and the main initial startup process is performed. In the gaming machine 10, if the main initial startup process is normally performed, the gaming machine 10 will be in a state where it is possible to play a game after the main initial startup process is performed.
[0059] In the main recovery process, the main CPU 41 determines whether a backup flag is set. If the backup flag is not set, the main CPU 41 determines a recovery error state. If the backup flag is set, the main CPU 41 calculates a checksum of the main RWM 43 and determines whether the calculated checksum matches the checksum value calculated when power supply was cut off. If the checksum calculated upon power supply start and the checksum calculated upon power supply stop do not match, the main CPU 41 determines a recovery error state. In the gaming machine 10, if a recovery error state occurs, the gaming machine 10 is not in a state where play is possible. Therefore, in the gaming machine 10, if a recovery error state occurs, the power supply is cut off again, and then the clear switch 45 is operated upon power supply start, whereby the main initial startup process is performed and the contents stored in the main RWM 43 are initialized, thereby enabling play.
[0060] If the checksum calculated when the power supply is turned on and the checksum calculated when the power supply is turned off match, the main CPU 41 performs main backup processing. In the main backup processing, the main CPU 41 restores the stack pointer to the state it had before the power supply was turned off. Next, the main CPU 41 stores control information (hereinafter referred to as the "return command") that can identify that the main return processing has been performed in the output buffer. Next, the main CPU 41 sets an interval timer for the interrupt processing. Furthermore, the main CPU 41 restores the contents of the registers that were in effect when the power supply was turned off. Thereafter, the main CPU 41 restores the interrupt processing permission / prohibition (prohibition) to the state that it was in when the power supply was turned off, sets the address that was in effect before the power supply was turned off, and returns to the set address. This allows the gaming machine 10 to return to its original state based on the backup information. Then, once the return based on the backup information has been performed, the main CPU 41 terminates the main backup processing. Thereafter, the main CPU 41 performs interrupt processing at predetermined intervals. In the following description, when the phrase "power supply is restarted after being cut off" is used, it means that power supply is started and the main backup process is performed. In the gaming machine 10, if the main backup process is performed normally, the gaming machine 10 will be in a state where it is possible to play games after the main backup process is performed.
[0061] In the secondary power restoration process, the secondary CPU 51 performs various settings (initial settings) required when power supply starts. After performing the initial settings, the secondary CPU 51 waits until an initialization command or restoration command is input. The secondary CPU 51 starts up before the main CPU 41. Therefore, when the main CPU 41 outputs an initialization command or restoration command, the secondary CPU 51 has already started up and is waiting for input of the initialization command or restoration command.
[0062] When an initialization command is input, the secondary CPU 51 performs secondary initial startup processing. In the secondary initial startup processing, the secondary CPU 51 erases the backup information stored in the secondary RWM 53. The secondary CPU 51 stores the initial information in the secondary RWM 53 and initializes the contents stored in the secondary RWM 53. The secondary CPU 51 then terminates the secondary initial startup processing. When the secondary initial startup processing is performed, the secondary CPU 51 controls at least one of the decorative lamp 17, the speaker 18, and the performance display device 25 to execute an initialization effect that suggests or notifies that the main initial startup processing has been performed. The initialization effect is executed until the execution time for the initialization effect has elapsed.
[0063] When a restore command is input, the secondary CPU 51 determines whether a backup flag is set. If the backup flag is not set, the secondary CPU 51 performs secondary initial startup processing. If the backup flag is set, the secondary CPU 51 calculates a checksum of the secondary RWM 53 and determines whether the calculated checksum matches the value of the checksum calculated when power supply was cut off. If the checksum calculated when power supply was started and the checksum calculated when power supply was stopped do not match, the secondary CPU 51 performs secondary initial startup processing.
[0064] If the checksum calculated when power supply is started and the checksum calculated when power supply is stopped match, the secondary CPU 51 performs secondary backup processing. In the secondary backup processing, the secondary CPU 51 restores the stack pointer to the state before power supply was cut off. Furthermore, the secondary CPU 51 restores the contents of the register when power supply was cut off. Thereafter, the secondary CPU 51 sets the address before power supply was cut off and restores to the set address. This allows the gaming machine 10 to restore based on the backup information. Then, once restoration based on the backup information has been performed, the secondary CPU 51 terminates the secondary backup processing.
[0065] Next, we will explain various processes that the main CPU 41 executes based on the main control program. For example, the main CPU 41 executes special symbol input processing, special symbol start processing, etc. as interrupt processing that is executed every predetermined period (for example, 4 ms).
[0066] First, the special symbol input process performed by the main CPU 41 will be described. In the special symbol input process, the main CPU 41 performs a first special symbol input process. After completing the first special symbol input process, the main CPU 41 performs a second special symbol input process. After completing the second special symbol input process, the main CPU 41 ends the special symbol input process.
[0067] In the first special symbol input process, the main CPU 41 determines whether a game ball has entered the first start hole 26 based on whether a detection signal has been input from the first start sensor SE1 (hereinafter referred to as the first input determination). If the determination result of the first input determination is negative, the main CPU 41 terminates the first special symbol input process. On the other hand, if the determination result of the first input determination is positive, the main CPU 41 determines whether the first special reserve number stored in the main RWM 43 is less than the upper limit number (hereinafter referred to as the first reserve determination). If the determination result of the first reserve determination is negative, the main CPU 41 terminates the first special symbol input process. If the determination result of the first reserve determination is positive, the main CPU 41 adds 1 to the first special reserve number to update it. The main CPU 41 controls the information display panel 22 to display the updated first special reserve number. The main CPU 41 stores control information capable of identifying the updated first special reserve number (hereinafter referred to as the first reserve number command) in the output buffer.
[0068] Furthermore, if the result of the first hold determination is affirmative, the main CPU 41 acquires random numbers generated within the main board 40 and stores random number information based on the acquired random numbers in the main RWM 43. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is random number information for the first special game and the storage order of the random number information. In this embodiment, the execution of the first special game is suspended by storing the random number information for the first special game in the main RWM 43. The random number information may be the acquired random number itself, or information obtained by processing the random number using a predetermined method. For example, the random number may be a winning lottery random number used in a jackpot lottery, a pattern random number used to determine a special pattern, a variation pattern random number used to determine a variation pattern, or an effect lottery random number used in an effect lottery. Then, the main CPU 41 terminates the first special pattern input process.
[0069] In the second special symbol input process, the main CPU 41 determines whether a game ball has entered the second start port 27 based on whether a detection signal has been input from the second start sensor SE2 (hereinafter referred to as the second input determination). If the determination result of the second input determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the determination result of the second input determination is positive, the main CPU 41 determines whether the second special reserve number stored in the main RWM 43 is less than the upper limit number (hereinafter referred to as the second reserve determination). If the determination result of the second reserve determination is negative, the main CPU 41 terminates the special symbol input process. On the other hand, if the determination result of the second reserve determination is positive, the main CPU 41 adds 1 to the second special reserve number to update it. The main CPU 41 controls the information display panel 22 to display the updated second special reserve number. In addition, the main CPU 41 stores control information capable of identifying the updated second special reserve number (hereinafter referred to as the second reserve number command) in the output buffer. Furthermore, if the determination result of the second reservation determination is positive, the main CPU 41 acquires a random number generated within the main board 40, stores random number information based on the acquired random number in the main RWM 43, and terminates the special symbol input process. At this time, the main CPU 41 stores the random number information so that it is possible to identify that it is random number information for the second special game and the storage order of the random number information. In this embodiment, by storing the random number information for the second special game in the main RWM 43, the execution of the second special game is suspended. Thereafter, the main CPU 41 terminates the second special symbol input process.
[0070] Next, the special symbol start process performed by the main CPU 41 will be described. In the special symbol start processing, the main CPU 41 determines whether a jackpot game is not being played and whether a special game is not being executed. If a jackpot game or a special game is being executed, the main CPU 41 terminates the special symbol start processing. On the other hand, if a jackpot game is not being played and a special game is not being executed, the main CPU 41 performs a second reservation determination to determine whether the second special reservation number is 1 or more. If the second reservation determination determines that the second special reservation number is 1 or more, the main CPU 41 performs second special symbol start processing related to the execution of the second special game. After performing the second special symbol start processing, the main CPU 41 terminates the special symbol start processing. If the second reservation determination determines that the second special reservation number is not 1 or more, the main CPU 41 performs a first reservation determination to determine whether the first special reservation number is 1 or more. If the first reservation determination determines that the first special reservation number is not 1 or more, the main CPU 41 terminates the special symbol start processing. When it is determined in the first reservation determination that the first special reservation number is 1 or more, the main CPU 41 performs a first special symbol start process related to the execution of the first special game. After performing the first special symbol start process, the main CPU 41 ends the special symbol start process.
[0071] Incidentally, if the second reservation determination determines that the second special reservation number is not 1 or more, and the first reservation determination determines that the first special reservation number is not 1 or more, the main CPU 41 stores control information (hereinafter referred to as a standby command) that can identify a standby state in the output buffer. However, from the time the standby command is stored in the output buffer until the special game is executed, the main CPU 41 does not store the standby command again in the output buffer, even if the first reservation determination determines that the first special reservation number is not 1 or more, and the second reservation determination determines that the second special reservation number is not 1 or more. In this embodiment, the standby state can be said to be a situation in which a special game is not being executed, that is, a situation in which a special game is not being executed. Also, the standby state can be said to be a situation in which a jackpot game has not been awarded, that is, a situation in which a jackpot game is not being executed.
[0072] Here, the first special symbol start process will be explained. In the first special symbol start processing, the main CPU 41 updates the first special reserve number stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated first special reserve number is displayed. The main CPU 41 also stores a first reserve number command that can identify the updated first special reserve number in the output buffer. Next, the main CPU 41 reads out the earliest stored random number information from the main RWM 43 among the random number information for the first special game. Note that after reading out the earliest random number information, the main CPU 41 erases the earliest stored random number information from the main RWM 43. Then, the main CPU 41 performs a jackpot lottery process.
[0073] In the jackpot lottery process, the main CPU 41 performs a jackpot lottery based on the value of a winning lottery random number that can be identified from the read random number information and the jackpot determination value stored in the main ROM 42. At this time, if the game is in a probability variable state, the main CPU 41 performs a jackpot lottery using a common jackpot determination value and a high probability jackpot determination value, while if the game is not in a probability variable state, the main CPU 41 performs a jackpot lottery using the common jackpot determination value. The main CPU 41 determines whether the value of the winning lottery random number matches the jackpot determination value and performs a jackpot lottery. In this embodiment, if the value of the winning lottery random number matches the jackpot determination value, the jackpot lottery is considered to have been won, and if the value of the winning lottery random number does not match the jackpot determination value, the jackpot lottery is considered to have been lost (not won). If the jackpot lottery is won, the main CPU 41 ends the jackpot lottery process and performs jackpot game processing. On the other hand, if the player does not win the big win lottery, the main CPU 41 ends the big win lottery process and performs a loss game process.
[0074] In the jackpot game processing in the first special symbol start processing, the main CPU 41 determines the jackpot symbol based on the value of the symbol random number that can be specified from the read random number information. In this embodiment, the main CPU 41 determines the first jackpot symbol or the second jackpot symbol based on the value of the symbol random number. In the jackpot game processing, the main CPU 41 determines the jackpot fluctuation pattern based on the value of the fluctuation pattern random number that can be specified from the read random number information. For example, the main CPU 41 refers to information that can specify whether the game state is a low base state or a high base state (hereinafter referred to as a base state flag) among the information that can specify the game state stored in the main RWM 43. Then, for example, the main CPU 41 determines the jackpot fluctuation pattern depending on whether the game state is a low base state or a high base state. After determining the special symbol and the variation pattern, the main CPU 41 ends the jackpot game process, and stores the control information (hereinafter referred to as the symbol command) that can identify the determined special symbol and the control information (hereinafter referred to as the variation pattern command) that can identify the determined variation pattern in the output buffer. Then, the main CPU 41 ends the first special symbol start process.
[0075] In the loss game processing in the first special symbol start processing, the main CPU 41 determines a loss symbol. In the loss game processing, the main CPU 41 determines a loss variation pattern based on the value of a variation pattern random number that can be identified from the read random number information. In the loss game processing, the main CPU 41 performs a performance lottery based on the value of a performance lottery random number that can be identified from the read random number information and the performance judgment value stored in the main ROM 42. The main CPU 41 determines that the performance lottery has been won if the value of the performance lottery random number matches the performance judgment value, and determines that the performance lottery has not been won (not won) if the value of the performance lottery random number does not match. Based on the value of the variation pattern random number that can be identified from the read random number information, the main CPU 41 determines a loss-lead variation pattern if the performance lottery has been won, and determines a loss-lead variation pattern if the performance lottery has not been won. For example, the main CPU 41 references a base state flag and determines a loss variation pattern depending on whether the base state is low or high. After determining the special symbol and the variation pattern, the main CPU 41 ends the loss game process, stores the symbol command and the variation pattern command in the output buffer, and then ends the first special symbol start process.
[0076] Next, the second special symbol start process will be described. In the second special symbol start processing, the main CPU 41 updates the second special reserve number stored in the main RWM 43 by subtracting 1. The main CPU 41 controls the information display panel 22 so that the updated second special reserve number is displayed. The main CPU 41 also stores a second reserve number command that can identify the updated second special reserve number in the output buffer. Next, the main CPU 41 reads out the first-stored random number information from the main RWM 43 among the random number information for the second special game. After reading out the first-stored random number information, the main CPU 41 erases the first-stored random number information from the main RWM 43. Then, the main CPU 41 performs a jackpot lottery process.
[0077] In the jackpot lottery processing in the second special symbol start processing, the main CPU 41 performs the same control as in the jackpot lottery processing in the first special symbol start processing. If the jackpot lottery is won in the jackpot lottery processing in the second special symbol start processing, the main CPU 41 ends the jackpot lottery processing and performs jackpot game processing. On the other hand, if the jackpot lottery is not won in the jackpot lottery processing in the second special symbol start processing, the main CPU 41 ends the jackpot lottery processing and performs loss game processing.
[0078] In the jackpot game processing in the second special symbol start processing, the main CPU 41 performs the same control as in the jackpot game processing in the first special symbol start processing described above. After determining the special symbol and variation pattern in the jackpot game processing in the second special symbol start processing, the main CPU 41 ends the jackpot game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 ends the second special symbol start processing.
[0079] In the loss game processing in the second special symbol start processing, the main CPU 41 performs the same control as in the loss game processing in the first special symbol start processing described above. After determining the special symbol and variation pattern in the loss game processing in the second special symbol start processing, the main CPU 41 ends the loss game processing and stores the symbol command and variation pattern command in the output buffer. Then, the main CPU 41 ends the second special symbol start processing. In the following description, the variation pattern command stored in the output buffer in the first special symbol start processing may be referred to as the first variation pattern command, and the variation pattern command stored in the output buffer in the second special symbol start processing may be referred to as the second variation pattern command.
[0080] As described above, in the gaming machine 10, a jackpot lottery may be held when a special game is executed. In this embodiment, the main CPU 41 executes the jackpot lottery process, thereby realizing a function as a jackpot lottery means for holding a jackpot lottery. In this way, in this embodiment, the main CPU 41 realizes a function as a win lottery means for holding a win lottery. Also, in the gaming machine 10, the main CPU 41 determines a variation pattern, thereby determining the variation time of the special game. In this embodiment, the main CPU 41 realizes a function as a game time determination means for determining the variation time of the variation game.
[0081] When the special symbol start process is completed, the main CPU 41 executes a process separate from the special symbol start process and executes a special game. Specifically, the main CPU 41 controls the information display panel 22 to start the special game. The main CPU 41 also measures the fluctuation time associated with the fluctuation pattern determined in the special symbol start process. The main CPU 41 then controls the information display panel 22 so that the special symbol determined in the special symbol start process is displayed as a fixed stop when the fluctuation time associated with the fluctuation pattern has elapsed. The main CPU 41 stores a game end command in the output buffer when the fluctuation time associated with the fluctuation pattern has elapsed. After displaying the special symbol as a fixed stop, the main CPU 41 sets an inter-fluctuation interval (e.g., 1 second). During the inter-fluctuation interval, the special symbol that was displayed as a fixed stop upon the end of the special game continues to be displayed as a fixed stop. In this embodiment, the main CPU 41 controls the execution of the special game, thereby realizing a function as a variable game control means for executing a variable game. When the first special game is executed, the main CPU 41 controls the first special symbol display unit 22a, and when the second special game is executed, the main CPU 41 controls the second special symbol display unit 22b.
