Gaming machine

The gaming machine improves player interest through interactive performance symbols and adjustable effects, enhancing entertainment value by responding to player input with varied visual and auditory cues.

JP7838861B2Active Publication Date: 2026-04-01KYORAKU IND CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-04-24
Publication Date
2026-04-01

AI Technical Summary

Technical Problem

Conventional gaming machines lack engaging and interactive effects to enhance player interest.

Method used

A gaming machine that incorporates performance symbols with adjustable emphasis and operation effects, allowing for varied and interactive presentations based on player input, including different sound and visual cues depending on player actions.

Benefits of technology

Enhances entertainment value by providing dynamic and responsive game effects that increase player engagement.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007838861000001
    Figure 0007838861000001
  • Figure 0007838861000002
    Figure 0007838861000002
  • Figure 0007838861000003
    Figure 0007838861000003
Patent Text Reader

Abstract

To provide a game machine capable of increasing excitement and enjoyment of performance.SOLUTION: A game machine can execute an emphasis performance that emphasizes a performance symbol in a variation performance, adjust the performance effect according to the operation on first adjustment means, adjust the performance effect according to the operation on second adjustment means, perform a predetermined notification and adjust the performance effect of the emphasis performance according to the operation on the first adjustment means, and adjust the performance effect of the emphasis performance without performing the predetermined notification according to the operation on the second adjustment means.SELECTED DRAWING: Figure 22
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a gaming machine that determines whether to execute a special game and executes an effect based on the determination result.

Background Art

[0002] In a conventional gaming machine, when it is determined whether a game ball wins in a start port and a special game is to be executed, on a special symbol display device, after a special symbol is variably displayed, a special symbol in a mode indicating the determination result is stopped and displayed. In the gaming machine described in Patent Document 1, on a predetermined image display device, an effect symbol is variably displayed along with the variable display of the special symbol, and when the special symbol is stopped and displayed, the effect symbol is stopped and displayed in a mode indicating the determination result.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In a conventional gaming machine, there is room for improvement in terms of improving the interest of the effect.

[0005] Therefore, an object of the present invention is to provide a gaming machine capable of improving the interest of the effect.

Means for Solving the Problems

[0006] The present invention adopts the following configuration to solve the above problems.

[0007] The gaming machine according to the present invention is a gaming machine capable of performing a special game advantageous to the player, comprising: a determination means for making a determination; and a performance control means for controlling a performance, wherein the performance control means is capable of performing a variation performance by displaying a performance symbol in a variation manner and then stopping the performance symbol that notifies the result of the determination; a first emphasis performance by displaying an image that emphasizes the performance symbol in the variation performance; the performance effect can be adjusted according to an operation on a first adjustment means; the performance effect can be adjusted according to an operation on a second adjustment means; an operation performance that prompts an operation on a first operation means; a predetermined performance can be performed according to an operation on the first operation means during the operation performance; a second emphasis performance that emphasizes the operation performance and is different from the predetermined performance when no operation is performed on the first operation means; a change performance that performs a periodic change in the operation performance; a specific notification regarding the operation of the second operation means; and the specific notification during the operation performance. As a presentation mode that indicates the game state, 1 Direction Mode and 2 Direction One of the modes Direction The mode can be set, the above 1 Direction When the mode is set, the aforementioned operation and performance are performed, and the second Direction It is possible to make the sound during the second emphasis effect different depending on whether the operation effect is performed when a mode is set. It is possible to make the sound during the first emphasis performance different depending on whether the first emphasis performance is performed when the first performance mode is set or when the first emphasis performance is performed when the second performance mode is set. In response to the operation of the first adjustment means, it is possible to provide a predetermined notification and adjust the effect of the first emphasis effect. The change effect includes a first change effect that can change in a first cycle and a second change effect that can change in a second cycle different from the first cycle. [Effects of the Invention]

[0008] According to the present invention, it is possible to improve the entertainment value of the performance. [Brief explanation of the drawing]