[0082] Next, the big win processing performed by the main CPU 41 will be described. The main CPU 41 identifies the type of jackpot game based on the jackpot symbol determined in the special symbol start processing. Then, after the jackpot special game ends, the main CPU 41 performs jackpot processing and awards the identified jackpot game. Specifically, the main CPU 41 performs jackpot processing after the jackpot special game ends and the inter-variation interval has elapsed. The main CPU 41 awards the jackpot game by performing jackpot processing. In this way, when a jackpot is won in the jackpot lottery, the gaming machine 10 can award the jackpot game after the special game in which the jackpot was won ends. In other words, the gaming machine 10 is configured to award the jackpot game after the special game ends when a jackpot is won.
[0083] During jackpot processing, the main CPU 41 stores an opening command in the output buffer. After storing the opening command in the output buffer, the main CPU 41 counts the opening time. After the opening time has elapsed, the main CPU 41 performs processing to execute a round game. The main CPU 41 also controls the second actuator A2 to open the large prize opening 29, thereby starting the round game. After starting the round game, if the first open game termination condition or the second open game termination condition is met, the main CPU 41 controls the second actuator A2 to close the large prize opening 29, thereby ending the round game. The main CPU 41 repeatedly performs processing to execute a round game until the maximum number of round games set for the jackpot game has been completed. The main CPU 41 stores a round command in the output buffer each time a round game is started. The round command includes information that identifies which round game in the jackpot game was output in response to the start of the round game. When the final round of play ends, the main CPU 41 stores an ending command in the output buffer. After storing the ending command in the output buffer, the main CPU 41 counts the ending time. When the ending time has elapsed, the main CPU 41 ends the jackpot process.
[0084] Next, a description will be given of the game state processing performed by the main CPU 41. In this embodiment, the main CPU 41 performs the game state processing, thereby realizing a function as a game state control means for controlling the game state.
[0085] When controlling to a non-probability variable state, the main CPU 41 sets the probability state flag to a value that can identify that the state is being controlled to a non-probability variable state. The main CPU 41 also stores control information (hereinafter referred to as a low-probability state command) that can identify that the state is being controlled to a non-probability variable state in the output buffer. Similarly, when controlling to a probability variable state, the main CPU 41 sets the probability state flag to a value that can identify that the state is being controlled to a probability variable state. The main CPU 41 also stores control information (hereinafter referred to as a high-probability state command) that can identify that the state is being controlled to a probability variable state in the output buffer. For example, after the first jackpot game is completed, the main CPU 41 sets the probability state flag to a value that can identify that the state is being controlled to a probability variable state. Meanwhile, after the second jackpot game is completed, the main CPU 41 sets the probability state flag to a value that can identify that the state is being controlled to a non-probability variable state.
[0086] When controlling to the low base state, the main CPU 41 sets a value that can specify that control is to be made to the low base state to the base state flag stored in the main RWM 43. Furthermore, the main CPU 41 stores control information that can specify that the state is the low base state (hereinafter referred to as the low base state command) in the output buffer. Incidentally, when a jackpot game is awarded, the main CPU 41 sets a value that can specify that control is to be made to the low base state to the base state flag. Furthermore, the main CPU 41 stores the low base state command in the output buffer.
[0087] When controlling to a high base state after the end of a jackpot game, the main CPU 41 sets a value that can identify that the high base state will be controlled after the end of the jackpot game to the base state flag. The main CPU 41 stores control information (hereinafter referred to as a high base state command) that can identify that the high base state has been controlled after the end of the jackpot game in the output buffer. Furthermore, the main CPU 41 updates information (hereinafter referred to as count information) that can identify the remaining number of special games to be controlled to the high base state after the end of the jackpot game. At this time, the main CPU 41 updates the count information to identify that the high base state will be controlled after the end of the first jackpot game until the next jackpot game is awarded. Meanwhile, after the end of the second jackpot game, the main CPU 41 updates the count information to identify 100 times. After the end of the second jackpot game, the main CPU 41 subtracts 1 from the identifyable number of times from the count information each time the special game ends, thereby updating the count information. Then, when the number of times that can be specified from the count information after subtracting 1 reaches 0, the main CPU 41 controls to a low base state. Incidentally, when a jackpot game is awarded, the main CPU 41 updates the number of times that can be specified from the count information to 0 and initializes it. Furthermore, when the main CPU 41 updates the count information, it stores control information (hereinafter referred to as a count command) that can specify the number of times that can be specified from the updated count information in the output buffer.
[0088] Next, the normal symbol input process performed by the main CPU 41 will be described. In the normal symbol input process, the main CPU 41 determines whether the gaming ball has passed through the gate 31 based on whether a detection signal has been input from the gate sensor SE4. If the gaming ball has not passed through the gate 31, the main CPU 41 terminates the normal symbol input process. On the other hand, if the gaming ball has passed through the gate 31, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is less than the upper limit number. If the normal reserve number is not less than the upper limit number, the main CPU 41 terminates the normal symbol input process. If the normal reserve number is less than the upper limit number, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by adding 1. The main CPU 41 also controls the information display panel 22 to display the updated normal reserve number. The main CPU 41 also stores control information (hereinafter referred to as the normal reserve number command) that can identify the updated normal reserve number in the output buffer. Next, the main CPU 41 acquires a normal winning lottery random number and stores random number information based on the acquired random number in the main RWM 43. In this case, the main CPU 41 stores the random number information so that it is possible to identify that it is random number information for a normal game and the storage order of the random number information. After that, the main CPU 41 ends the normal symbol input process.
[0089] Next, the normal symbol start process performed by the main CPU 41 will be described. The main CPU 41 determines whether the execution conditions for the normal game are met. The main CPU 41 makes a positive determination if the normal game is not being played and the normal game is not being played, and makes a negative determination if the normal game is being played or the normal game is being played. If the execution conditions for the normal game are not met, the main CPU 41 terminates the normal symbol start process. On the other hand, if the execution conditions for the normal game are met, the main CPU 41 determines whether the normal reserve number stored in the main RWM 43 is 1 or more. If the normal reserve number is not 1 or more, the main CPU 41 terminates the normal symbol start process. If the normal reserve number is 1 or more, the main CPU 41 updates the normal reserve number stored in the main RWM 43 by subtracting 1, and controls the information display panel 22 so that the updated normal reserve number is displayed. The main CPU 41 stores a normal reserve number command capable of identifying the updated normal reserve number in the output buffer. Next, the main CPU 41 reads the earliest-stored random number information for the normal game from the main RWM 43. After reading out the first random number information, the main CPU 41 erases the first stored random number information from the main RWM 43. Next, the main CPU 41 performs a normal win lottery based on the read random number information and the normal win determination value stored in the main ROM 42. Then, based on the result of the normal win lottery, the main CPU 41 determines the normal symbols to be fixed and displayed in the normal game and the fluctuation time of the normal game. The main CPU 41 determines the fluctuation pattern for the normal game, thereby determining the fluctuation time of the normal game. After determining the normal symbols and the fluctuation pattern for the normal game, the main CPU 41 stores control information capable of identifying the determined normal symbols and control information capable of identifying the fluctuation pattern for the normal game in the output buffer, and terminates the normal symbol start process. Then, the main CPU 41 terminates the normal symbol start process.
[0090] Then, the main CPU 41 executes the normal game by performing a process separate from the normal symbol start process. Specifically, the main CPU 41 starts the normal game. Then, when the normal game variation time determined in the normal symbol start process has elapsed, the main CPU 41 controls the information display panel 22 so that the normal symbol determined in the normal symbol start process is displayed as a fixed stop. When the variation time associated with the normal variation pattern determined in the normal symbol start process has elapsed, the main CPU 41 stores a normal end command capable of specifying the end of the normal game in the output buffer. After displaying the normal symbol as a fixed stop, that is, after the end of the normal game, the main CPU 41 sets an inter-variation interval (e.g., 1 second) for the normal game. During the inter-variation interval for the normal game, the normal symbol that was displayed as a fixed stop following the end of the normal game continues to be displayed as a fixed stop.
[0091] Next, the normal winning process performed by the main CPU 41 will be described. After the normal game with a normal win ends, the main CPU 41 performs normal win processing. In the normal win processing, the main CPU 41 starts control to generate a normal win game depending on whether the base state is low or high. Therefore, the main CPU 41 performs normal win processing to award a normal win. For example, in the normal win processing, when the base state is high, the main CPU 41 controls the first actuator A1 so that the second start port 27 is opened in the opening mode in the high base state. When the base state is low, the main CPU 41 controls the first actuator A1 so that the second start port 27 is opened in the opening mode in the low base state. In the opening mode in the high base state, the second start port 27 is opened more times in one normal win game, and the total time the second start port 27 is open is longer, compared to the opening mode in the low base state. For this reason, when the second starting hole 27 is opened in the opening mode in the high base state, it is easier to get a game ball to enter the second starting hole 27 than when the second starting hole 27 is opened in the opening mode in the low base state. In other words, when the base state is high, there is a higher advantage in getting a game ball to enter the second starting hole 27 than when the base state is low.
[0092] Next, the prize ball processing performed by the main CPU 41 will be described. When a detection signal is input from the first start sensor SE1, the main CPU 41 controls so that a predetermined number of prize balls are paid out to the first start opening 26. When a detection signal is input from the second start sensor SE2, the main CPU 41 controls so that a predetermined number of prize balls are paid out to the second start opening 27. When a detection signal is input from the count sensor SE3, the main CPU 41 controls so that a predetermined number of prize balls are paid out to the large prize opening 29. In this way, the main CPU 41 controls so that the number of game balls associated with the prize opening into which the game ball entered are paid out as prize balls. In this embodiment, the main CPU 41 performs prize ball processing and controls so that game balls are paid out as prize balls, thereby awarding prize balls.
[0093] Next, various processes that the secondary CPU 51 executes based on the control program will be described. When the secondary CPU 51 inputs a low probability state command, it sets the secondary probability state flag stored in the secondary RWM 53 to a value that can identify a non-probability variable state. When the secondary CPU 51 inputs a high probability state command, it sets the secondary probability state flag stored in the secondary RWM 53 to a value that can identify a probability variable state. Furthermore, when the secondary CPU 51 inputs a low base state command, it sets the secondary base state flag stored in the secondary RWM 53 to a value that can identify a low base state. When the secondary CPU 51 inputs a high base state command, it sets the secondary base state flag to a value that can identify a high base state. Furthermore, when the secondary CPU 51 inputs a count command, it updates the information stored in the secondary RWM 53 (hereinafter referred to as secondary count information) so as to be able to identify the remaining number of special games to be controlled to the high base state after the end of a jackpot game that can be identified from the command.
[0094] The sub-CPU 51 controls the presentation mode. Specifically, when the sub-base state flag is set to a value that can identify a low base state, the sub-CPU 51 controls to the normal mode. After the first jackpot game ends, the sub-CPU 51 controls to the chance mode or the probability variable mode. The control of whether to control to the chance mode or the probability variable mode after the first jackpot game ends will be explained later. Furthermore, if the sub-CPU 51 controls to the chance mode after the first jackpot game ends, the sub-CPU 51 controls to the probability variable mode when 100 special games are completed in the chance mode. After the second jackpot game ends, the sub-CPU 51 controls to the chance mode. Note that, after the second jackpot game ends, the sub-CPU 51 controls to the chance mode. Since the sub-base state flag is set to a value that can identify a low base state, the sub-CPU 51 controls to the normal mode.
[0095] The sub-CPU 51 controls the effect display device 25 so that an effect game is performed. Specifically, when the sub-CPU 51 inputs a symbol command and a variation pattern command, it controls the execution of the effect game. Based on the variation pattern command and the symbol command, the sub-CPU 51 determines a symbol combination of effect symbols to be finally displayed as a fixed stop in the effect game. When specifying a jackpot symbol from the input symbol command, the sub-CPU 51 determines a symbol combination of the jackpot symbol by the effect symbols. When specifying a losing symbol from the input symbol command, the sub-CPU 51 determines a losing symbol combination by the effect symbols. For example, when specifying a losing reach-type variation pattern from the input variation pattern command, the sub-CPU 51 determines a losing symbol combination including a reach-type variation pattern. On the other hand, when specifying a losing reach-type variation pattern from the input variation pattern command, the sub-CPU 51 determines a losing symbol combination not including a reach-type variation pattern.
[0096] Furthermore, when the sub-CPU 51 inputs a variation pattern command, it controls the effect display device 25 to variably display the effect symbols. In other words, the sub-CPU 51 starts the effect game. Then, at a predetermined timing, the sub-CPU 51 temporarily stops and displays the pattern combination of the determined effect symbols. Thereafter, the sub-CPU 51, in response to the input of an end command, causes the pattern combination of the effect symbols to be displayed as a fixed, stopped state. Note that the sub-CPU 51 may measure a variation time that can be determined from the variation pattern, regardless of the end command, and cause the pattern combination to be displayed as a fixed, stopped state upon the passage of the variation time. In this case, the end command may be omitted. Additionally, when the variation pattern that can be determined from the variation pattern command is a variation pattern that includes a reach effect, the sub-CPU 51 controls the effect display device 25 to execute a reach effect.
[0097] During a jackpot game, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that a jackpot effect is performed. Specifically, when an opening command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that an opening effect is performed. When a round command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that a round effect is performed. When an ending command is input, the sub-CPU 51 controls at least one of the decorative lamps 17, the speaker 18, and the effect display device 25 so that an ending effect is performed.
[0098] In this embodiment, the secondary CPU 51 controls the decorative lamp 17 as light-emitting means, thereby realizing the function of light-emitting control means capable of controlling the light-emitting means. In this embodiment, the secondary CPU 51 controls the speaker 18 as sound output means, thereby realizing the function of sound output control means capable of controlling the sound output means. In this embodiment, the secondary CPU 51 controls the performance display device 25 as display means, thereby realizing the function of display control means capable of controlling the display means.
[0099] The gaming machine 10 is capable of executing a jackpot advance notice effect. The jackpot advance notice effect can be executed while a special game is being executed. The jackpot advance notice effect is executed during the execution of a special game, at a timing before the effect symbols in the effect game are temporarily stopped and displayed. For this reason, for example, when a reach effect is executed, the jackpot advance notice effect is executed before the reach effect is started. The jackpot advance notice effect is an effect that can suggest that the currently executed special game will result in a jackpot, that is, that a jackpot game will be awarded in the future. In other words, the jackpot advance notice effect is an effect that can suggest that the game will unfold advantageously. The jackpot advance notice effect in this embodiment corresponds to the first effect. The jackpot advance notice effect is configured to be executable by the speaker 18 and the effect display device 25. In this way, the effects that can be executed by the effect execution means include the jackpot advance notice effect as the first effect.
[0100] As shown in Figures 5(a) and 5(b), in the jackpot advance notice performance, a character CH resembling a cat is displayed on the performance display device 25. The character CH is an image displayed on the performance display device 25. In the jackpot advance notice performance, a calico cat CH1 resembling a calico cat and a black cat CH2 resembling a black cat are displayed as characters CH. The calico cat CH1 has a mouth. In other words, the calico cat CH1 is a character with a mouth. The black cat CH2 has a mouth. In other words, the black cat CH2 is a character with a mouth. The jackpot advance notice performance unfolds with the displayed character CH speaking lines. At this time, the mouth of the character CH who is speaking the lines moves. At this time, a sound corresponding to the character CH speaking the lines is output from the speaker 18. For example, as shown in Figures 5(a) and 5(b), when calico cat CH1 speaks, the mouth of calico cat CH1 moves, and sound corresponding to calico cat CH1 speaking the lines is output from speaker 18. Thus, in the jackpot advance notice performance in this embodiment, the mouth of calico cat CH1 moves, while the mouth of black cat CH2 does not move. In other words, in the jackpot advance notice performance, calico cat CH1 and black cat CH2 are displayed, and the mouth of calico cat CH1 moves in response to the sound output from speaker 18, while the mouth of black cat CH2, which does not correspond to the sound output from speaker 18, does not move.
[0101] The movement of the character's mouth while sound is output from speaker 18 is also called lip synchronization (so-called lip sync). In this embodiment, the movement of the character's mouth corresponds to the character's specific action. In other words, the specific action of the character is the movement of the character's mouth. In this way, in the jackpot notice performance, the character CH's mouth moves. That is, in this embodiment, the first performance may be accompanied by a specific action of the character. In this embodiment, sound can be output in conjunction with the character's specific action. In addition, in the jackpot notice performance, a dialogue image SG containing text information that can identify the dialogue is displayed on the performance display device 25.