[0009] [Figure 1] Front view of Pachinko game machine 1 [Figure 2] Plan view of a part on the front side of the gaming machine 1 [Figure 3] Perspective view of the back side of the gaming machine 1 [Figure 4] Block diagram of the entire gaming machine 1 [Figure 5] Diagram showing an example of the jackpot determination table of the gaming machine 1 in the first embodiment [Figure 6] Diagram showing an example of the symbol determination table of the gaming machine 1 in the first embodiment [Figure 7] Diagram showing an example of the game flow of the gaming machine 1 in the first embodiment [Figure 8] Diagram showing an example of the game state set after the jackpot game when the result of the special symbol determination is a jackpot [Figure 9] Diagram showing an example of the game state set after the special losing symbol stops when the result of the special symbol determination is a special loss [Figure 10] Diagram showing an example of the image displayed on the screen of the first image display device 70 in the normal mode [Figure 11] Diagram showing a timing chart of an example of the effect when the SPSP reach effect is performed when the result of the special symbol determination performed in the normal mode is a jackpot [Figure 12] Diagram showing an example of the effect at each timing in FIG. 11 [Figure 13] Diagram showing an example of the effect performed following FIG. 12 [Figure 14] Diagram showing an example of the jackpot symbol emphasis effect when a jackpot-suggesting effect symbol is displayed in the SPSP reach effect in the normal mode [Figure 15] Diagram showing an example of the jackpot symbol emphasis effect when a jackpot-suggesting effect symbol is displayed in the special mode [Figure 16] Diagram showing an example of the timing chart from the start of variation to the N reach effect in the normal mode [Figure 17] Diagram showing an example of the effect from the start of variation to the N reach effect in the normal mode, and showing an example of the image displayed on the screen at each timing in FIG. 16 [Figure 18] A diagram showing an example of the performance from the start of variation to the N-reach performance in the normal mode, and an example of the performance when a different performance symbol is used as the reach symbol [Figure 19] A diagram showing an example of the performance from the start of variation to the N-reach performance in the special mode [Figure 20] A diagram showing an example of the performance from the start of variation to the N-reach performance in the special mode, and an example of the performance when a different performance symbol is used as the reach symbol [Figure 21] A diagram showing an example of the timing chart of the performance after the SP-reach performance in the normal mode [Figure 22] A diagram showing an example of the performance after the SP-reach performance in the normal mode, and an example of the images displayed on the screen at each timing in FIG. 21 [Figure 23] A diagram showing an example of the performance when the reach performance is carried out using a performance symbol different from that in FIG. 22 [Figure 24] A diagram showing an example of the performance after the SP-reach performance in the special mode [Figure 25] A diagram showing an example of the performance after the SP-reach performance in the normal mode, and an example of the performance when a miss is notified in the SPSP-reach performance [Figure 26] A diagram showing an example of the full-rotation reach performance in the normal mode [Figure 27] A diagram showing an example of the performance when the performance symbol indicating a miss is stopped and displayed [Figure 28] A diagram showing an example of the performance when a short button press operation performance is carried out immediately before the preview performance before the reach performance [Figure 29] A diagram showing an example of the performance when a continuous pressing operation performance is carried out immediately before the preview performance before the reach performance [Figure 30] A diagram showing an example of the performance when a long button press operation performance is carried out immediately before the preview performance before the reach performance [Figure 31] A diagram showing an example of the operation performance executed during the variation display of pseudo 1 and the preview performance according to the operation [Figure 32] This diagram shows an example of an operation animation and a corresponding pre-announcement animation performed during the pseudo-2 variation display. [Figure 33] This diagram shows an example of a timing chart for the variation of special symbols after a big win has occurred. [Figure 34] This is an example of the presentation in time-saving mode, and shows an example of the images displayed on the screen at each timing in Figure 33. [Figure 35] A diagram comparing specific notification A and specific notification B. [Figure 36] Flowchart showing the main processing in the main control unit 100 [Figure 37] Flowchart showing timer interrupt processing in the main control unit 100 [Figure 38] Detailed flowchart of the input control process in step S200 shown in Figure 37 [Figure 39] Detailed flowchart of the first start port switch process in step S210 of Figure 38 [Figure 40] Detailed flowchart of the second start port switch process in step S220 of Figure 38 [Figure 41] Detailed flowchart of the specific area switching process in step S250, as shown in Figure 38. [Figure 42] Detailed flowchart of the special electrical control process in step S300 shown in Figure 37 [Figure 43] Flowchart showing the special symbol determination process in step S320 of Figure 42 [Figure 44] Flowchart showing the jackpot determination process in step S3207 of Figure 43 [Figure 45] Flowchart showing the variation pattern determination process in step S3208 of Figure 43 [Figure 46] This figure shows an example of a normal variation pattern table Tn used in normal gameplay. [Figure 47] This figure shows an example of a low-base time reduction variation pattern table Ta used in low-base time reduction conditions. [Figure 48]This figure shows an example of a variation pattern table Tb used in a high base time reduction state. [Figure 49] Flowchart showing the special symbol variation process in step S330 of Figure 42 [Figure 50] Flowchart showing the special symbol stop process in step S340 of Figure 42 [Figure 51] Detailed flowchart showing the jackpot game processing in step S350 of Figure 42 [Figure 52] Flowchart showing the minor win game processing in step S360 of Figure 42 [Figure 53] Flowchart showing the jackpot game termination process in step S370 of Figure 42 [Figure 54] A flowchart showing an example of timer interrupt processing performed in the performance control unit 130. [Figure 55] A flowchart showing an example of the command reception process in step E10 of Figure 54. [Figure 56] A flowchart showing an example of the variation start command processing in step E113 of Figure 55. [Figure 57] A flowchart showing an example of timer interrupt processing performed in the image and sound control unit 140. [Figure 58] This figure shows an example of a symbol determination table for the gaming machine 1 in the second embodiment. [Figure 59] This figure shows an example of the game flow of the second embodiment of the gaming machine 1. [Figure 60] This diagram shows an example of the game state after a jackpot when the special symbol indicating a jackpot stops in a game where the result of the special symbol judgment is a jackpot. [Figure 61] This diagram shows an example of the game state after a special symbol indicating a special miss stops, when the result of the special symbol judgment is a special miss. [Figure 62] This diagram illustrates the mode setting after power-on in the second embodiment. [Figure 63] This diagram illustrates the game state and background settings after a jackpot in the second embodiment. [Figure 64]This figure illustrates the mode setting after power-on in a modified example of the second embodiment. [Figure 65] This diagram illustrates the game state and background settings after a jackpot in a modified example of the second embodiment. [Figure 66] A diagram showing an example of the game flow in the third embodiment. [Figure 67] A diagram showing an example of a jackpot determination table in the fifth embodiment. [Figure 68] This figure shows an example of a pattern determination table in the fifth embodiment. [Figure 69] This figure shows an example of a variable pattern table set for each period in the fifth embodiment. [Figure 70] This figure shows an example of the game flow of the fifth embodiment of the gaming machine 1. [Figure 71] This figure shows an example of an image displayed on the screen of the first image display device 70 in the normal mode, which is set when the game is in a normal state. [Figure 72] This timing chart shows the sequence of events when transitioning to the second time-saving game state after a specified number of changes have occurred following an RWM clear operation or setting change operation. [Figure 73] Figure 72 shows an example of the image displayed on the main screen at each timing shown. [Figure 74] Figure 72 shows an example of the image displayed on the main screen at each timing shown. [Figure 75] Figure 72 shows an example of the image displayed on the main screen at each timing shown. [Figure 76] Figure 72 shows an example of the image displayed on the main screen at each timing shown. [Figure 77] This timing chart shows the flow of the time-saving mode introduction when there are no reserved special symbols after a specified number of fluctuations have occurred since the RWM clear operation or setting change operation. [Figure 78] Figure 77 shows an example of the image displayed on the main screen at each timing shown. [Figure 79]A timing chart showing the sequence of events when entering pre-introduction mode. [Figure 80] Figure 79 shows an example of the image displayed on the main screen at each of the timings shown. [Figure 81] Figure 79 shows an example of the image displayed on the main screen at each of the timings shown. [Figure 82] This timing chart shows the sequence of events when a time-saving introduction sequence is performed via the pre-introduction mode. [Figure 83] Figure 82 shows an example of the image displayed on the main screen at each timing shown. [Figure 84] This diagram shows an example of the animation when, in the pre-implementation mode, there are no reserved special symbols after the specified number of spins have finished. [Figure 85] This timing chart shows an example of the SPSP reach animation that occurs when the jackpot judgment in a normal game state other than the introductory mode is a miss. [Figure 86] Figure 85 shows an example of the staging at each timing. [Figure 87] Figure 85 shows an example of the staging at each timing. [Figure 88] Figure 85 shows an example of the staging at each timing. [Figure 89] This timing chart shows an example of the animation when a jackpot is determined to be a jackpot during normal gameplay outside of the introductory mode, and the SPSP reach animation announces a reach win. [Figure 90] Figure 89 shows an example of the staging at each timing. [Figure 91] Figure 89 shows an example of the staging at each timing. [Figure 92] This timing chart shows an example of the animation that occurs when the jackpot judgment in a normal game state other than the introductory mode is a miss, and no reach animation is performed. [Figure 93] Figure 92 shows an example of the staging at each timing. [Figure 94] Figure 92 shows an example of the staging at each timing. [Figure 95] A diagram showing an example of the characteristics of each shielding effect. [Figure 96] This diagram shows an example of lamp control when the game transitions to the normal game state without a jackpot occurring during the second time-saving game state. [Figure 97] A diagram showing an example of the game flow of a gaming machine relating to the first modified example. [Figure 98] A diagram showing an example of the game flow of a gaming machine relating to the second modified example. [Figure 99] A diagram showing an example of the game flow of a gaming machine according to the third modified example. [Figure 100] This diagram shows the setting of the third time-saving game state according to the special losing symbols in a game machine relating to the third modified example. [Figure 101] A diagram showing an example of the game flow of a gaming machine relating to the fourth modified example. [Figure 102] This figure shows an example of mode transitions according to the number of special symbol variations in the fourth modified example. [Figure 103] This diagram shows an example of how the game state is controlled when the trigger for activating each time-saving game state occurs during each game state. [Figure 104] This figure shows an example of a normal variation pattern table Tn used in the normal mode during normal gameplay in the fifth embodiment. [Figure 105] This figure shows an example of a pre-implementation variation pattern table Tnx used in the pre-implementation mode. [Figure 106] This figure shows an example of the second time-saving game mode variation pattern table Tb1 used in the first variation during the second time-saving game mode. [Figure 107] This figure shows an example of the second time-saving game mode variation pattern table Tb2, which is used for the second and subsequent variations in the second time-saving game mode. [Figure 108] This diagram shows an example of the second time-saving game mode variation pattern table Tb11 (with jackpot history) used in the first variation during the second time-saving game mode. [Figure 109]This diagram shows an example of the second time-saving game mode variation pattern table Tb12 (with jackpot history), which is used for the second and subsequent variations in the second time-saving game mode. [Figure 110] This figure shows an example of a variation pattern table Ta2 used in the first time-saving game state. [Figure 111] Flowchart showing the special pattern variation process in the fifth embodiment [Figure 112] Flowchart showing the jackpot game termination process in the fifth embodiment [Figure 113] This diagram shows an example of a post-jackpot game state setting table used to set the game state after a jackpot has occurred. [Figure 114] This diagram shows the game state referenced at the end of a big win game that does not go through a small win game. [Figure 115] This diagram shows the game state referenced at the end of a big win game that has progressed through a small win game. [Modes for carrying out the invention]