[0102] There are multiple types of presentation content for the jackpot preview effect. Different presentation content for the jackpot preview effect results in different lines spoken by the calico cat CH1. The expected jackpot probability varies depending on the presentation content for the jackpot preview effect. In other words, in the gaming machine 10, the expected jackpot probability varies depending on the presentation content for the jackpot preview effect. In this embodiment, first and second presentation content are exemplified as the presentation content for the jackpot preview effect. In the gaming machine 10, the jackpot preview effect with the second presentation content has a higher expected jackpot probability than the jackpot preview effect with the first presentation content. However, the jackpot preview effect with the second presentation content can be executed even when a jackpot has not been won. In other words, in the gaming machine 10, the execution of the jackpot preview effect with either the first or second presentation content does not conclusively indicate that the currently running special game will result in a jackpot.
[0103] As shown in FIG. 5(a), when the jackpot preview effect of the first performance content is executed, the calico cat CH1 and the black cat CH2 are displayed on the performance display device 25. When the jackpot preview effect of the first performance content is executed, the calico cat CH1's mouth moves. Furthermore, when the jackpot preview effect of the first performance content is executed, a sound corresponding to the calico cat CH1, "I can't find the king," is output from the speaker 18. Thus, when the jackpot preview effect of the first performance content is executed, the gaming machine 10 can output the sound "I can't find the king" in conjunction with the movement of the calico cat CH1's mouth. In this way, this embodiment can output a sound in conjunction with a specific character action. Additionally, when the jackpot preview effect of the first performance content is executed, a dialogue image SG including the text information "I can't find the king" is displayed on the performance display device 25. In this way, the jackpot preview performance of the first performance content is performed by displaying the calico cat CH1 and the black cat CH2 on the performance display device 25, and as the mouth of the calico cat CH1 moves, a voice saying "I can't find the king" is output from the speaker 18, and a dialogue image SG containing the text information "I can't find the king" is displayed on the performance display device 25.
[0104] As shown in FIG. 5(b), when the jackpot preview effect of the second effect content is executed, the calico cat CH1 and the black cat CH2 are displayed on the effect display device 25. When the jackpot preview effect of the second effect content is executed, the calico cat CH1's mouth moves. Furthermore, when the jackpot preview effect of the second effect content is executed, a sound corresponding to the calico cat CH1, "The king headed for the lake," is output from the speaker 18. Thus, when the jackpot preview effect of the second effect content is executed, the gaming machine 10 can output the sound "The king headed for the lake" in conjunction with the movement of the calico cat CH1's mouth. In this way, this embodiment can output a sound in conjunction with a specific action of the character. Additionally, when the jackpot preview effect of the second effect content is executed, a dialogue image SG including the text information "The king headed for the lake" is displayed on the effect display device 25. In this way, the jackpot preview performance of the second performance content is performed by displaying the calico cat CH1 and the black cat CH2 on the performance display device 25, and as the mouth of the calico cat CH1 moves, the voice "The king headed for the lake" is output from the speaker 18, and a dialogue image SG containing the text information "The king headed for the lake" is displayed on the performance display device 25.
[0105] Incidentally, in the gaming machine 10, the content of the jackpot advance notice effect executed during the execution of the first special game is at least partially different from the content of the jackpot advance notice effect executed during the execution of the second special game. The jackpot advance notice effect executed during the execution of the second special game is likely to be executed for a longer period of time than the jackpot advance notice effect executed during the execution of the first special game. In other words, the jackpot advance notice effect is likely to be executed for a longer period of time during the execution of the second special game than during the execution of the first special game. Therefore, for example, if a jackpot is won during the execution of the second special game, the jackpot advance notice effect is likely to be executed for a longer period of time than if a jackpot is won during the execution of the first special game. In other words, if the second variation game is a win, the time for which an effect involving a specific action by a character is executed is likely to be longer than if the first variation game is a win.
[0106] The gaming machine 10 is capable of executing premium effects. The premium effects can be executed during the execution of a special game. The premium effects are executed during the execution of a special game, at a timing after the start of the execution of a reach effect. For example, if a jackpot preview effect and a premium effect are executed during the execution of one special game, the premium effect is executed later than the jackpot preview effect. In other words, if a jackpot preview effect and a premium effect are executed during the execution of one special game, the jackpot preview effect is executed earlier than the premium effect. The premium effect is an effect that can suggest that the currently executed special game will result in a jackpot, that is, that a jackpot game will be awarded in the future. In other words, the premium effect is an effect that can suggest that the game will unfold advantageously. The premium effect in this embodiment corresponds to the second effect. The premium effect is configured to be executable by the speaker 18 and the effect display device 25. As such, the effects that can be executed by the effect execution means include the premium effect as the second effect.
[0107] The premium effect can be executed only when a jackpot has been won. Therefore, the premium effect can be said to be an effect that can notify that a special game currently being played will be a jackpot. In the gaming machine 10, even if the jackpot preview effect is executed, it is not possible to reliably recognize that a jackpot will be won. On the other hand, in the gaming machine 10, if the premium effect is executed, it is possible to reliably recognize that a jackpot will be won. Thus, the premium effect has a higher expectation of a jackpot, i.e., a higher expectation of a favorable development, than the jackpot preview effect. In other words, in this embodiment, the second effect has a higher expectation of a favorable development than the first effect.
[0108] As shown in FIG. 6, in the premium effect, a character CH resembling a cat is displayed on the effect display device 25. The character CH is an image displayed on the effect display device 25. In the premium effect, a calico cat CH1 is displayed as the character CH. As described above, the calico cat CH1 is a character with a mouth. The premium effect unfolds with the displayed calico cat CH1 speaking lines. At this time, the mouth of the calico cat CH1 does not move. However, sound corresponding to the calico cat CH1 is output from the speaker 18. For example, as shown in FIG. 6, in the premium effect, the mouth of the calico cat CH1 does not move, and sound corresponding to the calico cat CH1 is output from the speaker 18. In this way, in the premium effect, the mouth of the character CH does not move. That is, in this embodiment, the second effect does not involve a specific action of the character. Furthermore, in the premium effect, a line image SG including text information that can identify the lines is displayed on the effect display device 25.
[0109] As shown in FIG. 6, when the premium effect is executed, the calico cat CH1 is displayed on the effect display device 25. Also, when the premium effect is executed, the mouth of the calico cat CH1 does not move. On the other hand, when the premium effect is executed, a sound corresponding to the calico cat CH1, "It appears that a jackpot has been confirmed," is output from the speaker 18. In this way, when the premium effect is executed, the gaming machine 10 is capable of outputting the sound "It appears that a jackpot has been confirmed," without the mouth of the calico cat CH1 moving. In addition, when the premium effect is executed, a dialogue image SG including the text information "It appears that a jackpot has been confirmed" is displayed on the effect display device 25. In this way, in the premium effect, the calico cat CH1 is displayed on the effect display device 25, the mouth of the calico cat CH1 does not move, the sound "It appears that a jackpot has been confirmed" is output from the speaker 18, and the dialogue image SG including the text information "It appears that a jackpot has been confirmed" is displayed on the effect display device 25.
[0110] During the execution of a special game, either a jackpot advance notice effect or a premium effect may be executed, or both a jackpot advance notice effect and a premium effect may be executed. In other words, during the execution of one special game, both a jackpot advance notice effect and a premium effect may be executed. Of course, during the execution of one special game, both a jackpot advance notice effect and a premium effect may not be executed. When a reach effect is executed, the jackpot advance notice effect starts to be executed before the reach effect is executed. In contrast, the premium effect starts to be executed after the reach effect is executed. Therefore, when both a jackpot advance notice effect and a premium effect are executed during the execution of a special game, the jackpot advance notice effect is executed before the premium effect.
[0111] In the gaming machine 10, effects relating to the strength of the launch of the gaming ball are executed on the effect display device 25. Specifically, in the gaming machine 10, the effects relating to the strength of the launch of the gaming ball include a right-hit notification effect that encourages right-hits and a left-hit notification effect that encourages left-hits.
[0112] As shown in FIG. 7(a), in the right-hit notification effect, an image YG1 resembling a right-facing arrow and text information MJ1 saying "right hit" are displayed on the effect display device 25. In addition, in the right-hit notification effect, a character CH resembling a cat is displayed on the effect display device 25. In the right-hit notification effect, a calico cat CH1 is displayed as the character CH. As mentioned above, the calico cat CH1 is a character with a mouth. The right-hit notification effect unfolds with the content spoken by the calico cat CH1. At this time, the mouth of the calico cat CH1 does not move. However, a sound corresponding to the calico cat CH1 is output from the speaker 18. For example, as shown in FIG. 7(a), in the right-hit notification effect, the mouth of the calico cat CH1 does not move, and a sound corresponding to the calico cat CH1 saying "please hit right" is output from the speaker 18. In this way, in the right-hit notification effect, the mouth of the calico cat CH1 does not move. In other words, in this embodiment, the right-hit notification effect does not involve any specific action by the character.
[0113] The right-hit notification effect is executed in a situation where a right hit is recommended. Specifically, the right-hit notification effect is executed during the opening time of a jackpot game. The right-hit notification effect may be configured to continue to be executed until an end condition for the right-hit notification effect is met. The end condition for the right-hit notification effect may be met, for example, when a predetermined presentation time for the right-hit notification effect has elapsed.
[0114] As shown in FIG. 7(b), in the left-hit notification effect, an image YG2 resembling a left-pointing arrow and text information MJ2 saying "Please return to left-hand hitting" are displayed on the effect display device 25. In addition, in the left-hit notification effect, a character CH resembling a cat is displayed on the effect display device 25. In the left-hit notification effect, a calico cat CH1 is displayed as the character CH. As described above, the calico cat CH1 is a character with a mouth. The left-hit notification effect unfolds with the content spoken by the calico cat CH1. At this time, the mouth of the calico cat CH1 does not move. However, a sound corresponding to the calico cat CH1 is output from the speaker 18. For example, as shown in FIG. 7(b), in the left-hit notification effect, the mouth of the calico cat CH1 does not move, and a sound corresponding to the calico cat CH1 saying "Please return to left-hand hitting" is output from the speaker 18. In this way, in the left-hit notification effect, the mouth of the calico cat CH1 does not move. In other words, in this embodiment, the left-hit notification effect does not involve any specific action by the character.
[0115] The left-hit notification effect is executed in a situation where a left-hit is recommended. Specifically, the left-hit notification effect is executed when the chance mode ends and the mode transitions to the normal mode. Alternatively, the left-hit notification effect may be configured to be executed when it is determined that a right-hit has occurred in a situation where a left-hit is recommended. In this case, it may be determined that a right-hit has occurred when the game ball enters gate 31. The left-hit notification effect may be configured to continue to be executed until the end condition of the left-hit notification effect is met. The end condition of the left-hit notification effect may be met, for example, when a predetermined left-hit notification effect presentation time has elapsed.
[0116] The gaming machine 10 is capable of executing a challenge effect. The challenge effect can be executed in the final round of play in a jackpot game (the eighth round of play in this embodiment). In the challenge effect, when the effect button EB is operated, either a success result, which can be specified as being controlled to a high probability variable state after the end of the jackpot game, or a failure result, which cannot be specified as being controlled to a high probability variable state after the end of the jackpot game, is derived. However, in the challenge effect, if the effect button EB is not operated, neither a success result nor a failure result is derived. In this way, the challenge effect is an effect that can be developed in response to the operation of the effect button EB. In other words, the challenge effect is an effect that can be developed in response to the operation of the operation means. The challenge effect in this embodiment corresponds to a specific effect. The challenge effect is configured to be executable by the speaker 18 and the effect display device 25. In this way, the effects that can be executed by the effect execution means include a challenge effect as a specific effect.
[0117] In the gaming machine 10, the time when the game is controlled to the high probability variable state after the end of the awarded jackpot game corresponds to the first jackpot game. In contrast, the time when the game is not controlled to the high probability variable state after the end of the awarded jackpot game corresponds to the second jackpot game. During the second jackpot game, even if the effect button EB is operated during the challenge effect, a successful result is not obtained, and only a failed result is obtained. Meanwhile, during the first jackpot game, when the effect button EB is operated during the challenge effect, a successful result may be obtained, or a failed result may be obtained. Therefore, even if a failed result is obtained as a result of operating the effect button EB during the challenge effect, the game may be controlled to the high probability variable state after the end of the jackpot game. When a successful result is obtained during the challenge effect, it can be confirmed that the game will be controlled to the high probability variable state after the end of the jackpot game.
[0118] As shown in FIG. 8(a), when the execution of the challenge effect starts, in the challenge effect, an operation prompting image PG that prompts the operation of the effect button EB is displayed on the effect display device 25. Specifically, in the challenge effect before the result is derived, the operation prompting image PG is displayed on the effect display device 25. In addition, in the challenge effect, a character CH that resembles a cat is displayed on the effect display device 25. In the challenge effect, a calico cat CH1 is displayed as the character CH. As described above, the calico cat CH1 is a character with a mouth. In the challenge effect before the result is derived, the content of the speech of the calico cat CH1 is developed. At this time, the mouth of the calico cat CH1 does not move. However, a sound corresponding to the calico cat CH1 is output from the speaker 18. As shown in FIG. 8(a), in the challenge effect before the result is derived, the mouth of the calico cat CH1 does not move, and a sound corresponding to the calico cat CH1, saying "Press the button," is output from the speaker 18. In this way, in the challenge effect before the result is derived, the mouth of the calico cat CH1 does not move. That is, in this embodiment, the specific effect does not involve a specific action by the character. Also, in the challenge effect before the result is derived, the effect display device 25 displays character information MJa that can identify that the challenge effect can progress when the effect button EB is operated. The character information MJa in this embodiment is character information that reads, "Press the button and the king will appear to enter the probability mode!"
[0119] As shown in FIG. 8(b), in the event of a failure in the challenge presentation, a character CH resembling a cat is displayed on the presentation display device 25. In the event of a failure in the challenge presentation, a calico cat CH1 is displayed as the character CH. As described above, the calico cat CH1 is a character with a mouth. In the event of a failure in the challenge presentation, the calico cat CH1 speaks. At this time, the mouth of the calico cat CH1 does not move. However, a sound corresponding to the calico cat CH1 is output from the speaker 18. As shown in FIG. 8(b), in the event of a failure in the challenge presentation, the mouth of the calico cat CH1 does not move, and a sound corresponding to the calico cat CH1, "Looks like there is no king," is output from the speaker 18. In this way, in the event of a failure in the challenge presentation, the mouth of the calico cat CH1 does not move. That is, in this embodiment, the specific presentation does not involve a specific action of the character. Furthermore, in the event of a failure in the challenge presentation, text information MJb that can identify the failure as a result is displayed on the presentation display device 25. In this embodiment, the character information MJb is "Sorry...".
[0120] As shown in FIG. 8(c), in the event of a successful outcome in the challenge presentation, a character CH resembling a cat is displayed on the presentation display device 25. In the event of a failed outcome in the challenge presentation, the characters CH displayed are a calico cat CH1 and a king CHx resembling a cat king. As described above, the calico cat CH1 is a character with a mouth. The king CHx has a mouth. In other words, the king CHx is a character with a mouth. In the event of a successful outcome in the challenge presentation, the king CHx is displayed in addition to the calico cat CH1, and the content of what the calico cat CH1 is saying unfolds. At this time, the mouth of the calico cat CH1 does not move. Similarly, at this time, the mouth of the king CHx does not move. However, a sound corresponding to the calico cat CH1 is output from the speaker 18. As shown in FIG. 8(c), in the event of a successful outcome in the challenge presentation, the mouth of the calico cat CH1 does not move, and a sound corresponding to the calico cat CH1, "King, we've been waiting for you," is output from the speaker 18. In this way, if the challenge performance is successful, the mouth of the calico cat CH1 does not move. That is, in this embodiment, the specific performance does not involve a specific action by the character. Also, if the challenge performance is successful, text information MJc that can identify the successful result is displayed on the performance display device 25. In this embodiment, the text information MJc is the text information "The King Appears!"
[0121] The gaming machine 10 is capable of executing a conclusion effect. The conclusion effect can be executed within the ending time of a jackpot game. Therefore, in the gaming machine 10, after a challenge effect is executed in the final round of play during a jackpot game, the conclusion effect is executed within the ending time. Therefore, within the period of one jackpot game, the conclusion effect is executed at a timing later than the challenge effect. In other words, within the period of one jackpot game, the challenge effect is executed at a timing earlier than the jackpot notice effect. The conclusion effect is an effect that can progress even if the effect button EB is not operated. In other words, the conclusion effect is an effect that can progress without being triggered by operation of the operating means. The conclusion effect in this embodiment corresponds to a non-specific effect. The conclusion effect is configured to be executable by the speaker 18 and the effect display device 25. In this way, the effects that can be executed by the effect execution means include a conclusion effect as a non-specific effect.