[0010] <First Embodiment> The following will describe the gaming machine 1 of the first embodiment in detail with reference to the drawings. The gaming machine 1 of this embodiment is a type of gaming machine known as a so-called Type 1 and Type 2 mixed machine.

[0011] (Composition of a gaming machine) First, the configuration of the gaming machine 1 in the embodiment of the present invention will be described with reference to Figures 1 to 3. Figure 1 is a front view of the gaming machine 1, Figure 2 is a plan view of a part of the front side of the gaming machine 1, and Figure 3 is a perspective view of the rear side of the gaming machine 1.

[0012] The gaming machine 1 comprises an outer frame 2, a game board mounting frame 3 rotatably supported relative to the outer frame 2, a glass frame 4 rotatably supported relative to the game board mounting frame 3, and a game board 5 in which a game area 5a is formed, through which game balls (game media) flow.

[0013] The outer frame 2 has a rectangular base frame 2a with a central opening in the front-to-back direction, to which a decorative plate 2b is attached to the lower front surface, and is fixed to the island equipment of the amusement parlor via fastening members (for example, nails or fasteners).

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

[0015] The glass frame 4 is detachably connected to the game board mounting frame 3 via a second hinge mechanism 7 at one end in the horizontal direction, and is rotatably supported with the second hinge mechanism 7 as the pivot point. Therefore, by rotating the glass frame 4 relative to the game board mounting frame 3 like a door, the game area 5a of the game board 5 and the front portion of the game board mounting frame 3 can be opened and closed.

[0016] An opening 8 (window) is formed in the upper, approximately central part of the glass frame 4, opening in the front-to-back direction. A transparent member 8a (such as a glass plate or acrylic plate) is attached to cover the opening 8 from the rear, allowing the game area 5a to be viewed through the opening 8 and the transparent member 8a.

[0017] Above the opening 8 of the glass frame 4, there is an audio output device 9 consisting of a speaker and a frame lighting device 10 having multiple decorative LEDs. Below the opening 8 of the glass frame 4, there is an upper tray 11 for storing multiple game balls, such as game balls dispensed from the dispensing device 95 (described later) based on the fulfillment of the given conditions, a lower tray 12 for receiving and storing game balls that do not fit into the upper tray 11 and flow into the overflow ball channel (described later), and a launching device 13 that allows operation to launch game balls.

[0018] The audio output device 9 provides sound effects (music, voices, etc.) by outputting background music (BGM), sound effects, etc. In addition, the frame lighting device 10 is installed in multiple locations around the opening 8 and provides lighting effects by changing the direction of illumination and the color of light emitted by each lamp (LED). The frame lighting device 10 also includes an alert LED 10a that is controlled to light up / flash when the glass frame 4 is opened or when a payout abnormality occurs in which game balls cannot be dispensed from the payout device 95.

[0019] The upper tray 11 is for storing the game balls that will be supplied to the launching device 26. The game balls stored in the upper tray 11 are guided to the launching device 26 and launched into the game area 5a with a force corresponding to the rotation angle of the launching handle 15.

[0020] Furthermore, the central front portion of the upper tray 11 is provided with an effect button device 16 and a selection button device 18 (see Figure 1 or Figure 2), which function as input devices for making decisions and selections related to various effects described later.

[0021] The performance button device 16 includes a performance button 17 on which a decision operation (operation input) can be performed, a performance button detection switch 17a for detecting the operation of the performance button 17, a button drive device 17b equipped with a button drive motor for changing the performance button 17 between a normal state and a protruding state located above the normal state, and a button vibration motor for changing the performance button 17 between a normal state and a vibrating state that vibrates in a predetermined manner, and a performance button light-emitting LED 17c for changing the performance button 17 between an off state and an on state that emits light in a predetermined manner. The player can input predetermined information to the gaming machine 1 using the performance button device 16.

[0022] The selection button device 18 includes a directional pad 19 (up button 191A, left button 192A, down button 193A, right button 194A) that can be used to perform selection operations, and a directional pad detection switch 19a (see Figure 4) for detecting the operation of the directional pad 19, allowing the player to input predetermined information to the game machine 1. The directional pad 19 is also used to adjust the volume of sounds related to the effects and to adjust the light intensity of each LED used in the effects (LEDs of the frame lighting device 10, LEDs of the panel lighting device 74, effect button light-emitting LEDs 17c, etc.). For example, the volume value can be set from "1" to "5", and the volume value may be increased by "1" in response to one press of the up button 191A, and decreased by "1" in response to one press of the down button 193A. For example, the light intensity value can be set from "1" to "5," and pressing the right button 194A once may increase the light intensity value by "1," while pressing the left button 192A once may decrease the light intensity value by "1."

[0023] Between the upper tray 11 and the lower tray 12, there is an overflow ball channel (not shown) that receives game balls that do not fit in the upper tray 11 and guides them to the lower tray 12. In addition, a full-tray detection switch 32a (see Figure 4) is provided in the middle of the overflow ball channel to detect the occurrence of a full-tray error when the lower tray 12 is full of game balls. While the full-tray detection switch 32a detects that the lower tray 12 is full, the dispensing of game balls by the dispensing device 95, which will be described later, is stopped.

[0024] The launching device 13 comprises a base 14 fixed to the glass frame 4, a launching handle 15 rotatably mounted on the base 14, a touch sensor (not shown) for detecting when the player's hand is touching the launching handle 15, and a launching volume consisting of a variable resistor whose resistance value changes according to the rotation angle of the launching handle 15. When the touch sensor detects that the player's hand is touching the launching handle 15, the launching device 26 (see Figure 4) is configured to launch a game ball.

[0025] The game board mounting frame 3 is provided with a game board mounting section (not shown) for mounting the game board 5, a launching device 26 (see Figure 4) for launching game balls toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an open detection switch for detecting the opening (opening and closing) of the glass frame 4.

[0026] The game board mounting section is formed as a recessed chamber with an opening at the front, located approximately in the center near the top of the game board mounting frame 3, allowing the game board 5 to be stored from the front. At the back of the recessed chamber of the game board mounting section, there is an opening that opens in the front-to-back direction, through which various devices and other equipment located on the back side of the game board 5 can be seen from the rear of the game machine 1.

[0027] The launching device 26 comprises a launching member for launching game balls and a launching solenoid for driving the launching member. The launching device 26 launches game balls toward the game area 5a by operating the launching solenoid with a force corresponding to the rotation angle of the launching handle 15 of the launching operation device 13.

[0028] The locking mechanism 27 is located on the right side of the game board mounting section 25, with the front end of the cylinder, where the keyhole is formed, exposed on the front side of the glass frame 4. When a special key is inserted into the keyhole of the cylinder and rotated in one direction, the lock on the game board mounting frame 3 is released, allowing the game board mounting frame 3 to be opened and closed. When rotated in the other direction, the lock on the glass frame 4 is released, allowing the glass frame 4 to be opened and closed.

[0029] A curved inner rail 35 and an outer rail 36 are provided near the outer edge of the game board 5, and a game area 5a is formed in the area enclosed by the inner rail 35 and the outer rail 36, through which game balls can flow down. A ball guide path 38 is also formed between the inner rail 35 and the outer rail 36 to guide game balls launched by the launching device 26 to the upstream part of the game area 5a. An outlet opening 39 is also formed at the downstream end of the game area 5a to guide the flowing game balls out of the game area (to the collection section of the game board mounting frame 3).

[0030] Approximately in the center of the game area 5a, a frame-shaped decorative frame 40, known as a center case, is provided to restrict the entry of game balls into the interior. This decorative frame 40 divides the game area 5a into a left game area through which game balls launched with a first launch force flow down, and a right game area through which game balls launched with a second launch force stronger than the first launch force flow down. The left game area and the right game area are connected below the decorative frame 40.

[0031] A warp device 41 is provided on the left side of the decorative frame 40 to introduce game balls flowing down the left side game area into the interior of the decorative frame 40, and a stage section 42 is provided at the bottom of the decorative frame 40 to roll the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and cause them to flow downwards from the decorative frame 40.

[0032] To the lower left of the decorative frame 40, there are three general prize slots 43 spaced apart from each other, into which game balls can be entered at any time. To the lower right of the decorative frame 40, there is one general prize slot 43 into which game balls can be entered at any time. When a game ball that has entered one of these general prize slots 43 is detected by the general prize slot detection switch 43a (see Figure 4) (the awarding condition is met), a predetermined number of game balls (for example, 5 balls) are dispensed from the dispensing device 95 (see Figure 3) to the upper tray 11 as prize balls (awarding value).

[0033] Below the stage section 42, there is a first start opening 45 (start entry area for the first special symbol) into which game balls can be entered at any time. When a game ball enters the first start opening 45, the player is granted the right to determine whether or not to perform a special game (a big win game or a small win game) (special symbol determination information, described later, is stored). Also, when a game ball enters the first start opening 45, a predetermined number of game balls (for example, 3 balls) are dispensed from the payout device 95 (see Figure 3) to the upper tray 11 as prize balls (award value). Inside the first start opening 45, there is a first start opening detection switch 45a (see Figure 4) for detecting the game ball that has entered the first start opening 45.

[0034] A variable starting unit 46 is provided in the game area 5a located diagonally below and to the right of the first starting opening 45. The variable starting unit 46 is configured to change from a closed state in which it is impossible or difficult for the game ball to enter (enter the game) to an open state in which it is possible or easy for the game ball to enter, based on a win in the win determination (normal symbol determination) described later.

[0035] Specifically, the variable starting unit 46 includes a second starting port opening / closing member 48 whose upper surface slopes downward in the left-right direction (left side in Figure 1) to form a passage for game balls and is movable in the front-rear direction, a second starting port 47 (starting prize area for the second special symbol) that opens upward directly below the second starting port opening / closing member 48, a second starting port detection switch 47a (see Figure 4) that detects game balls that have entered the second starting port 47, and a second starting port opening / closing solenoid 48b (see Figure 4) that converts the second starting port 47 to a closed state by moving the second starting port opening / closing member 48 forward (prize entry restriction position) and converts the second starting port 47 to an open state by moving the second starting port opening / closing member 48 backward (prize entry allowable position).