[0122] As shown in Figures 9(a) to 9(e), when the execution of the conclusion performance begins, in the conclusion performance, a character CH resembling a cat is displayed on the performance display device 25. In the conclusion performance, there are cases where a calico cat CH1 is displayed as the character CH, and cases where a king CHx is displayed in addition to the calico cat CH1. As mentioned above, the calico cat CH1 is a character with a mouth. As mentioned above, the king CHx is a character with a mouth. The conclusion performance unfolds with the content in which the displayed character CH speaks lines. At this time, the mouth of the character CH who is speaking the lines moves. At this time, sound corresponding to the character CH who is speaking the lines is output from the speaker 18. For example, when the calico cat CH1 speaks lines, the mouth of the calico cat CH1 moves and sound corresponding to the calico cat CH1 speaking the lines is output from the speaker 18. For example, when the king CHx speaks a line, the mouth of the king CHx moves and a sound corresponding to the king CHx speaking the line is output from the speaker 18. In this way, in the closing performance, the mouth of the character CH moves. That is, in this embodiment, a non-specific performance may be accompanied by a specific action of the character. In this embodiment, sound can be output in accordance with the specific action of the character. Also, in the closing performance, a line image SG containing text information that can identify the line is displayed on the performance display device 25.
[0123] There are multiple types of content in the progression of the conclusion effect. In particular, the initial content in the conclusion effect may differ depending on whether the effect button EB was operated in the challenge effect. Furthermore, even if the effect button EB was operated in the challenge effect, the initial content in the conclusion effect may differ depending on the result derived as a result of that operation. In this way, the initial content in the conclusion effect may differ depending on the content of the progression of the challenge effect. In other words, the content of the progression of the conclusion effect may differ depending on the content of the progression of the challenge effect. In the gaming machine 10, it may be possible to specify that the game will be controlled to a probability variable state after the end of a jackpot game depending on the content of the progression of the conclusion effect. On the other hand, in the gaming machine 10, it may be impossible to specify that the game will be controlled to a probability variable state after the end of a jackpot game depending on the content of the progression of the conclusion effect.
[0124] During the second jackpot game, the conclusion effect progresses with content that cannot be specified as being controlled to a probability variable state after the end of the jackpot game. On the other hand, during the first jackpot game, the conclusion effect may progress with content that can be specified as being controlled to a probability variable state after the end of the jackpot game, or may progress with content that cannot be specified as being controlled to a probability variable state after the end of the jackpot game. However, when a successful result has already been derived in the challenge effect, the conclusion effect progresses with content that can be specified as being controlled to a probability variable state after the end of the jackpot game.
[0125] As shown in FIG. 9(a), when a conclusion effect is executed after the effect button EB is not operated in a challenge effect, the calico cat CH1 is displayed on the effect display device 25. Similarly, when a conclusion effect is executed after a failure result is derived in a challenge effect, the calico cat CH1 is displayed on the effect display device 25. The calico cat CH1's mouth also moves. Furthermore, a sound corresponding to the calico cat CH1, "Let's go find the king," is output from the speaker 18. In this way, when a conclusion effect is executed with the content shown in FIG. 9(a) as the initial content, the gaming machine 10 can output the sound "Let's go find the king" in conjunction with the movement of the calico cat CH1's mouth. In this way, this embodiment can output a sound in conjunction with a specific action of the character. In addition, when a conclusion effect is executed with the content shown in FIG. 9(a) as the initial content, a dialogue image SG including the text information "Let's go find the king" is displayed on the effect display device 25.
[0126] As shown in FIG. 9(b), after the conclusion effect shown in FIG. 9(a) is executed as the initial content, if the game progresses with unspecified content that the game will be controlled to a high probability variable state after the end of the jackpot game, the calico cat CH1 is displayed on the effect display device 25. The calico cat CH1's mouth also moves. Furthermore, the speaker 18 outputs a sound corresponding to the calico cat CH1 saying, "Let's go!" In this way, if the game progresses with unspecified content that the game will be controlled to a high probability variable state after the end of the jackpot game, the gaming machine 10 can output the sound "Let's go!" in conjunction with the movement of the calico cat CH1's mouth. In this way, this embodiment can output a sound in conjunction with a specific action of the character. Additionally, if the game progresses with unspecified content that the game will be controlled to a high probability variable state after the end of the jackpot game, a dialogue image SG including the text information "Let's go" is displayed on the effect display device 25. In this way, when the gaming machine 10 executes the ending performance with the content shown in Figure 9(a) as the initial content, and then progresses with unspecified content that the game is controlled to a special state after the end of the jackpot game, it can output the sound "Let's go" along with the movement of the mouth of the calico cat CH1.
[0127] As shown in FIG. 9(c), after a conclusion effect is executed with the content shown in FIG. 9(a) as the initial content, if the progress is such that it can be specified that the game will be controlled to a variable probability state after the end of the jackpot game, in addition to the calico cat CH1, the king CHx is displayed on the effect display device 25. The mouth of the king CHx also moves. Furthermore, a sound corresponding to the king CHx, such as "Sorry to keep you waiting," is output from the speaker 18. In this way, this embodiment is capable of outputting sounds in accordance with the specific actions of the character. Additionally, after a conclusion effect is executed with the content shown in FIG. 9(a) as the initial content, if the progress is such that it can be specified that the game will be controlled to a variable probability state after the end of the jackpot game, a dialogue image SG including the text information "Sorry to keep you waiting" is displayed on the effect display device 25.
[0128] Furthermore, as shown in FIG. 9(d), after a conclusion effect is executed with the content shown in FIG. 9(a) as the initial content, if the game progresses with content that can specify that the game will be controlled to a variable probability state after the end of the jackpot game, the calico cat CH1 and the king CHx are displayed on the effect display device 25. The mouth of the king CHx also moves. Furthermore, a sound corresponding to the king CHx, "Let's go, let's go," is output from the speaker 18. In this way, this embodiment is capable of outputting sound in accordance with a specific action of the character. Additionally, after a conclusion effect is executed with the content shown in FIG. 9(a) as the initial content, if the game progresses with content that can specify that the game will be controlled to a variable probability state after the end of the jackpot game, a dialogue image SG including the text information "Let's go, let's go" is displayed on the effect display device 25.
[0129] In this way, when the gaming machine 10 executes a closing effect with the content shown in Fig. 9(a) as the initial content, and then progresses with content that can specify that the game will be controlled to a probability variable state after the end of the jackpot game, it can output a sound saying "Sorry to keep you waiting" as the mouth of the king CHx moves.Furthermore, after that, when the gaming machine 10 executes a closing effect with the content shown in Fig. 9(a) as the initial content, and then progresses with content that can specify that the game will be controlled to a probability variable state after the end of the jackpot game, it can output a sound saying "Let's go" as the mouth of the king CHx moves.
[0130] As described above, when a closing effect is executed with the content shown in FIG. 9(a) as the initial content, there are cases where the content progresses with unspecified content that the game will be controlled to a high probability variable state after the end of a jackpot game, and cases where the content progresses with identifiable content that the game will be controlled to a high probability variable state after the end of a jackpot game. When a closing effect is executed with the content shown in FIG. 9(a) as the initial content and the content progresses with unspecified content that the game will be controlled to a high probability variable state after the end of a jackpot game, the closing effect progresses from the content shown in FIG. 9(a) to the content shown in FIG. 9(b). In the following description, the progression from the content shown in FIG. 9(a) to the content shown in FIG. 9(b) may be referred to as a progression along the first route. In the gaming machine 10, a progression of the closing effect along the first route corresponds to a progression with unspecified content that the game will be controlled to a high probability variable state after the end of a jackpot game. Also, when the ending effect is executed with the content shown in Figure 9(a) as the initial content, and progresses with content that can specify that the game will be controlled to a variable probability state after the end of the jackpot game, the ending effect progresses from the content shown in Figure 9(a) to the content shown in Figure 9(c), and then progresses to the content shown in Figure 9(d). In the following explanation, the case where the content shown in Figure 9(a) progresses to the content shown in Figure 9(c), and then progresses to the content shown in Figure 9(d) may be referred to as a case where the ending effect progresses along the second route. In the gaming machine 10, the case where the ending effect progresses along the second route corresponds to a case where the game progresses with content that can specify that the game will be controlled to a variable probability state after the end of the jackpot game.
[0131] As shown in FIG. 9(e), when a conclusion effect is executed after a successful result is derived in the challenge effect, the calico cat CH1 and the king CHx are displayed on the effect display device 25. At this time, the calico cat CH1's mouth moves. Furthermore, a sound corresponding to the calico cat CH1, "We're ready," is output from the speaker 18. In this way, when a conclusion effect is executed with the content shown in FIG. 9(e) as the initial content, the gaming machine 10 can output the sound "We're ready" in conjunction with the movement of the calico cat CH1's mouth. In this way, this embodiment can output a sound in conjunction with a specific action of the character. In addition, when a conclusion effect is executed with the content shown in FIG. 9(e) as the initial content, a dialogue image SG including the text information "We're ready" is displayed on the effect display device 25.
[0132] Then, in the gaming machine 10, a conclusion effect is executed with the content shown in Figure 9(e) as the initial content, and then progresses to the content shown in Figure 9(d), whereby the conclusion effect progresses with unspecified content, in which it is controlled to a probability variable state after the end of the jackpot game. In this way, when the conclusion effect is executed with the content shown in Figure 9(e) as the initial content, the gaming machine 10 can output a sound saying "We're ready" as the mouth of the calico cat CH1 moves. Furthermore, after that, the gaming machine 10 can execute a conclusion effect with the content shown in Figure 9(e) as the initial content, and then output a sound saying "Let's go!" as the mouth of the king CHx moves.
[0133] As described above, when the ending effect is executed with the content shown in FIG. 9(e) as the initial content, it progresses with content that can be specified as being controlled to a variable probability state after the end of the jackpot game. When the ending effect is executed with the content shown in FIG. 9(e) as the initial content, the ending effect progresses from the content shown in FIG. 9(e) to the content shown in FIG. 9(d). In the following explanation, the progression from the content shown in FIG. 9(e) to the content shown in FIG. 9(d) may be referred to as a progression along the third route. In the gaming machine 10, a progression of the ending effect along the third route corresponds to a progression with content that can be specified as being controlled to a variable probability state after the end of the jackpot game.
[0134] The gaming machine 10 can execute a break-in effect. The break-in effect can be executed within the ending time of a jackpot game. Specifically, the break-in effect is executed within the ending time of a jackpot game, at the timing after the end of the closing effect. In this way, the break-in effect is executed after the end of the closing effect. The break-in effect is an effect that notifies the effect mode that will be controlled after the end of a jackpot game. The break-in effect includes a first break-in effect that notifies that the game will be controlled to the chance mode, and a second break-in effect that notifies that the game will be controlled to the probability mode.
[0135] As shown in FIG. 10(a), in the first entry performance, text information CT of "Chance mode entry," which can identify that control will be made to the chance mode, is displayed on the performance display device 25. Additionally, in the first entry performance, a character CH resembling a cat is displayed on the performance display device 25. In the first entry performance, a calico cat CH1 is displayed as the character CH. As described above, the calico cat CH1 is a character with a mouth. The first entry performance unfolds with the content spoken by the calico cat CH1. At this time, the mouth of the calico cat CH1 does not move. However, a sound corresponding to the calico cat CH1 is output from the speaker 18. As shown in FIG. 10(a), in the first entry performance, the mouth of the calico cat CH1 does not move, and a sound corresponding to the calico cat CH1, "Chance mode entry," is output from the speaker 18. In this way, in the first entry performance, the mouth of the calico cat CH1 does not move. That is, in this embodiment, the first entry performance does not involve a specific action of the character. The first entry performance is executed after the conclusion performance ends if the conclusion performance progresses on the first route.
[0136] As shown in FIG. 10(b), in the second entry performance, text information KT of "Entering probability variable mode," which can identify that the game will be controlled to the probability variable mode, is displayed on the performance display device 25. In addition, in the second entry performance, a character CH resembling a cat is displayed on the performance display device 25. In the second entry performance, a calico cat CH1 and a king CHx are displayed as characters CH. As described above, the calico cat CH1 is a character with a mouth. Similarly, the king CHx is a character with a mouth. The second entry performance unfolds with the content spoken by the calico cat CH1. At this time, the mouth of the calico cat CH1 does not move. However, a sound corresponding to the calico cat CH1 is output from the speaker 18. As shown in FIG. 10(b), in the second entry performance, the mouth of the calico cat CH1 does not move, and a sound corresponding to the calico cat CH1, "Entering probability variable mode," is output from the speaker 18. In this way, in the second entry performance, the mouth of the calico cat CH1 does not move. That is, in this embodiment, the second entry performance does not involve any specific action by the character. If the ending performance progresses along the second route, the second entry performance is executed after the ending performance ends. Also, if the ending performance progresses along the third route, the second entry performance is executed after the ending performance ends.
[0137] As described above, the gaming machine 10 can output audio (sound) from the speaker 18 in response to the movement of the mouth of the character CH displayed on the effect display device 25. The gaming machine 10 configured in this manner can customize the volume of the audio output from the speaker 18 when the mouth of the character CH moves. Specifically, the gaming machine 10 can customize whether or not the audio output from the speaker 18 when the mouth of the character CH moves is actually output from the speaker 18. The gaming machine 10 can also customize the volume of the audio output from the speaker 18 when the mouth of the character CH moves. The gaming machine 10 can customize the volume of the audio output from the speaker 18 when the mouth of the character CH moves from among three levels: "small" < "medium" < "large." Note that customization can also be referred to as adjustment.
[0138] In the gaming machine 10, when the up button B1 or the down button B3 is operated, the right button B2 or the left button B4 can be operated to set the gaming machine 10 in a customizable state (hereinafter referred to as the customizable state). In addition, in the gaming machine 10, by operating the right button B2 or the left button B4 in the customizable state, it is possible to customize whether or not the sound output from the speaker 18 when the mouth of the character CH moves is actually output from the speaker 18, and the volume at which the sound is actually output.
[0139] When the gaming machine 10 is in a customizable state, any one of the first customization image CU1, the second customization image CU2, the third customization image CU3, and the fourth customization image CU4 is controlled by the effect display device 25. Specifically, when the gaming machine 10 is in a customizable state, the effect display device 25 displays an image of the customization images CU1 to CU4 that corresponds to the currently customized content.
[0140] As shown in FIG. 11(a), the first customization image CU1 includes text information that reads "Sound output during lip sync: small." The first customization image CU1 is displayed on the performance display device 25 when the volume of the sound output from the speaker 18 when the character CH's mouth moves is customized to "small." As shown in FIG. 11(b), the second customization image CU2 includes text information that reads "Sound output during lip sync: medium." The second customization image CU2 is displayed on the performance display device 25 when the volume of the sound output from the speaker 18 when the character CH's mouth moves is customized to "medium." As shown in FIG. 11(c), the third customization image CU3 includes text information that reads "Sound output during lip sync: large." The third customization image CU3 is displayed on the performance display device 25 when the volume of the sound output from the speaker 18 when the character CH's mouth moves is customized to "large." The first customization image CU1 to the third customization image CU3 are displayed on the performance display device 25 when the sound output from the speaker 18 when the mouth of the character CH moves is customized to actually be output from the speaker 18.
[0141] 11(d), the fourth customization image CU4 includes text information that reads "Sound output during lip sync: none." The fourth customization image CU4 is displayed on the effect display device 25 when customization is performed so that sound is not output from the speaker 18 when the mouth of the character CH moves. In other words, the fourth customization image CU4 is displayed on the effect display device 25 when customization is performed so that sound that is output from the speaker 18 when the mouth of the character CH moves is not actually output from the speaker 18.
[0142] In the gaming machine 10, when the gaming machine is in a customizable state and the first customization image CU1 is displayed on the effect display device 25, operating the right button B2 causes a second customization image CU2 to be displayed on the effect display device 25 in place of the first customization image CU1, and the customization content is changed. At this time, the customization content is changed from a customization content of "low" for the volume of the sound output from the speaker 18 when the character CH's mouth moves to a customization content of "medium" for the volume of the sound output from the speaker 18 when the character CH's mouth moves. Also, in the gaming machine 10, when the gaming machine is in a customizable state and the first customization image CU1 is displayed on the effect display device 25, operating the left button B4 causes a fourth customization image CU4 to be displayed on the effect display device 25 in place of the first customization image CU1, and the customization content is changed. At this time, the customization is changed from customizing the volume of the sound output from the speaker 18 to "low" when the mouth of the character CH moves to customizing the volume of the sound not to be output from the speaker 18 when the mouth of the character CH moves.