[0036] When a game ball enters the second start port 47, which is open during the auxiliary game described later, and is detected by the second start port detection switch 47a (see Figure 4) (the granting condition is met), the right to determine whether or not to execute a special game (a big win game or a small win game) is granted (special symbol determination information described later is stored). Also, when a game ball enters the second start port 47 and is detected by the second start port detection switch 47a, a predetermined number of game balls (for example, 2 balls) are dispensed from the payout device 95 (see Figure 3) to the upper tray 11 as prize balls (granting of prize value).

[0037] In the right-hand game area of ​​the game area 5a, there is a regular symbol gate 44 (regular symbol starting area) through which game balls can always pass. When a game ball that has passed through the regular symbol gate 44 is detected by the gate detection switch 44a, no prize balls are awarded, but the right to perform a regular symbol determination (win determination) to determine whether or not to execute a winning game is granted (regular symbol determination information, described later, is stored).

[0038] Below the regular gate 44, there is a first variable prize entry section 49 (first variable prize entry device) that, based on a jackpot determination, can change from a closed state where it is impossible or difficult for game balls to enter (enter the gate) to an open state where it is possible or easy for game balls to enter.

[0039] The first variable prize section 49 (first variable prize device) has an upper surface that slopes downward in the left-right direction (to the right in the figure) to form a flow path for game balls (forming a part of the bottom surface of the central flow path 91b) and includes a first large prize opening opening / closing member 51 that is movable in the front-rear direction, a first large prize opening 50 (prize area) that opens upward directly below the first large prize opening opening / closing member 51, a first large prize opening detection switch 50a that detects game balls that have entered the first large prize opening 50, and a first large prize opening opening / closing solenoid 51b (see Figure 4) that converts the first large prize opening 50 to a closed state by moving the first large prize opening opening / closing member 51 forward (prize restriction position) and changes the first large prize opening 50 to an open state by moving the first large prize opening opening / closing member 51 backward (prize allowance position).

[0040] Then, during a minor prize game, as described later, the first large prize opening opening / closing member 51 moves backward and the first large prize opening 50 changes from a closed state to an open state. At this point, game balls that have been flowing down the upper surface of the first large prize opening opening / closing member 51 and game balls that have reached the first large prize opening 50 become eligible to enter the first large prize opening 50. When a game ball that has entered the first large prize opening 50 is detected by the first large prize opening detection switch 50a, a predetermined number of game balls (for example, 10) are dispensed from the dispensing device 95 (see Figure 3) as prize balls into the upper tray 11.

[0041] Furthermore, a specific area 52 is provided inside the first major prize opening 50. When a game ball enters the first major prize opening 50 during a minor win game, the game ball passes through the specific area 52. When the specific area detection switch 52a provided in the specific area 52 detects the passage of the game ball, a major win game is played. Here, a major win corresponding to the passage of a game ball into the specific area 52 is sometimes called a "Type 2 major win".

[0042] Below the first variable prize-winning section 49, there is a second variable prize-winning section 55 (second variable prize-winning device) that can change from a closed state where it is impossible or difficult for the game ball to enter (enter) to an open state where it is possible or easy for the game ball to enter, based on whether a big win has been determined in the big win determination or whether the game ball has passed through a specific area 52 during a minor win game.

[0043] The second variable prize section 55 (second variable prize device) has an upper surface that slopes downward in the left-right direction (left side in the figure) to form a flow path for game balls (forming a part of the bottom surface of the first downstream flow path 91e) and includes a second large prize opening opening / closing member 57 that is movable in the front-rear direction, a second large prize opening 56 (prize area) that opens upward directly below the second large prize opening opening / closing member 57, a second large prize opening detection switch 56a that detects game balls that have entered the second large prize opening 56, and a second large prize opening opening / closing solenoid 57b (see Figure 4) that converts the second large prize opening 56 to a closed state by moving the second large prize opening opening / closing member 57 forward (prize restriction position) and changes the second large prize opening 56 to an open state by moving the second large prize opening opening / closing member 57 backward (prize allowance position).

[0044] Then, during a jackpot game, the second large prize opening opening / closing member 57 moves backward, and the second large prize opening 56 changes from a closed state to an open state. At this point, game balls that have been flowing down the upper surface of the second large prize opening opening / closing member 57 and game balls that have reached the second large prize opening 56 become eligible to enter the second large prize opening 56. When a game ball that has entered the second large prize opening 56 is detected by the second large prize opening detection switch 56a, a predetermined number of game balls (for example, 10) are dispensed from the payout device 95 (see Figure 3) as prize balls into the upper tray 11.

[0045] Furthermore, game balls launched into the left-side game area will either enter one of the three general prize slots 43 or the first start slot 45 located below the decorative frame 40, or flow into the out slot 39. Therefore, game balls launched into the left-side game area will not enter (pass through) the general gate 44, general prize slots 43, the first variable prize slot 49 (first major prize slot 50), or the second variable prize slot 55 (second major prize slot 56) located in the right-side game area.

[0046] Furthermore, game balls launched into the right-side game area pass through the upstream channel 91a, the general gate 44, etc., and either enter one of the general prize slot 43, variable start slot 46 (second start slot 47), first variable prize slot 49 (first major prize slot 50), or second variable prize slot 55 (second major prize slot 56) located in the right-side game area, or flow into the out slot 39. Therefore, game balls launched into the right-side game area will not enter the general prize slot 43 or first start slot 45 located in the left-side game area.

[0047] On the back of the game board 5, there is an out ball channel that receives and collects out balls, which consist of game balls that have entered the general prize pocket 43, the first start pocket 45, the second start pocket 47, the first major prize pocket 50, and the second major prize pocket 56, as well as game balls that have flowed into the out pocket 39, and flows downward. An out ball detection switch 39a (see Figure 4) is provided at the downstream end of the out ball channel. Game balls detected by the out ball detection switch 39a are discharged from the discharge port on the back of the game machine 1 to the outside of the game machine 1 (island equipment).

[0048] Outside the game area 5a, a main information display unit 59 is provided. The main information display unit 59 comprises a first special symbol display unit 60, a second special symbol display unit 61, and a regular symbol display unit 62. The main information display unit 59 also comprises a first special symbol hold display unit 63, a second special symbol hold display unit 64, and a regular symbol hold display unit 65. Furthermore, the main information display unit 59 comprises a round number display unit 66, a right-hand play display unit 67, and a status confirmation display unit 68.