[0143] In the gaming machine 10, when the gaming machine is in a customizable state and the second customization image CU2 is displayed on the effect display device 25, operating the right button B2 causes the third customization image CU3 to be displayed on the effect display device 25 in place of the second customization image CU2, and the customization content is changed. At this time, the customization content is changed from a customization content of "medium" for the volume of the sound output from the speaker 18 when the character CH's mouth moves to a customization content of "large" for the volume of the sound output from the speaker 18 when the character CH's mouth moves. Also, in the gaming machine 10, when the gaming machine is in a customizable state and the second customization image CU2 is displayed on the effect display device 25, operating the left button B4 causes the first customization image CU1 to be displayed on the effect display device 25 in place of the second customization image CU2, and the customization content is changed. At this time, the customization is changed from the customization of "medium" as the volume of the sound output from the speaker 18 when the mouth of the character CH moves to the customization of "small" as the volume of the sound output from the speaker 18 when the mouth of the character CH moves.
[0144] Similarly, in the gaming machine 10, when the gaming machine is in a customizable state and the third customization image CU3 is displayed on the effect display device 25, operating the right button B2 causes the fourth customization image CU4 to be displayed on the effect display device 25 in place of the third customization image CU3, and the customization content is changed. At this time, the customization content is changed from the customization content of "loud" as the volume of the sound output from the speaker 18 when the character CH's mouth moves to the customization content of no sound being output from the speaker 18 when the character CH's mouth moves. Furthermore, in the gaming machine 10, when the gaming machine is in a customizable state and the third customization image CU3 is displayed on the effect display device 25, operating the left button B4 causes the second customization image CU2 to be displayed on the effect display device 25 in place of the third customization image CU3, and the customization content is changed. At this time, the customization is changed from the customization of "large" as the volume of the sound output from the speaker 18 when the mouth of the character CH moves to the customization of "medium" as the volume of the sound output from the speaker 18 when the mouth of the character CH moves.
[0145] In the gaming machine 10, when the gaming machine is in a customizable state and the fourth customization image CU4 is displayed on the effect display device 25, operating the right button B2 causes the first customization image CU1 to be displayed on the effect display device 25 in place of the fourth customization image CU4, and the customization content is changed. At this time, the customization content is changed from the customization content of not outputting sound from the speaker 18 when the character CH's mouth moves to the customization content of setting the volume of sound output from the speaker 18 to "low" when the character CH's mouth moves. Also, in the gaming machine 10, when the gaming machine is in a customizable state and the fourth customization image CU4 is displayed on the effect display device 25, operating the left button B4 causes the third customization image CU3 to be displayed on the effect display device 25 in place of the fourth customization image CU4, and the customization content is changed. At this time, the customization is changed from the customization that no sound is output from the speaker 18 when the mouth of the character CH moves to the customization that the volume of the sound output from the speaker 18 is "loud" when the mouth of the character CH moves.
[0146] Here, the control of various effects will be explained. First, control related to customization will be described. When the sub-CPU 51 receives an operation signal from the up button B1 or the down button B3 while the sub-CPU 51 is not in the customizable state, the sub-CPU 51 puts the sub-CPU 51 into the customizable state. When the sub-CPU 51 receives no operation signal from any of the buttons B1 to B4 for a predetermined customization time (for example, 10 seconds) while the sub-CPU 51 is in the customizable state, the sub-CPU 51 ends the customizable state.
[0147] When in a customizable state, the sub-CPU 51 controls the effect display device 25 so that an image corresponding to the currently customized content among the customization images CU1 to CU4 is displayed. The sub-RWM 53 stores information capable of identifying the currently customized content (hereinafter referred to as customization information). The customization information includes information capable of identifying that the volume of the sound output from the speaker 18 when the character CH's mouth moves is customized to "small" (hereinafter referred to as "small" customization information). The customization information includes information capable of identifying that the volume of the sound output from the speaker 18 when the character CH's mouth moves is customized to "medium" (hereinafter referred to as "medium" customization information). The customization information includes information capable of identifying that the volume of the sound output from the speaker 18 when the character CH's mouth moves is customized to "large" (hereinafter referred to as "large" customization information). The customization information includes information capable of identifying that the volume of the sound output from the speaker 18 when the character CH's mouth moves is customized to "no" sound (hereinafter referred to as "none" customization information). In this way, the gaming machine 10 is configured to be adjustable so that no sound is output from the speaker 18. In other words, the gaming machine 10 is configured to allow the selection of not outputting sound.
[0148] When in the customizable state, the secondary CPU 51 can change the customization information of the secondary RWM 53 when an operation signal is input from the right button B2 or the left button B4. Specifically, when the customization information is "small," the secondary CPU 51 changes it to "medium" customization information when an operation signal is input from the right button B2, and changes it to "none" customization information when an operation signal is input from the left button B4. Also, when the customization information is "medium," the secondary CPU 51 changes it to "large" customization information when an operation signal is input from the right button B2, and changes it to "small" customization information when an operation signal is input from the left button B4. Also, when the customization information is "large," the secondary CPU 51 changes it to "none" customization information when an operation signal is input from the right button B2, and changes it to "medium" customization information when an operation signal is input from the left button B4. Also, when the customization information is "none," the secondary CPU 51 changes it to "small" customization information when an operation signal is input from the right button B2, and changes it to "large ...
[0149] Incidentally, the customization information is stored and maintained as backup information. In other words, the currently customized content can be maintained even after the power supply is interrupted. Furthermore, the customization information is not initialized even when a secondary initial startup process is executed. In other words, the currently customized content can be maintained even when an initialization process is executed. For example, when the power supply is interrupted while the "none" customization information is stored, and then the power supply is resumed, sound may not be output from the speaker 18 when the character CH's mouth moves. In this case, even if the initialization process is executed upon the start of the power supply, sound may not be output from the speaker 18 when the character CH's mouth moves. Thus, in the gaming machine 10, even if the power supply is interrupted when the speaker 18 is adjusted to not output sound, sound may not be output from the speaker 18 after the power supply is resumed, even if the speaker 18 is not adjusted to not output sound again. That is, in the gaming machine 10, even if the power supply is cut off when it is selected not to output sound, sound may not be output after the power supply is resumed, even if it is not selected again to not output sound.
[0150] Furthermore, the sub-CPU 51 identifies the currently customized content from the customization information, and controls the performance display device 25 so that an image corresponding to the identified content is displayed. Specifically, when "small" customization information is stored, the sub-CPU 51 controls the performance display device 25 so that a first customization image CU1 is displayed. When "medium" customization information is stored, the sub-CPU 51 controls the performance display device 25 so that a second customization image CU2 is displayed. When "large" customization information is stored, the sub-CPU 51 controls the performance display device 25 so that a third customization image CU3 is displayed. When "none" customization information is stored, the sub-CPU 51 controls the performance display device 25 so that a fourth customization image CU4 is displayed. Note that, when the customization information is updated, the sub-CPU 51 identifies the currently customized content from the updated customization information, and controls the performance display device 25 so that an image corresponding to the identified content is displayed.
[0151] Next, the control regarding the big win preview performance will be explained. When the variation pattern command is input, the sub-CPU 51 performs a preview lottery to determine whether to execute a jackpot preview effect. In the gaming machine 10, if the preview lottery is won, it is determined that a jackpot preview effect will be executed, and if the preview lottery is not won, it is determined that a jackpot preview effect will not be executed. For example, the winning probability of the preview lottery may be varied depending on whether the first variation pattern command or the second variation pattern command is input. The winning probability of the preview lottery may be varied depending on the type of variation pattern that can be identified from the variation pattern command. The winning probability of the preview lottery may be varied depending on the special symbol (e.g., the type of jackpot) that can be identified from the symbol command.
[0152] If the notice lottery is not won, the sub-CPU 51 does not execute the jackpot notice effect. On the other hand, if the notice lottery is won, the sub-CPU 51 determines the effect content of the jackpot notice effect. For example, the sub-CPU 51 determines the effect content of the jackpot notice effect depending on whether the first variation pattern command or the second variation pattern command is input. For example, when the sub-CPU 51 inputs the second variation pattern command, it is more likely to determine effect content with a longer effect time as the effect content of the jackpot notice effect compared to when the first variation pattern command is input. For example, the sub-CPU 51 determines the effect content of the jackpot notice effect depending on the type of variation pattern that can be specified from the variation pattern command. For example, the sub-CPU 51 may determine the effect content of the jackpot notice effect depending on the special pattern (e.g., the type of jackpot) that can be specified from the pattern command.
[0153] If the sub-CPU 51 wins the preview lottery, it controls the speaker 18 and the effect display device 25 so that the jackpot preview effect with the determined effect content is executed at the execution timing of the jackpot preview effect during the execution of the special game. For example, when the sub-CPU 51 determines the first effect content, it controls the effect display device 25 so that the calico cat CH1 and the black cat CH2 are displayed. Furthermore, the sub-CPU 51 controls the effect display device 25 so that the calico cat CH1's mouth moves. Accordingly, the sub-CPU 51 can control the speaker 18 so that a sound corresponding to the calico cat CH1 saying, "I can't find the king." At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 so that a sound is output at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output a sound. In addition, the sub-CPU 51 controls the effect display device 25 so that a dialogue image SG including text information such as "The king is nowhere to be found" is displayed.
[0154] Furthermore, for example, when the sub-CPU 51 determines the second effect content, it controls the effect display device 25 so that the calico cat CH1 and the black cat CH2 are displayed. Furthermore, the sub-CPU 51 controls the effect display device 25 so that the calico cat CH1's mouth moves. Accordingly, the sub-CPU 51 controls the speaker 18 so that a sound corresponding to the calico cat CH1, "The king headed for the lake," is output. At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 so that a sound is output at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output a sound. Furthermore, the sub-CPU 51 controls the effect display device 25 so that a dialogue image SG including the text information "The king headed for the lake" is displayed.
[0155] Next, the control relating to the premium effect will be described. When the sub-CPU 51 inputs a symbol command that can identify a jackpot symbol, it conducts a premium lottery to determine whether to execute a premium effect. In the gaming machine 10, winning the premium lottery determines that the premium effect will be executed, and losing the premium lottery determines that the premium effect will not be executed. For example, the winning probability of the premium lottery may differ depending on whether the first variation pattern command or the second variation pattern command is input. The winning probability of the premium lottery may differ depending on the type of variation pattern that can be identified from the variation pattern command. The winning probability of the premium lottery may differ depending on the special symbol (e.g., type of jackpot) that can be identified from the symbol command.
[0156] If the premium lottery is not won, the sub-CPU 51 does not execute the premium effect. On the other hand, if the premium lottery is won, the sub-CPU 51 controls the speaker 18 and the effect display device 25 so that the premium effect is executed at the timing of executing the premium effect during the execution of the special game. Specifically, the sub-CPU 51 controls the effect display device 25 so that the calico cat CH1 is displayed. Furthermore, the sub-CPU 51 can control the speaker 18 so that a voice corresponding to the calico cat CH1, "It appears that a jackpot has been confirmed," is output. The sub-CPU 51 also controls the effect display device 25 so that a dialogue image SG containing text information saying "It appears that a jackpot has been confirmed," is displayed. However, during the premium effect, the sub-CPU 51 does not move the mouth of the calico cat CH1.
[0157] In the gaming machine 10, when the sub-CPU 51 executes a premium effect, it does not change the control of the premium effect according to the customization information. When executing the premium effect, the sub-CPU 51 may be able to control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, when executing the premium effect, if the customization information is "small" customization information, "medium" customization information, or "large" customization information, the sub-CPU 51 may control the speaker 18 to output sound at a volume that can be specified from the customization information. For example, when executing the premium effect, if the customization information is "none" customization information, the sub-CPU 51 may not output sound.
[0158] Next, we will explain the control related to the right-hit notification effect. When the sub-CPU 51 inputs an opening command, it controls the speaker 18 and the effect display device 25 so that a right-hit notification effect is executed. Specifically, the sub-CPU 51 controls the effect display device 25 so that image YG1 and text information MJ1 are displayed. In addition, the sub-CPU 51 controls the effect display device 25 so that a calico cat CH1 is displayed. Furthermore, the sub-CPU 51 can control the speaker 18 so that a voice corresponding to the calico cat CH1 saying "Please hit right" is output. However, in the right-hit notification effect, the sub-CPU 51 does not move the mouth of the calico cat CH1.
[0159] In the gaming machine 10, when the sub-CPU 51 executes a right-hit notification effect, it does not change the control of the right-hit notification effect according to the customization information. When executing a right-hit notification effect, the sub-CPU 51 may be able to control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, when executing a right-hit notification effect, if the customization information is "small" customization information, "medium" customization information, or "large" customization information, the sub-CPU 51 may control the speaker 18 to output sound at a volume that can be specified from the customization information. For example, when executing a right-hit notification effect, if the customization information is "none" customization information, the sub-CPU 51 may not output sound.
[0160] Next, we will explain the control related to the left-hit notification effect. The sub-CPU 51 controls the speaker 18 and the effect display device 25 so that a left-hit notification effect is executed when the chance mode ends and the mode transitions to the normal mode. Specifically, the sub-CPU 51 controls the effect display device 25 so that the image YG2 and the text information MJ2 are displayed. In addition, the sub-CPU 51 controls the effect display device 25 so that the calico cat CH1 is displayed. Furthermore, the sub-CPU 51 can control the speaker 18 so that a voice corresponding to the calico cat CH1 saying "Please return to left-hit" is output. However, in the left-hit notification effect, the sub-CPU 51 does not move the mouth of the calico cat CH1.
[0161] In the gaming machine 10, when the sub-CPU 51 executes a left-hit notification effect, it does not change the control of the left-hit notification effect according to the customization information. When executing a left-hit notification effect, the sub-CPU 51 may be able to control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, when executing a left-hit notification effect, if the customization information is "small" customization information, "medium" customization information, or "large" customization information, the sub-CPU 51 may control the speaker 18 to output sound at a volume that can be specified from the customization information. For example, when executing a left-hit notification effect, if the customization information is "none" customization information, the sub-CPU 51 may not output sound.
[0162] Next, the control relating to the challenge effect will be described. When the sub-CPU 51 inputs the round command output upon the start of the final (eighth) round of play, it determines the result to be derived in the challenge presentation. At this time, during the first jackpot play, the sub-CPU 51 determines the result to be derived in the challenge presentation from the success result and the failure result. On the other hand, during the second jackpot play, the sub-CPU 51 determines the failure result as the result to be derived in the challenge presentation. After determining the result to be derived in the challenge presentation, the sub-CPU 51 controls the speaker 18 and the presentation display device 25 so that the challenge presentation is executed. Specifically, the sub-CPU 51 controls the presentation display device 25 so that an operation prompt image PG is displayed. Additionally, the sub-CPU 51 controls the presentation display device 25 so that the calico cat CH1 is displayed. Furthermore, the sub-CPU 51 can control the speaker 18 so that a voice corresponding to the calico cat CH1, "Press the button," is output. At this time, the sub-CPU 51 does not move the mouth of the calico cat CH1. In addition, the sub-CPU 51 controls the performance display device 25 so that the character information MJa is displayed.
[0163] When it is the final round of play and the result of the challenge presentation has not been derived since the challenge presentation was executed, the sub-CPU 51 controls the speaker 18 and the presentation display device 25 so that the result that has been decided to be derived in the challenge presentation is derived when an operation signal is input from the presentation button EB.
[0164] When a failure result is to be derived, the secondary CPU 51 controls the speaker 18 and the effect display device 25 so that a failure result is derived. Specifically, the secondary CPU 51 controls the effect display device 25 so that the calico cat CH1 is displayed. Furthermore, the secondary CPU 51 can control the speaker 18 so that a voice corresponding to the calico cat CH1 saying, "It looks like there is no king," is output. However, when a failure result is to be derived, the secondary CPU 51 does not move the mouth of the calico cat CH1. Furthermore, the secondary CPU 51 controls the effect display device 25 so that the text information MJb is displayed.
[0165] When a successful result is to be derived, the secondary CPU 51 controls the speaker 18 and the effect display device 25 so that a successful result is derived. Specifically, the secondary CPU 51 controls the effect display device 25 so that the calico cat CH1 and the king CHx are displayed. Furthermore, the secondary CPU 51 can control the speaker 18 so that a voice corresponding to the calico cat CH1 saying, "King, we've been waiting for you," is output. However, when a successful result is to be derived, the secondary CPU 51 does not move the mouth of the calico cat CH1. Furthermore, the secondary CPU 51 controls the effect display device 25 so that the text information MJc is displayed.