[0049] The first special symbol indicator 60 is a variable indicator for displaying (notifying) the result of the jackpot determination for the first special symbol, which is performed based on the entry of a game ball into the first start opening 45; the second special symbol indicator 61 is a variable indicator for displaying (notifying) the result of the jackpot determination for the second special symbol, which is performed based on the entry of a game ball into the second start opening 47; and the normal symbol indicator 62 is a variable indicator for displaying (notifying) the result of the hit determination for the normal symbol, which is performed based on the passage of a game ball through the normal symbol gate 44.

[0050] Jackpot determination refers to the process of acquiring special symbol determination information (jackpot random value, jackpot symbol random value, minor win symbol random value, special losing symbol random value, reach random value, special symbol variation pattern random value, etc.) when a game ball enters the first start opening 45 or the second start opening 47, and determining whether or not to execute a jackpot game based on the acquired special symbol determination information, and determining the jackpot symbol if a jackpot is determined, the minor win symbol if a minor win is determined, the variation pattern of the special symbols, etc. Note that jackpot determination is sometimes also called special symbol determination. Jackpot determination based on entry into the first start opening 45 (jackpot determination related to the first special symbol) is sometimes called first special symbol determination, and jackpot determination based on entry into the second start opening 47 (jackpot determination related to the second special symbol) is sometimes called second special symbol determination.

[0051] The first special symbol indicator 60 and the second special symbol indicator 61 are each composed of multiple (specifically, 8) LEDs. When a jackpot is determined based on a game ball entering the first start opening 45, the first special symbol is displayed in a variable state and then stopped after a predetermined time has elapsed. The result of the jackpot determination is announced by the way the first special symbol stops. Specifically, in the first special symbol indicator 60, the lighting pattern of the LEDs changes (moving lighting) at a predetermined cycle (32 milliseconds) to display the variable state of the first special symbol, and the first special symbol is stopped when each LED of the first special symbol indicator 60 lights up in a manner that indicates the result of the jackpot determination (jackpot pattern, or losing pattern (normal losing pattern or special losing pattern)). Also, when a jackpot is determined based on a game ball entering the second start opening 47, the second special symbol is displayed in a variable state and then stopped after a predetermined time has elapsed. The outcome of the jackpot determination is announced by the stopping pattern of the second special symbol. Specifically, the second special symbol indicator 61 displays the variation of the second special symbol by changing the lighting pattern of the LEDs (moving lighting) at a predetermined cycle (32 milliseconds), and the stopping of the second special symbol is indicated by each LED of the second special symbol indicator 61 lighting up in a manner that announces the outcome of the jackpot determination (jackpot pattern, minor win pattern, or losing pattern).

[0052] In this embodiment, "jackpot" refers to the state in which it is determined in the jackpot determination that a jackpot game (special game) will be executed. A "jackpot game" is a round game in which the large prize slots (first large prize slot 50, second large prize slot 56) are converted from a closed state to an open state in a predetermined manner, performed a predetermined number of times (for example, 4 times, 10 times, etc.) with intervals in between, and refers to a state that is advantageous to the player in which it is easier for the player to win prize balls. The period of the "jackpot game" may mean from the time when the first special symbol or the second special symbol stops and displays in the manner of a jackpot and the opening begins until the round game ends and the ending is completed.

[0053] In addition, the maximum number of times and maximum opening time for the large prize slots (first large prize slot 50, second large prize slot 56) in each round of gameplay are predetermined. However, even before reaching the maximum number of times or maximum opening time, if a predetermined number of game balls (for example, 10 balls) enter the large prize slots, one round of gameplay ends. Furthermore, in this embodiment, it is possible to execute any of several types of jackpot games (special games) that offer different degrees of advantage to the player.

[0054] Furthermore, "minor win" refers to the state in which it is decided to perform a minor win game during the big win determination process. A "minor win game" is the state in which the first major prize entry opening 50 is changed from a closed state to an open state in a predetermined manner, and the game ball becomes able to pass through a specific area 52.

[0055] The normal symbol determination refers to the process of acquiring normal symbol determination information (random values ​​for hit determination, random values ​​for normal symbol determination, random values ​​for normal symbol variation pattern determination, etc.) based on the passage (entry) of a game ball into the normal symbol gate 44, and determining whether or not to execute a winning game (auxiliary game) that opens the second start opening 47 based on the acquired normal symbol determination information. When normal symbol determination is performed, the normal symbol indicator 62 displays the variation of the normal symbol, and after a predetermined time has elapsed, the normal symbol stops to announce the determination result.

[0056] The regular symbol indicator 62 is composed of three LEDs, and the LEDs flash at predetermined intervals or in a predetermined sequence when displaying the variation of the regular symbols. When the regular symbols are stopped, the LEDs light up in a manner that indicates the result of the regular symbol judgment (winning or losing). The regular symbol indicator 62 also changes the lighting pattern of its LEDs (moving lighting) at the same period (32 milliseconds) as the first special symbol indicator 60 and the second special symbol indicator 61.

[0057] In this embodiment, "winning" refers to the state in which it is determined in the normal symbol determination to perform an auxiliary game (winning game). "Auxiliary game" refers to the state in which the second start opening 47 is opened in a predetermined manner.

[0058] In addition, the maximum number of times the second starting port 47 opens and the maximum opening time in the auxiliary game (winning game) are predetermined, but even before reaching the maximum number of times or maximum opening time, if a predetermined number of game balls (for example, 10 balls) enter the second starting port 47, the auxiliary game (winning game) ends. In other words, the "auxiliary game" is in a state where the conditions for starting the variation display of the second special symbol are more likely to be met. In addition, in this embodiment, multiple types of auxiliary games (winning games) with different degrees of advantage to the player may be provided.

[0059] The first special symbol hold indicator 63 consists of two LEDs and is used to display the number of first hold items (U1), which is the number of special symbol judgment information (first hold items) stored when a game ball enters the first start opening 45. It lights up or flashes in a manner that indicates the number of first hold items. Up to four first hold items can be stored, but it may be less than or more than four.

[0060] The second special symbol hold indicator 64 is composed of two LEDs and is used to display the number of second hold items (U2), which is the number of special symbol judgment information (second hold items) stored when a game ball enters the second start opening 47. It lights up or flashes in a manner that indicates the number of second hold items. Up to four second hold items can be stored, but it may be less than four, more than four, or the second hold items may not be stored at all.