[0166] Incidentally, if the final round of play ends before the result of the challenge effect is derived, the sub-CPU 51 ends the challenge effect without deriving the result of the challenge effect. For example, the gaming machine 10 may be configured to be able to derive the result of the challenge effect even if the effect button EB is not operated. For example, if the effect button EB is not operated between the start of the challenge effect and the lapse of a predetermined valid operation period, the result of the challenge effect may be derived. For example, if the effect button EB is not operated between the start of the challenge effect and the lapse of a predetermined valid operation period, and the final round of play has not yet ended, the result of the challenge effect may be derived within the remaining period until the end of the final round of play.
[0167] In the gaming machine 10, when a challenge effect is executed, the sub-CPU 51 does not change the control related to the challenge effect according to the customization information. When executing the challenge effect, the sub-CPU 51 may be able to control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, when executing the challenge effect, if the customization information is any of "small" customization information, "medium" customization information, and "large" customization information, the sub-CPU 51 may control the speaker 18 to output sound at a volume that can be specified from the customization information. For example, when executing the challenge effect, if the customization information is "none" customization information, the sub-CPU 51 may not output sound.
[0168] Next, the control regarding the final performance will be described. When the sub-CPU 51 inputs an ending command, it determines the content of the progression of the ending presentation. At this time, if a first jackpot game is being played and a successful result is derived in the challenge presentation, it determines to progress the ending presentation along the third route. Also, if a first jackpot game is being played and a successful result is not derived in the challenge presentation, the sub-CPU 51 determines to progress the ending presentation along either the first route or the second route. Note that "if a successful result is not derived in the challenge presentation" here includes a case where the presentation button EB is operated and a failure result is derived, and a case where the presentation button EB is not operated and a result of the challenge presentation is not derived. On the other hand, when a second jackpot game is being played, the sub-CPU 51 determines to progress the ending presentation along the first route. Note that "when a second jackpot game is being played" here includes a case where the presentation button EB is operated and a failure result is derived, and a case where the presentation button EB is not operated and a result of the challenge presentation is not derived. After determining the content for progressing the final performance, the speaker 18 and the performance display device 25 are controlled so that the final performance is executed so as to progress with the determined content.
[0169] Specifically, when progressing the conclusion performance on the first route, the sub-CPU 51 controls the performance display device 25 to display the calico cat CH1. Furthermore, the sub-CPU 51 controls the performance display device 25 to move the mouth of the calico cat CH1. Accordingly, the sub-CPU 51 can control the speaker 18 to output a sound corresponding to the calico cat CH1, saying, "Let's go find the king." At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 to output a sound at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output a sound. Furthermore, the sub-CPU 51 controls the performance display device 25 to display a dialogue image SG containing text information saying, "Let's go find the king."
[0170] Thereafter, when progressing the conclusion performance on the first route, the sub-CPU 51 controls the performance display device 25 so that the mouth of the calico cat CH1 moves. Accordingly, the sub-CPU 51 can control the speaker 18 so that a sound corresponding to the calico cat CH1 saying, "Let's go!" is output. At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small" customization information, "medium" customization information, or "large" customization information, the sub-CPU 51 controls the speaker 18 so that a sound is output at a volume that can be specified from the customization information. For example, if the customization information is "none" customization information, the sub-CPU 51 does not output a sound. Furthermore, the sub-CPU 51 controls the performance display device 25 so that a dialogue image SG including the text information "Let's go!" is displayed.
[0171] When progressing the conclusion performance on the second route, the sub-CPU 51 controls the performance display device 25 to display the calico cat CH1. Furthermore, the sub-CPU 51 controls the performance display device 25 to move the mouth of the calico cat CH1. Accordingly, the sub-CPU 51 can control the speaker 18 to output a sound corresponding to the calico cat CH1, saying, "Let's go find the king." At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 to output a sound at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output a sound. Furthermore, the sub-CPU 51 controls the performance display device 25 to display a dialogue image SG containing the text information, "Let's go find the king."
[0172] Thereafter, when progressing the conclusion performance on the second route, the sub-CPU 51 controls the performance display device 25 so that the king CHx is displayed in addition to the calico cat CH1. Furthermore, the sub-CPU 51 controls the performance display device 25 so that the king CHx's mouth moves. Accordingly, the sub-CPU 51 can control the speaker 18 so that a sound corresponding to the king CHx, "Sorry to keep you waiting," is output. At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small" customization information, "medium" customization information, or "large" customization information, the sub-CPU 51 controls the speaker 18 so that a sound is output at a volume that can be determined from the customization information. For example, if the customization information is "none" customization information, the sub-CPU 51 does not output a sound. Furthermore, the sub-CPU 51 controls the performance display device 25 so that a dialogue image SG including the text information "Sorry to keep you waiting" is displayed.
[0173] Furthermore, when the conclusion performance is subsequently advanced on the second route, the sub-CPU 51 controls the performance display device 25 so that the mouth of the king CHx moves. Accordingly, the sub-CPU 51 can control the speaker 18 so that a sound corresponding to the king CHx, "Let's go to battle," is output. At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 so that a sound is output at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output a sound. Furthermore, the sub-CPU 51 controls the performance display device 25 so that a dialogue image SG including the text information "Let's go to battle" is displayed.
[0174] When progressing the conclusion performance on the third route, the sub-CPU 51 controls the performance display device 25 to display the calico cat CH1 and the king CHx. Furthermore, the sub-CPU 51 controls the performance display device 25 to move the mouth of the calico cat CH1. Accordingly, the sub-CPU 51 can control the speaker 18 to output a sound corresponding to the calico cat CH1, saying, "We're ready." At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 to output a sound at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output a sound. Furthermore, the sub-CPU 51 controls the performance display device 25 to display a dialogue image SG containing the text information, "We're ready."
[0175] Thereafter, when progressing the conclusion performance on the third route, the sub-CPU 51 controls the performance display device 25 so that the mouth of the king CHx moves. Accordingly, the sub-CPU 51 can control the speaker 18 so that a sound corresponding to the king CHx, "Let's go to battle," is output. At this time, the sub-CPU 51 can control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, if the customization information is "small," "medium," or "large," the sub-CPU 51 controls the speaker 18 so that a sound is output at a volume that can be determined from the customization information. For example, if the customization information is "none," the sub-CPU 51 does not output a sound. Furthermore, the sub-CPU 51 controls the performance display device 25 so that a dialogue image SG including the text information "Let's go to battle" is displayed.
[0176] Next, the control regarding the rush performance will be described. The sub-CPU 51 controls the speaker 18 and the performance display device 25 so that an entry performance is executed after the conclusion performance has ended. If the conclusion performance has progressed on the first route, the sub-CPU 51 controls the speaker 18 and the performance display device 25 so that a first entry performance is executed. If the conclusion performance has progressed on the second route, the sub-CPU 51 controls the speaker 18 and the performance display device 25 so that a second entry performance is executed. If the conclusion performance has progressed on the third route, the sub-CPU 51 controls the speaker 18 and the performance display device 25 so that a second entry performance is executed.
[0177] When executing the first entry effect, the sub-CPU 51 controls the effect display device 25 so that text information CT is displayed. In addition, the sub-CPU 51 controls the effect display device 25 so that a calico cat CH1 is displayed. Furthermore, the sub-CPU 51 can control the speaker 18 so that a voice corresponding to the calico cat CH1 saying "Entering chance mode" is output. However, in the first entry effect, the sub-CPU 51 does not move the mouth of the calico cat CH1.
[0178] When executing the second entry effect, the sub-CPU 51 controls the effect display device 25 so that the character information KT is displayed. In addition, the sub-CPU 51 controls the effect display device 25 so that the calico cat CH1 and the king CHx are displayed. Furthermore, the sub-CPU 51 can control the speaker 18 so that a sound corresponding to the calico cat CH1 saying "Entering probability variable mode" is output. However, in the second entry effect, the sub-CPU 51 does not move the mouth of the calico cat CH1.
[0179] In the gaming machine 10, when the sub-CPU 51 executes a breakthrough effect, it does not change the control of the breakthrough effect according to the customization information. When executing a breakthrough effect, the sub-CPU 51 may be able to control the speaker 18 based on the customization information stored in the sub-RWM 53. For example, when executing a breakthrough effect, if the customization information is "small" customization information, "medium" customization information, or "large" customization information, the sub-CPU 51 may control the speaker 18 to output sound at a volume that can be specified from the customization information. For example, when executing a breakthrough effect, if the customization information is "none" customization information, the sub-CPU 51 may not output sound.
[0180] 12(a) to 12(c), an example of the display contents of the effect display device 25 and the sound output from the speaker 18 when the jackpot notice effect and the premium effect are executed during the execution of the special game will be described. Note that in the explanation of Fig. 12(a) to 12(c), it is assumed that the character CH has not been customized to not output sound from the speaker 18 when the mouth of the character CH moves.
[0181] As shown in FIG. 12(a), when the jackpot preview effect of the second effect content is executed, the effect display device 25 displays a calico cat CH1 and a black cat CH2. When the jackpot preview effect of the second effect content is executed, the calico cat CH1's mouth moves on the effect display device 25. Accordingly, the speaker 18 outputs a sound corresponding to the calico cat CH1, saying, "The king has headed for the lake." Additionally, when the jackpot preview effect of the second effect content is executed, the effect display device 25 displays a dialogue image SG containing the text information, "The king has headed for the lake." Thus, when the jackpot preview effect of the second effect content is executed, the calico cat CH1's mouth moves and the sound, "The king has headed for the lake," is output. Even when the jackpot preview effect of the second effect content is executed, the player cannot recognize that the special game currently being executed is being executed based on a jackpot win, i.e., that a jackpot game will be awarded after the special game currently being executed ends. In other words, the execution of the jackpot prediction performance of the second performance content suggests that there is a high probability of a jackpot, but does not notify that a jackpot will occur.
[0182] In addition, the big win notice performance of the second performance content is executed when all the performance symbols in the rows are displayed in a variable manner. Therefore, when the reach performance is executed, the big win notice performance of the second performance content is executed at a timing before the reach performance is executed. Then, as shown in Fig. 12(b), after the big win notice performance of the second performance content has ended, the performance display device 25 starts executing the reach performance.
[0183] As shown in FIG. 12(c), after the execution of the reach effect is initiated, the premium effect is executed. When the premium effect is executed, the calico cat CH1 is displayed on the effect display device 25. However, when the premium effect is executed, the mouth of the calico cat CH1 does not move on the effect display device 25. However, a voice corresponding to the calico cat CH1, "It appears that a jackpot has been confirmed," is output from the speaker 18. In addition, when the premium effect is executed, a dialogue image SG including text information "It appears that a jackpot has been confirmed," is displayed on the effect display device 25. Thus, when the premium effect is executed, the mouth of the calico cat CH1 does not move, and the voice "It appears that a jackpot has been confirmed" is output. By executing the premium effect, the player can recognize that the special game currently being executed is being executed based on winning a jackpot, i.e., that a jackpot game will be awarded after the special game currently being executed ends. In other words, the execution of the premium effect suggests that a jackpot will be confirmed, and the player is notified that a jackpot will be confirmed.
[0184] Next, with reference to Figures 13(a) to 13(f), an example of the display contents of the effect display device 25 and the sound output from the speaker 18 from the execution of the challenge effect in the final round game until the end of the jackpot game will be described. Incidentally, in the description of Figures 13(a) to 13(f), it is assumed that the jackpot game currently being awarded is the first jackpot game. Furthermore, it is assumed that a failure result is derived in the challenge effect when the effect button EB is operated. Furthermore, it is assumed that the subsequent concluding effect progresses via the second route. Furthermore, in the description of Figures 13(a) to 13(f), it is assumed that the speaker 18 is not customized to not output sound when the mouth of the character CH moves.
[0185] As shown in FIG. 13(a), when the execution of a challenge effect starts, an operation prompting image PG that prompts the player to operate the effect button EB is displayed on the effect display device 25 during the final round of play. In addition, when the execution of a challenge effect starts, the effect display device 25 displays text information MJa saying, "Press the button and the king will appear to enter the special mode!" Furthermore, when the execution of a challenge effect starts, the effect display device 25 displays a calico cat CH1. At this time, the mouth of the calico cat CH1 does not move on the effect display device 25. However, a voice corresponding to the calico cat CH1 saying, "Press the button" is output from the speaker 18.
[0186] 13(b), when a failure result is derived as a result of the operation of the effect button EB, a calico cat CH1 is displayed on the effect display device 25. At this time, the mouth of the calico cat CH1 does not move on the effect display device 25. However, a sound corresponding to the calico cat CH1, "Looks like there is no king," is output from the speaker 18. In addition, when a failure result is derived as a result of the operation of the effect button EB, text information MJb saying "Sorry..." is displayed on the effect display device 25. In this way, when a challenge effect is executed, the mouth of the character CH does not move, and a sound is output from the speaker 18.
[0187] As shown in FIG. 13(c), when the final round of play ends and the ending time begins, a conclusion performance is executed. As expected, when the conclusion performance progresses along the second route, the performance display device 25 displays the calico cat CH1. Then, the mouth of the calico cat CH1 moves on the performance display device 25. Accordingly, the speaker 18 outputs a voice corresponding to the calico cat CH1, saying, "Let's go find the king." In addition, the performance display device 25 displays a dialogue image SG containing text information saying, "Let's go find the king." Furthermore, as shown in FIG. 13(d), when the conclusion performance progresses along the second route, the performance display device 25 displays the king CHx in addition to the calico cat CH1. Then, the mouth of the king CHx moves on the performance display device 25. Accordingly, the speaker 18 outputs a voice corresponding to the king CHx, saying, "Sorry to keep you waiting." In addition, the performance display device 25 displays a dialogue image SG containing the text information "Sorry to keep you waiting." Furthermore, thereafter, as shown in FIG. 13(e), when the conclusion performance progresses on the second route, the performance display device 25 displays the calico cat CH1 and the king CHx. Then, the mouth of the king CHx moves on the performance display device 25. In response to this, the speaker 18 outputs a voice corresponding to the king CHx saying "Let's go, let's go." In addition, the performance display device 25 displays a dialogue image SG containing the text information "Let's go, let's go." In this way, when the conclusion performance is executed, the speaker 18 outputs a voice in response to the movement of the mouth of the character CH.
[0188] As shown in FIG. 13(f), when the second entry effect is executed after the conclusion effect progresses on the second route, the effect display device 25 displays the text information KT of "Entering probability variable mode." Furthermore, when the second entry effect is executed, the effect display device 25 displays the calico cat CH1 and the king CHx. At this time, the mouth of the calico cat CH1 and the mouth of the king CHx do not move on the effect display device 25. However, the speaker 18 outputs a sound corresponding to the calico cat CH1 saying "Entering probability variable mode."
[0189] The effects of this embodiment will be described below. (1) In a challenge performance that can be progressed by operating the performance button EB, the mouth of the character CH does not move, and no specific action is taken by the character CH. However, in a conclusion performance that can be progressed without operating the performance button EB, the mouth of the character CH moves, and a specific action is taken by the character CH. In this way, although the conclusion performance does not involve the fun of operating the performance button EB, by having a performance capability that involves a specific action by the character CH, it is possible to increase interest even when a conclusion performance that is not a challenge performance is executed.
[0190] (2) In premium effects, which have a higher expectation of favorable development compared to jackpot preview effects, the mouth of the character CH does not move and does not involve a specific action by the character CH. However, in jackpot preview effects, which have a lower expectation of favorable development compared to premium effects, the mouth of the character CH moves and involves a specific action by the character CH. In this way, although the jackpot preview effects have a lower expectation of favorable development, by having a performance that involves a specific action by the character CH, it is possible to increase interest even when a jackpot preview effect that is not a premium effect, which has a higher expectation of favorable development, is executed.
[0191] (3) Sound can be output in response to the mouth movements of the character CH. In this way, the combination of the sound that is heard through the ears and the mouth movements of the character CH that are seen through the eyes can more effectively increase interest.
[0192] (4) During a single jackpot game, the challenge effect is executed at an earlier timing than the ending effect. For example, if the ending effect is executed before the challenge effect, even if the challenge effect is executed afterwards, it is considered that the enjoyment of operating the effect button EB in the challenge effect will be reduced. For this reason, by executing the challenge effect before the ending effect, it is possible to effectively enjoy both the challenge effect and the ending effect, thereby increasing the interest.
[0193] (5) When both a jackpot preview effect and a premium effect are executed during the execution of one special game, the jackpot preview effect is executed earlier than the premium effect. For example, if the premium effect is executed before the jackpot preview effect, even if the jackpot preview effect is executed afterwards, it is considered that the level of attention to the jackpot preview effect will be reduced. Therefore, by executing the jackpot preview effect before the premium effect, it is possible to increase interest without reducing the level of attention to either the jackpot preview effect or the premium effect.
[0194] (6) In the jackpot notice performance, multiple characters CH are displayed, the mouth of the character CH who is speaking moves, and a sound corresponding to the character CH who is speaking the lines is output. For example, in the jackpot notice performance, a calico cat CH1 and a black cat CH2 are displayed, and the mouth of the calico cat CH1 moves in response to the sound output from the speaker 18, while the mouth of the black cat CH2, which does not correspond to the sound output from the speaker 18, does not move. This makes it easy to tell that the sound output from the speaker 18 is the sound corresponding to the calico cat CH1, not the black cat CH2. In other words, even if multiple characters CH are displayed, it is easy to identify the character CH to which the sound output from the speaker 18 corresponds, making it easier to increase interest.
[0195] (7) When the character CH is customized so that no sound is output from the speaker 18 when the character CH's mouth moves, the character CH's mouth moves but no sound is output from the speaker 18. This provides a novel way of enjoying the game by focusing on the movement of the character CH's mouth, and effectively enhances the enjoyment of the game.
[0196] (8) It is possible to customize whether or not to output sound from the speaker 18 when the mouth of the character CH moves. This allows players to choose a unique way of enjoying the game by focusing on the mouth movements of the character CH, allowing players to enjoy the game in a way that suits them, thereby more efficiently increasing interest.
[0197] (9) The customization information is stored and maintained as backup information. Furthermore, the customization information is not initialized even when the secondary initial startup process is executed. Therefore, if the power supply is interrupted when you have selected not to output sound from the speaker 18 when the character CH's mouth moves, there is no need to select not to output sound from the speaker 18 when the character CH's mouth moves again after the power supply is restarted, regardless of whether the secondary initial startup process is executed thereafter.
[0198] The above embodiment can be modified as follows: The above embodiment and the following modifications can be combined with each other within the scope of technical compatibility. Although the drawings show a state in which the character CH's mouth is closed when it is not moving, this is not limiting. For example, when the character CH's mouth is not moving, the character CH's mouth may be open. For example, even when the character CH's mouth is not moving, the character CH's mouth may be open or closed. For example, in a failed result in a challenge presentation, the character CH's mouth may be configured to be closed. In contrast, in a successful result in a challenge presentation, the character CH's mouth may be configured to be open. For example, in a left-hit notification presentation, the character CH's mouth may be configured to be closed. In contrast, in a right-hit notification presentation, the character CH's mouth may be configured to be open. For example, in a first entry presentation, the character CH's mouth may be configured to be closed. In contrast, in a second entry presentation, the character CH's mouth may be configured to be open.
[0199] The timing at which a character CH starts making a mouth movement may be the same as the timing at which the output of a sound corresponding to the character CH starts. Alternatively, the timing at which a character CH starts making a mouth movement may be later than the timing at which the output of a sound corresponding to the character CH starts. Alternatively, the timing at which a character CH starts making a mouth movement may be earlier than the timing at which the output of a sound corresponding to the character CH starts. By starting a character CH's mouth movement before the output of a sound corresponding to the character CH starts, it becomes easier to identify the character CH to which the output sound corresponds. The above-described "relationship between the timing at which a character CH starts making a mouth movement and the timing at which the output of a sound corresponding to the character CH starts" may be varied depending on the presentation. Alternatively, the timing at which a character CH stops making a mouth movement may be the same as the timing at which the output of a sound corresponding to the character CH ends. Alternatively, the timing at which a character CH stops making a mouth movement may be later than the timing at which the output of a sound corresponding to the character CH ends. Alternatively, the timing at which a character CH stops making a mouth movement may be earlier than the timing at which the output of a sound corresponding to the character CH ends. The above-described "relationship between the timing at which the mouth movement of the character CH ends and the timing at which the output of the voice corresponding to the character CH ends" may be varied depending on the presentation.
[0200] The timing at which the character CH starts making mouth movements may be the same as the timing at which the dialogue image SG starts to be displayed. Alternatively, the timing at which the character CH starts making mouth movements may be later than the timing at which the dialogue image SG starts to be displayed. Alternatively, the timing at which the character CH starts making mouth movements may be earlier than the timing at which the dialogue image SG starts to be displayed. By starting the display of the dialogue image SG before the character CH starts making mouth movements, the lines spoken by the character CH can be made easier to understand. The above-described "relationship between the timing at which the character CH starts making mouth movements and the timing at which the dialogue image SG starts to be displayed" may be varied depending on the presentation. Additionally, the timing at which the character CH stops making mouth movements may be the same as the timing at which the dialogue image SG ends to be displayed. Alternatively, the timing at which the character CH stops making mouth movements may be later than the timing at which the dialogue image SG ends to be displayed. Alternatively, the timing at which the character CH stops making mouth movements may be earlier than the timing at which the dialogue image SG ends to be displayed. The above-described "relationship between the timing at which the mouth movements of the character CH end and the timing at which the display of the dialogue image SG ends" may be varied depending on the presentation.
[0201] The timing at which the output of the sound corresponding to the character CH starts may be the same as the timing at which the display of the dialogue image SG starts. Alternatively, the timing at which the output of the sound corresponding to the character CH starts may be later than the timing at which the display of the dialogue image SG starts. Alternatively, the timing at which the output of the sound corresponding to the character CH starts may be earlier than the timing at which the display of the dialogue image SG starts. By starting the display of the dialogue image SG before the output of the sound corresponding to the character CH starts, the user can understand the lines spoken by the character CH before listening to the sound, making it easier to enjoy the game. The above-described "relationship between the timing at which the output of the sound corresponding to the character CH starts and the timing at which the display of the dialogue image SG starts" may be varied depending on the presentation. Alternatively, the timing at which the output of the sound corresponding to the character CH ends may be the same as the timing at which the display of the dialogue image SG ends. Alternatively, the timing at which the output of the sound corresponding to the character CH ends may be later than the timing at which the display of the dialogue image SG ends. Alternatively, the timing at which the output of the sound corresponding to the character CH ends may be earlier than the timing at which the display of the dialogue image SG ends. The above-described "relationship between the timing at which the output of the voice corresponding to the character CH ends and the timing at which the display of the dialogue image SG ends" may be varied depending on the presentation.
[0202] The timing at which the mouth movements of the character CH start, the timing at which the dialogue image SG starts to be displayed, and the timing at which the sound corresponding to the character CH starts to be output may be the same. The timing at which the mouth movements of the character CH start, the timing at which the dialogue image SG starts to be displayed, and the timing at which the sound corresponding to the character CH starts to be output may be different. Some of the timing at which the mouth movements of the character CH start, the timing at which the dialogue image SG starts to be displayed, and the timing at which the sound corresponding to the character CH starts to be output may be different from the others. For example, the sound corresponding to the character CH may start to be output after the mouth movements of the character CH and the display of the dialogue image SG start. The timing at which the mouth movements of the character CH end, the timing at which the dialogue image SG ends, and the timing at which the sound corresponding to the character CH ends may be the same. The timing at which the mouth movements of the character CH end, the timing at which the dialogue image SG ends, and the timing at which the sound corresponding to the character CH ends may be different. Some of the timings of when the mouth movements of the character CH end, when the display of the dialogue image SG ends, and when the output of the voice corresponding to the character CH ends may be made different from the others. For example, the display of the dialogue image SG may end after the mouth movements of the character CH and the output of the voice corresponding to the character CH end.
[0203] Whether or not the sound output from the speaker 18 when the character CH's mouth moves may not be customizable. Conversely, the volume of the sound output from the speaker 18 when the character CH's mouth moves may not be customizable. In other words, only one of whether or not the sound output from the speaker 18 when the character CH's mouth moves is actually output from the speaker 18 and the volume of the sound output from the speaker 18 when the character CH's mouth moves may be customizable. Either whether or not the sound output from the speaker 18 when the character CH's mouth moves is actually output from the speaker 18 or the volume of the sound output from the speaker 18 when the character CH's mouth moves may not be customizable.
[0204] In a right-hit notification effect, the mouth of the character CH may not move, but the character CH may move. For example, a right-hit notification effect may be configured to not involve a specific action by the character CH, but to involve a different action from the specific action by the character CH. An example of a different action from the specific action may be, for example, the character CH pointing to the right area RB. For example, a right-hit notification effect may be configured to encourage a right hit by having the character CH point to the right area RB. Similarly, a left-hit notification effect may not involve a movement of the mouth of the character CH, but may involve a movement from the specific action by the character CH. For example, a left-hit notification effect may not involve a specific action by the character CH, but may involve a different action from the specific action by the character CH. An example of a different action from the specific action may be, for example, the character CH pointing to the left area RA. For example, a left-hit notification effect may be configured to encourage a left hit by having the character CH point to the left area RA.
[0205] In the right-hit notification effect, the character CH may perform a specific action. This specific action may be a movement of the character CH's mouth, or a different action. For example, this specific action may be a movement of the character CH pointing to the right-side area RB. For example, in the right-hit notification effect, the character CH may perform a specific action of pointing to the right-side area RB, thereby encouraging a right hit. Similarly, in the left-hit notification effect, the character CH may perform a specific action. This specific action may be a movement of the character CH's mouth, or a different action. For example, this specific action may be a movement of the character CH pointing to the left-side area RA. For example, in the left-hit notification effect, the character CH may perform a specific action of pointing to the left-side area RA, thereby encouraging a left hit. Furthermore, the character CH displayed in the right-hit notification effect may be different from the character CH displayed in the left-hit notification effect. Furthermore, the character CH does not have to be displayed in one or both of the right-hit notification effect and the left-hit notification effect.
[0206] In the first entry performance, the mouth of the character CH may not move, but the character CH may move. For example, the first entry performance may be configured so that it does not involve a specific action by the character CH, but it may involve a different action from the specific action by the character CH. An example of a different action from the specific action may be the character CH raising one hand. In the second entry performance, the mouth of the character CH may not move, but it may involve a different action from the specific action by the character CH. For example, the second entry performance may be configured so that it does not involve a specific action by the character CH, but it may involve a different action from the specific action by the character CH. An example of a different action from the specific action may be the character CH raising both hands.
[0207] In the first entry performance, the character CH may perform a specific action. The specific action at this time may be a movement of the character CH's mouth, or a different action. For example, the specific action at this time may be a movement of the character CH raising one hand. Similarly, in the second entry performance, the character CH may perform a specific action. The specific action at this time may be a movement of the character CH's mouth, or a different action. For example, the specific action at this time may be a movement of the character CH raising both hands. Furthermore, the character CH displayed in the first entry performance may be different from the character CH displayed in the second entry performance. Furthermore, the character CH may not be displayed in one or both of the first entry performance and the second entry performance.
[0208] The customization information may be erased when the secondary initial startup process is performed, but may be stored and maintained without being erased when the secondary initial startup process is not performed. The customization information may also be erased when the power supply is cut off. In other words, the customization information may not be stored and maintained. For example, the secondary RWM 53 may be configured not to have a backup function.
[0209] In the jackpot advance notice performance in the above embodiment, the calico cat CH1 and the black cat CH2 are displayed, but it is also possible to display only the calico cat CH1. In other words, the jackpot advance notice performance may be configured to display only the character CH whose mouth moves. Also, in the jackpot advance notice performance, in addition to the calico cat CH1, a sound corresponding to the black cat CH2 may be output from the speaker 18. In this case, the mouth of the black cat CH2 may be configured to move. This makes it easier to understand that the sound output from the speaker 18 is a sound corresponding to the black cat CH2, not the calico cat CH1.
[0210] The system may be configured so that a jackpot notice effect is executed after a premium effect is executed during the execution of one special game. For example, during the execution of one special game, a jackpot notice effect may be executed after a premium effect is executed, or a jackpot notice effect may be executed after a premium effect is executed.
[0211] During the execution of one special game, only one of the jackpot notice effects and the premium effects may be executed. For example, if the premium lottery is not won, the notice lottery may be executed.
[0212] A configuration may be adopted in which a notice lottery is held after a premium lottery is held. For example, the manner in which the content of the jackpot notice effect is determined may be different when a premium effect is executed and when a premium effect is not executed. In other words, the content of the jackpot notice effect may be determined depending on whether or not the premium effect is executed.
[0213] The duration of the jackpot preview effect executed during the first special game and the duration of the jackpot preview effect executed during the second special game may be the same. The jackpot preview effect executed during the second special game may be configured to be executed for a longer period of time than the jackpot preview effect executed during the first special game. That is, the duration of the jackpot preview effect may be longer during the second special game than during the first special game. Therefore, for example, if a jackpot is won during the second special game, the jackpot preview effect may be executed for a longer period of time than when a jackpot is won during the first special game. That is, if the second variation game is a win, the duration of the effect involving a specific character action may be longer than when the first variation game is a win. For example, when the sub-CPU 51 inputs the second variation pattern command, the sub-CPU 51 may determine a longer duration for the jackpot preview effect than when the first variation pattern command is input.
[0214] During a single jackpot game, a challenge effect may be executed after a conclusion effect is executed. For example, during a single special game, a challenge effect may be executed before a conclusion effect is executed, or a challenge effect may be executed after a conclusion effect is executed.
[0215] During a single jackpot game, only one of the challenge effects and the conclusion effects may be executed. In this case, for example, the conclusion effects may be configured to progress along either the first route or the second route.
[0216] When the same type of character CH is displayed in different types of effects, those character CHs do not necessarily have to be the same image; they may be considered to be the same character CH simply as long as they have the same character motif. For example, in the above embodiment, the same type of character CH (e.g., a calico cat CH1) is displayed in some or all of the jackpot preview effects, premium effects, challenge effects, and conclusion effects, but some or all of the character CHs displayed in each effect may be different. For example, even when the same character CH is displayed in each effect, it does not necessarily have to be the same image; they may be considered to be the same character CH simply as long as they have the same character motif. For example, the calico cat CH1 displayed in the jackpot preview effect has a calico cat motif, just like the calico cat CH1 displayed in the premium effect, and the calico cat CH1 displayed in each effect do not necessarily have to be the same image. Of course, the calico cat CH1 displayed in the jackpot preview effect may be the same as the calico cat CH1 displayed in the premium effect. Similarly, for example, the calico cat CH1 displayed in the challenge performance is based on the calico cat motif, just like the calico cat CH1 displayed in the conclusion performance, and the calico cat CH1 displayed in each performance does not have to be the same image. Of course, the calico cat CH1 displayed in the challenge performance may be the same as the calico cat CH1 displayed in the conclusion performance. Note that, although the jackpot notice performance, premium performance, challenge performance, and conclusion performance have been given as examples here, the same applies to the right-hit notification performance, left-hit notification performance, first break-in performance, and second break-in performance.
[0217] When the same type of character CH is displayed in different jackpot preview effects, the character CH does not necessarily have to be the same image; simply as long as the character motif is the same, they may be considered to be the same character CH. For example, in the above embodiment, the same character CH (e.g., calico cat CH1) is displayed in both the first and second jackpot preview effect contents, but some or all of the characters CH displayed in each effect content may be different. For example, even when the same character CH is displayed in each effect content, they do not necessarily have to be the same image; simply as long as the character motif is the same, they may be considered to be the same character CH. For example, the calico cat CH1 displayed in the first effect content has a calico cat motif, just like the calico cat CH1 displayed in the second effect content, and the calico cat CH1 displayed in each effect content does not necessarily have to be the same image. Of course, the calico cat CH1 displayed in the first effect content may be the same as the calico cat CH1 displayed in the second effect content.
[0218] When different results are derived in the challenge presentation and the same type of character CH is displayed, those character CHs do not necessarily have to be the same image; they may be considered to be the same character CH simply as long as they have the same character motif. For example, in the above embodiment, the same character CH (e.g., a calico cat CH1) is displayed in both the failed result and the successful result, but some or all of the character CH displayed in each result may be different. For example, even when the same character CH is displayed in each result, it does not necessarily have to be the same image; they may be considered to be the same character CH simply as long as they have the same character motif. For example, the calico cat CH1 displayed in the failed result has a calico cat motif, just like the calico cat CH1 displayed in the successful result, and the calico cat CH1 displayed in each result does not have to be the same image. Of course, the calico cat CH1 displayed in the failed result may be the same as the calico cat CH1 displayed in the successful result.