[0061] The regular symbol hold indicator 65 consists of two LEDs and is used to display the number of regular symbol hold information (regular symbol hold) that is stored when a game ball enters (passes through) the regular symbol gate 44. It lights up or flashes in a manner that indicates the number of regular symbol hold information. Up to four regular symbol hold information can be stored, but it may be less than four, more than four, or no regular symbol hold information may be stored at all.

[0062] The first special symbol display unit 60 and / or the second special symbol display unit 61 can be made up of 7-segment LEDs. For example, if a jackpot is determined in the jackpot determination, a number such as "3" or "7" can be stopped and displayed, and if a miss is determined, "-" can be stopped and displayed, and during the variation display, the lights can alternate between off and "-".

[0063] The round number indicator 66 consists of six LEDs and is used to display the number of rounds when a jackpot state (special game) occurs. The LEDs start lighting up in a predetermined manner to indicate the number of rounds at the start of the jackpot game, remain lit throughout the jackpot game, and turn off at the end of the jackpot game. For example, if the jackpot game has 3 rounds, only the leftmost LED will light up, and if the jackpot game has 10 rounds, all LEDs will light up.

[0064] The right-hand shooting indicator 67 consists of a single LED and is used to display a right-hand shooting indicator that prompts the player to shoot the game ball towards the right-hand game area (so-called right-hand shooting). The LED remains lit during the big win state (big win game), the small win state (small win game), and the time-saving game state described later.

[0065] The status indicator 68 consists of a single LED and is used to indicate whether the machine is set to the setting change mode or the setting confirmation mode, which will be described later. The LED lights up when the machine switches to the setting change mode or the setting confirmation mode, and turns off when the machine exits the setting change mode or the setting confirmation mode. As the status indicator 68 is located on the front (surface) of the gaming machine, it is easy to check whether the machine is set to the setting change mode or the setting confirmation mode. The status indicator 68 can be installed anywhere on the front (surface) of the gaming machine 1, or in any other location.

[0066] Furthermore, in this embodiment, the display is the same regardless of whether the setting is changed mode or confirmed mode, but it may be possible to display in a way that makes it recognizable which mode is set. For example, the status confirmation indicator 68 may be set to light up in setting change mode and blink in setting confirmation mode, or vice versa.

[0067] Furthermore, in this embodiment, a status confirmation indicator 68 is provided as a dedicated indicator to show that the system is set to setting change mode or setting confirmation mode, but it may also be used in conjunction with other indicators. For example, in setting change mode or setting confirmation mode, the first special symbol indicator 60, the second special symbol indicator 61, the first special symbol hold indicator 63, the second special symbol hold indicator 64, the round number indicator 66, the right-hand play indicator 67, etc. are turned off, so one or more of the LEDs of these indicators may be turned on.

[0068] Furthermore, a sub-information display unit 80 is provided inside the game area 5a. The sub-information display unit 80 comprises a sub-first variation display unit 81, a sub-second variation display unit 82, a sub-first hold display unit 83, a sub-second hold display unit 84, a sub-normal diagram variation display unit 85, a sub-normal diagram hold display unit 86, and a sub-right-hand play display unit 87. The sub-information display unit 80 does not have an indicator to show that the machine is set to a setting change mode or setting confirmation mode, as described later, such as the status confirmation display unit 68 mentioned above, but such indicators may be provided.

[0069] The sub-first variable indicator 81 is for displaying (notifying) whether or not the first special symbol is currently being displayed in a variable state, and the sub-second variable indicator 82 is for displaying (notifying) whether or not the second special symbol is currently being displayed in a variable state; each is composed of one LED. When the variable state of the corresponding special symbol begins to be displayed, the LED blinks at a predetermined interval (for example, 0.25 seconds on → 0.25 seconds off), and when the corresponding special symbol is displayed in a stopped state, it displays a stopped state (off or on).

[0070] Furthermore, the results of the special symbol jackpot determination may be announced using the sub-first variable display 81 and the sub-second variable display 82. In this case, the LED should light up if it is a jackpot and turn off if it is a miss.

[0071] The sub-first reserve indicator 83 is for displaying the number of reserved symbols for the jackpot determination of the first special symbol (first reserve number), and the sub-second reserve indicator 84 is for displaying the number of reserved symbols for the jackpot determination of the second special symbol (second reserve number). Each indicator is composed of two LEDs. When the number of reserved symbols is "0", both the left and right LEDs are off. When the number of reserved symbols is "1", the left LED lights up and the right LED is off. When the number of reserved symbols is "2", both the left and right LEDs light up. When the number of reserved symbols is "3", the left LED blinks at a predetermined interval (0.25 seconds on → 0.25 seconds off) and the right LED lights up. When the number of reserved symbols is "4", both the left and right LEDs blink at a predetermined interval (0.25 seconds on → 0.25 seconds off).

[0072] The sub-symbol variation indicator 85 is used to display (notify) the result of the winning lottery and is composed of a single LED. When the variation display of the regular symbols begins, the LED blinks (variation display) at predetermined intervals. When the regular symbols are displayed to stop, the mode indicating the result of the winning lottery (lit up for a win, off for a loss) is displayed to stop.

[0073] Furthermore, the sub-normal symbol variation indicator 85 may be configured to blink when the normal symbol is being displayed and to light up or turn off when it stops, so that only whether or not the normal symbol variation is being displayed can be determined.

[0074] The sub-normal-figure hold indicator 86 is used to display the number of normal-figure hold memories (normal-figure hold count) and is composed of two LEDs. When the normal-figure hold count is "0", the left LED lights up and the right LED turns off when the normal-figure hold count is "1", the left LED lights up and the right LED lights up when the normal-figure hold count is "2", the left LED blinks at a predetermined interval and the right LED lights up when the normal-figure hold count is "3", and the left and right LEDs blink at a predetermined interval when the normal-figure hold count is "4".

[0075] The sub-right-shooting indicator 87 is designed to encourage the player to shoot the game ball towards the right-hand side of the game area 5a (so-called right-shooting), and is composed of a single LED. The LED remains lit during a big win (big win game), a minor win (minor win game), or a time-saving game, and remains off during all other game states.

[0076] A first image display device 70 is provided at the back of the performance space 40a defined inside the decorative frame 40. A second image display device 71, which has a smaller display area than the first image display device 70, is provided below the performance space 40a and in front of the first image display device 70. The first image display device 70 and the second image display device 71 may be liquid crystal displays or organic EL displays. A movable performance device 73 for executing special effects is provided at the top of the performance space 40a.