[0219] When the same type of character CH is displayed in different ending performances, those character CHs do not necessarily have to be the same image; they may be considered to be the same character CH simply as long as they have the same character motif. For example, in the above embodiment, the same character CH (e.g., calico cat CH1) is displayed when progressing along any of the first, second, and third routes, but some or all of the characters CH displayed on each route may be different. For example, even when the same character CH is displayed on each route, they do not necessarily have to be the same image; they may be considered to be the same character CH simply as long as they have the same character motif. For example, the calico cat CH1 displayed when progressing along the first route is based on a calico cat motif, just like the calico cat CH1 displayed when progressing along the third route, and the calico cat CH1 displayed on each route does not necessarily have to be the same image. Of course, the calico cat CH1 displayed when progressing along the first route may be the same as the calico cat CH1 displayed when progressing along the third route.
[0220] The effect corresponding to the first effect does not have to be a jackpot preview effect. The effect corresponding to the first effect does not have to be an effect that can be executed during the execution of a special game. For example, the effect corresponding to the first effect may be an effect that can be executed during a jackpot game, or an effect that can be executed during a standby state. Similarly, the effect corresponding to the second effect does not have to be a premium effect. The effect corresponding to the second effect does not have to be an effect that can be reliably recognized as indicating an advantageous development. The effect corresponding to the second effect does not have to be an effect that can be executed during the execution of a special game. For example, the effect corresponding to the second effect may be an effect that can be executed during a jackpot game, or an effect that can be executed during a standby state. Furthermore, the situation in which the effect corresponding to the first effect is executed (in the above embodiment, during the execution of the special game) does not have to be the same as the situation in which the effect corresponding to the second effect is executed. For example, the effect corresponding to the first effect may be executed during the execution of a special game, while the effect corresponding to the second effect may be executed during a jackpot game.
[0221] The effect corresponding to the specific effect does not have to be a challenge effect. The effect corresponding to the specific effect does not have to be an effect that can be executed during the execution of a special game. For example, the effect corresponding to the specific effect may be an effect that can be executed during a jackpot game, or an effect that can be executed in a standby state. Similarly, the effect corresponding to the non-specific effect does not have to be a conclusion effect. The effect corresponding to the non-specific effect does not have to be an effect that can be executed during the execution of a special game. For example, the effect corresponding to the non-specific effect may be an effect that can be executed during a jackpot game, or an effect that can be executed in a standby state. Furthermore, the situation in which the effect corresponding to the specific effect is executed (in the above embodiment, during a jackpot game) does not have to be the same as the situation in which the effect corresponding to the non-specific effect is executed. For example, the effect corresponding to the specific effect may be executed during the execution of a special game, while the effect corresponding to the non-specific effect may be executed during a jackpot game.
[0222] In the above embodiment, suggesting that a jackpot will be awarded in the future is considered to be suggesting that a favorable development will occur, but this is not limited to this. For example, suggesting that a game will be controlled to a favorable game state (e.g., a probability variable state) may be considered to be suggesting that a favorable development will occur. In this way, suggesting that a favorable situation will occur may be considered to be suggesting that a favorable development will occur. Furthermore, suggesting that a favorable development will occur may include definitively notifying that a favorable development will occur, or may not include definitively notifying that a favorable development will occur.
[0223] The gaming machine 10 of the above embodiment may be embodied as a gaming machine in which the brightness (also referred to as light intensity) of the decorative lamp 17 is adjustable. The gaming machine 10 of the above embodiment may be embodied as a gaming machine in which the brightness (also referred to as light intensity) of the backlight of the effect display device 25 is adjustable. In a gaming machine in which the brightness is adjustable, the brightness may be adjustable using an operation means that the player can operate, or the brightness may be adjustable using an operation means that the player cannot operate (e.g., an operation means provided on the back of the gaming board unit), or both. For example, while it may be impossible to adjust the backlight of the effect display device 25 to be turned off by operating an operation means that the player can operate, it may be possible to adjust the backlight of the effect display device 25 to be turned off by operating an operation means that the player cannot operate. If the backlight of the effect display device 25 is adjusted to be turned off by operating an operation means that the player cannot operate, for example, when a final effect is executed, sound is output from the speaker 18, but the mouth of the character CH does not move.
[0224] The gaming machine 10 of the above embodiment may be embodied as a gaming machine capable of adjusting the volume of at least some of the sounds output from the speaker 18. In a gaming machine capable of adjusting the volume, the volume may be adjustable using an operating means operable by the player, or may be adjustable using an operating means inoperable by the player (e.g., an operating means provided on the back of the gaming board unit), or both. For example, while it may be impossible to adjust the volume so that no sound is output from the speaker 18 by operating an operating means operable by the player, it may be possible to adjust the volume so that no sound is output from the speaker 18 by operating an operating means inoperable by the player. If the speaker 18 is adjusted so that no sound is output by operating an operating means inoperable by the player, for example, when a conclusion performance is executed, no sound is output from the speaker 18 when the mouth of the character CH is moving. The adjustment made by operating an operating means inoperable by the player may be maintained even if the power supply is interrupted. For example, even if the power supply is cut off when the speaker 18 is adjusted not to output sound by operating an operating means that the player cannot operate, after the power supply is resumed, sound may not be output even if the speaker 18 is not adjusted not to output sound again. The operating means that the player cannot operate may be, for example, a dial-type operating means.
[0225] The gaming machine 10 of the above embodiment may be a gaming machine equipped with a function (so-called auto button function) that controls effects by regarding the effect button EB as having been operated even when the effect button EB has not actually been operated. When the auto button function is installed, for example, the gaming machine 10 may be configured so that when a challenge effect is executed while the auto button function is activated, the result of the challenge effect is derived without operating the effect button EB. The auto button function may be selectable, allowing customization of the auto button function.
[0226] While the characters in the gaming machine 10 are depicted as cats, this is not limiting. For example, the characters may be human-like. Alternatively, for example, the characters may be symbols, letters, or fonts, or even lion-like characters. The term "character" refers to an English word meaning a quality, personality, individuality, temperament, characteristic, trait, trait, personality, character, status, position, character, role, role, unique person, eccentric person, interesting person, letter, font, symbol, or wealthy person. The characters may be any of these, or may be identifiable as such. Therefore, for example, the characters do not need to have mouths. The specific action does not need to be a shaking mouth movement of the character. For example, the specific action may be a character performing a predetermined action. For example, the specific action may be a character shaking or a character moving.
[0227] In the above embodiment, the degree of advantage for winning a jackpot in a jackpot lottery triggered by a ball entering second starting hole 27 may be different from the degree of advantage for winning a jackpot in a jackpot lottery triggered by a ball entering first starting hole 26. For example, the ratio for determining the type of jackpot or the types of jackpot that can be determined may be different for winning a jackpot in a jackpot lottery triggered by a ball entering second starting hole 27 and winning a jackpot in a jackpot lottery triggered by a ball entering first starting hole 26.
[0228] Even if a jackpot is not won, the game machine may be configured to be controlled to a high base state based on the number of times the special game has been played. For example, the above embodiment may be applied to a gaming machine that is controlled to a low-probability, high-base state when the number of times the special game has been played in a non-probability state reaches a predetermined number.
[0229] The special symbols that can be displayed as fixed stops when the jackpot lottery is not won may include a losing symbol and a symbol different from the losing symbol (hereinafter referred to as a specific symbol). If a specific symbol is displayed as fixed stops in a special game during a low base state, the display of the specific symbol may be used as a trigger to control the game to a high base state.
[0230] Gaming machines that can be controlled to a high probability state include those that maintain the high probability state until the next jackpot is awarded, those that maintain the high probability state until a jackpot lottery is won (falling machines), and those that maintain the high probability state until a predetermined number of special games are completed (ST machines). Among gaming machines that maintain the high probability state until a predetermined number of special games are completed, some machines set the predetermined number of times the machine remains in the high probability state until the next jackpot is awarded. The number of times the machine remains in the high probability state until the next jackpot is awarded may be, for example, 10,000 times. In this case, the period during which the machine remains in the high probability state may be controlled to a high base state. Gaming machines that can be controlled to a high probability state include those that maintain the high probability state when a game ball passes through a specific area (V high probability machine). The gaming machine of the above embodiment may be embodied in any of these specifications. The gaming machine may also be a gaming machine with specifications that combine the above-mentioned drop machine and V probability variable machine. The V probability variable machine may have a single large prize opening to generate a specific round of play. The V probability variable machine may have multiple large prize openings, including a large prize opening (V prize opening) that opens in a specific round of play and large prize openings that open in rounds other than the specific round of play, to generate a specific round of play. The gaming machine of the above embodiment may be embodied as a V probability variable machine with any of these specifications.
[0231] In the above embodiment, the second special game is executed with priority over the first special game. However, the first and second special games may be executed in the order in which they were suspended, regardless of their type. The first special game may be executed with priority over the second special game. Alternatively, the first and second special games may be executed simultaneously. For example, a special game corresponding to the first special game may be executed in a low base state, while a special game corresponding to the second special game may be executed in a high base state. The number of types of special games does not have to be two. For example, the special game that can be executed in response to a ball entering the first starting hole 26 may be the same as the special game that can be executed in response to a ball entering the second starting hole 27.
[0232] The above-described embodiments may be applied to gaming machines that perform a small jackpot lottery in addition to a jackpot lottery. Generally, if a small jackpot is won in the small jackpot lottery, a small jackpot symbol is displayed as a fixed symbol in a special game, and the small jackpot game is awarded after the special game ends. The small jackpot lottery may be configured to be held only when a ball enters either the first starting slot 26 or the second starting slot 27, or may be held regardless of whether the ball enters the first starting slot 26 or the second starting slot 27. The small jackpot symbol is one of the results obtained in the special game when a jackpot is not won. The gaming machine of the above-described embodiments may be embodied as a gaming machine that can be controlled to a state (so-called small jackpot rush) in which the number of times (frequency) a small jackpot is won per unit time or the number of times (frequency) a small jackpot game is awarded per unit time is increased compared to the normal state. In gaming machines that are capable of holding a small win lottery in addition to a big win lottery, both the big win lottery and the small win lottery can be considered as winning lotteries, and both the big win game and the small win game can be considered as winning games.In addition, in gaming machines that are capable of holding a small win lottery in addition to a big win lottery, only the big win lottery out of the big win lottery and the small win game can be considered as winning lottery, and only the big win game out of the big win game and the small win game can be considered as winning game.
[0233] The gaming machine of the above embodiment may be embodied as a smart pachinko gaming machine (so-called Sumapachi). A smart pachinko gaming machine is sometimes called a managed gaming machine. Like the gaming machine 10, a smart pachinko gaming machine is configured to be able to launch gaming balls into the gaming area 21. Meanwhile, a smart pachinko gaming machine manages the number of gaming balls owned by a player using electronic data. Physical gaming balls can be launched into the gaming area 21 by consuming gaming balls (gaming value) managed as electronic data. In such a smart pachinko gaming machine, when gaming balls are awarded as prize balls, they are awarded based on electronic data. That is, gaming balls as gaming media may not only be physical, but also be managed as electronic data. Similarly, gaming value may be physical or managed as electronic data.
[0234] The above-described embodiment may be applied to a slot machine. In a slot machine, the bet amount (also called the number of bets) can be set by operating the MAXBET or inserting medals. In a slot machine, after the bet amount is set, a start lever serving as a start operation unit is operated, and multiple reels spin. In a slot machine, after multiple reels have spun, a stop button serving as a stop operation unit is operated, and the rotation of the corresponding reel stops. Then, in a slot machine, when all reels have stopped spinning, a prize may be awarded according to the symbol combination that stopped.
[0235] The slot machine may be a gaming machine that uses gaming media other than medals. For example, it may be embodied as a gaming machine that uses gaming balls (pachinko balls) as the gaming medium. Alternatively, the gaming medium may be managed by data (information). The slot machine may be a so-called managed gaming machine. That is, the slot machine may be a smart slot (also known as a smart slot). That is, the slot machine may be a medalless gaming machine. A medalless gaming machine may be configured to store the number of medals in possession, including medals loaned from a slot unit, as data (information) instead of or in addition to credits. The number of medals in possession is also called balls or medals in possession. Medals in a medalless gaming machine can also be called virtual media. The virtual media corresponds to gaming value.
[0236] In the above embodiment, the sub-substrate 50 may be a sub-general control substrate, and a display control substrate that specializes in controlling the performance display device 25, a light-emitting control substrate that specializes in controlling the decorative lamps 17, and a sound control substrate that specializes in controlling the speaker 18 may be provided separately from the sub-substrate 50. Such a sub-general control substrate and substrates that control other performances may be included in the sub-substrate (sub-controller). Also, the main CPU 41 of the main substrate 40 and the sub-CPU 51 of the sub-substrate 50 may be mounted on a single substrate. Also, in the above modified example, the display control substrate, light-emitting control substrate, and sound control substrate may be arbitrarily combined to form a single substrate or multiple substrates.
[0237] The information display panel 22 may be provided with a remaining number display unit that displays the number of prize balls remaining to be paid out to the player. The information display panel 22 may be provided with a round number display unit that displays the number of rounds of play during a jackpot game. Furthermore, the various display units of the information display panel 22 do not need to be provided on the same member (in the above embodiment, the information display panel 22); for example, some or all of the display units may be provided on a member separate from the other display units.
[0238] Next, the technical ideas that can be understood from the above-described embodiment and modified examples will be described. (A-1) A gaming machine comprising a performance execution means capable of executing a performance, a performance control means capable of controlling the performance execution means, and an operable operation means, wherein the performance includes specific performances that can progress when triggered by operation of the operation means, and non-specific performances that can progress without being triggered by operation of the operation means, and wherein the specific performances do not involve specific actions by the characters, and the non-specific performances may involve specific actions by the characters.
[0239] (B-1) A gaming machine comprising an effect execution means capable of executing an effect, and an effect control means capable of controlling the effect execution means, wherein the effects include a first effect and a second effect, the first effect and the second effect are effects that can suggest that the game will unfold favorably, the second effect has a higher expectation of unfolding favorably than the first effect, the second effect does not involve a specific action by a character, and the first effect may involve a specific action by a character.
[0240] (C-1) A gaming machine described in technical idea (A-1) or technical idea (B-1) in which the character is a character with a mouth, the specific action of the character is the movement of the character's mouth, and sound can be output in accordance with the specific action of the character.
[0241] (D-1) A gaming machine described in any one of technical ideas (A-1), (B-1) and (C-1), which is configured to allow the selection of not outputting sound, and even if the power supply is cut off when not outputting sound is selected, sound may not be output after the power supply is resumed, even if not outputting sound is again selected. [Explanation of symbols]
[0242] 10...Pachinko gaming machine (gaming machine) 16...Firing handle 17...Decorative lamp 18...Speaker 22...Information display panel 25...Performance display device 26...First start port 27...Second start port 29...Large prize port 31...Gate 34...Out port 40...Main board 41...Main CPU 42...Main ROM 43...Main RWM 45...Clear switch 50...Sub board 51...Sub CPU 52...Sub ROM 53...Sub RWM 60...Power supply unit 61...Power switch 62...Backup power supply B1...Up button B2...Right button B3...Down button B4...Left button CH...Character EB...Performance button
Claims
1. a performance execution means capable of executing a performance; a performance control means capable of controlling the performance execution means; and an operation means capable of performing a specific operation, The performance includes a specific performance that can be progressed by a specific operation of the operating means, and a non-specific performance that can be progressed without a specific operation of the operating means, In the specific performance, there is no specific action of the character, The non-specific performance may involve a specific action by the character, The non-specific effect can be executed after the specific effect, After the non-specific effect, a predetermined effect not involving a specific action of the character can be executed, The specific action in the non-specific performance includes a first specific action and a second specific action different from the first specific action, A gaming machine characterized in that when a specific operation of the operating means is performed in the specific presentation, the number of presentations until the second specific action appears is greater than when a specific operation of the operating means is not performed in the specific presentation.
2. A gaming machine configured to be able to launch game balls into a game area, and capable of performing a left shot that launches the game balls so that they flow down into the left area of the game area, and a right shot that launches the game balls so that they flow down into the right area of the game area, a performance execution means capable of executing a performance; a performance control means capable of controlling the performance execution means; and an operation means capable of performing a specific operation, The performance includes a specific performance that can be progressed by a specific operation of the operating means, and a non-specific performance that can be progressed without a specific operation of the operating means, In the specific performance, there is no specific action of the character, The non-specific performance may involve a specific action by the character, In the right-hit notification effect, which is the effect that can be executed in the situation where the right hit is recommended, no specific action is involved in the character, The non-specific effect can be executed after the specific effect, The specific action in the non-specific performance includes a first specific action and a second specific action different from the first specific action, A gaming machine characterized in that when a specific operation of the operating means is performed in the specific presentation, the number of presentations until the second specific action appears is greater than when a specific operation of the operating means is not performed in the specific presentation.
Citation Information
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