[0077] The first image display device 70 and the second image display device 71 display various effects according to the progress of the game. These effects include a demo effect that is displayed when the special symbol variation display is not in progress, a variation effect (variation effect by effect symbol 701) that is displayed when the special symbol variation display is in progress, a variation display of the small symbol 702 (update variation) that is displayed when the special symbol variation display is in progress, and a jackpot effect that is displayed when a jackpot game is in progress.

[0078] Furthermore, the second image display device 71 can perform a movement effect by moving with a movable device (not shown) consisting of a solenoid, motor, etc., while the first image display device 70 is performing a variation effect.

[0079] Specifically, the second image display device 71 performs a movement effect by moving vertically (up and down) between a standby position (lower position) located near the edge of the first image display device 70 and an effect position (upper position) located near the center of the first image display device 70. The movement direction of the second image display device 71 may also be left-right or front-back, or the movement effect may be performed by operating the effect button 17.

[0080] The display area of ​​the first image display device 70 shows three performance symbols 701 (sometimes referred to as the left symbol, middle symbol, and right symbol from left to right) and a small symbol 702. The performance symbols 701 and small symbols 702 are performance symbols that change in accordance with the changes in the special symbols and stop in accordance with the stopping of the special symbols. Whether or not a jackpot has been won is indicated by the stopping pattern of the performance symbols 701 and small symbols 702.

[0081] Furthermore, the first image display device 70 displays the hold icon HA and the corresponding icon TI. The hold icon HA is an icon indicating the hold of the right to determine a jackpot related to the first special symbol, and up to four of them are displayed. The corresponding icon TI is an icon indicating the current change in the special symbol. The images displayed on the first image display device 70 will be described in detail later.

[0082] The movable performance device 73 has a first movable member 73a and a second movable member 73b that can be operated, and it is possible to perform a special effect by having the first movable member 73a and the second movable member 73b perform predetermined actions while the performance pattern 701 is being displayed on the first image display device 70. In addition, the first movable member 73a and the second movable member 73b are provided with a panel lighting device 74 having multiple decorative LEDs, which can emit light in a predetermined manner while the special effect is being performed.

[0083] Specifically, the first movable member 73a moves (up and down) between a standby position (first position) located above the upper end of the first image display device 70, an appearance position (second position) located below the upper end and covering a part of the screen of the first image display device 70, and a performance position (third position) located in the center (lower part) of the screen of the first image display device 70. The second movable member 73b moves between a standby position (first position) covering a part of the front of the first movable member 73a and a performance position receding from the front of the first movable member 73a. In the standby position, the first movable member 73a and the second movable member 73b are hidden from view on the game board and are not visible or difficult to see for the player. In other words, normally, the first movable member 73a and the second movable member 73b are hidden from view on the game board. When a special effect is performed, the first movable member 73a and the second movable member 73b become partially visible when moved to the second position, and the entirety becomes visible when moved to the third position.

[0084] As shown in Figure 3, the back of the game board mounting frame 3 and the game board 5 are provided with a payout device 95 for dispensing game balls based on predetermined payout conditions (prize balls, ball lending), a game ball storage unit 96 for storing game balls supplied from island equipment and the like and supplying them to the payout device 95, a main control device 110A with a built-in main control unit 100, a payout control device 120A with a built-in payout control unit 120, a performance control device 130A with a built-in performance control unit 130, a power supply device 160A with a built-in power supply board 160, and a game information output terminal board 90 for outputting game information to the outside of the game machine (information gathering device such as a hall computer).

[0085] Furthermore, a cover member 23 of the open / close door type is provided, which covers the top of the main control unit and the entire performance control unit from the rear, with a rotation axis set on one side on the left and right, around which the other side opens and closes in the left and right directions. The performance control unit 130A is provided with a changeover switch 22 for switching adjustment modes related to adjusting the volume of the performance sound output from the sound output device 9 and the light intensity of the display devices (first image display device, second image display device) and various lighting devices (frame lighting device 10, panel lighting device 74), which are covered by the cover member 23.

[0086] On the front surface of the main control device 110A are the main control unit 100 for controlling the game, the RWM clear switch 111a which inputs a signal to clear the contents of the main RAM 100c of the main control unit 100 or to update the setting value of the game's advantage level (the probability of being judged as a jackpot), the setting key switch 112a which inputs a signal to switch to the setting change mode or setting confirmation mode described later by using the setting key, the information display 113 (see Figure 4) which displays performance information and setting values ​​that allow the actual performance of the game machine to be understood, and other electronic components.

[0087] The information display unit 113 consists of four 7-segment displays (113a to 113d) arranged horizontally. The two 7-segment displays 113a and 113b on the left form an identification segment for displaying identification information indicating the type of performance information (data type), while the two 7-segment displays 113c and 113d on the right form a numerical segment for displaying numerical information indicating set values ​​and numerical values ​​of performance information.

[0088] (Overall block diagram of the gaming machine) Next, the control means for controlling the progress of the game will be explained using the overall block diagram of the gaming machine 1 shown in Figure 4. Figure 4 is an overall block diagram of the gaming machine 1.

[0089] The control configuration of this embodiment includes a main control unit 100 that comprehensively controls the progress of the game (basic operation), a payout control unit 120 that controls the payout of game balls based on the receipt of payout control commands from the main control unit 100, an effect control device 130A (effect control unit 130) that controls effects related to the game based on the receipt of effect control commands from the main control unit 100, and a power supply board 160 that supplies power to the payout control unit 120 and the effect control device 130A.

[0090] Furthermore, communication between the main control unit 100 and the payout control unit 120 is configured to allow bidirectional transmission and reception of commands, while communication between the main control unit 100 and the performance control device 130A (performance control unit 130) is configured to allow unidirectional transmission of commands from the main control unit 100 to the performance control device 130A (performance control unit 130).

[0091] The main control unit 100 includes a main CPU 100a for performing calculations, a main ROM 100b for storing game control programs and the like, a main RAM 100c which serves as a work area during calculations, and input / output ports.

[0092] The input / output ports of the main control unit 100 are connected to the following: general prize entry detection switch 43a, gate detection switch 44a, first start entry detection switch 45a, second start entry detection switch 47a, second start entry opening / closing solenoid 48b, first major prize entry detection switch 50a, first major prize entry opening / closing solenoid 51b, second major prize entry detection switch 56a, second major prize entry opening / closing solenoid 57b, magnetic detection sensor 57a, radio wave detection sensor 58a, out ball detection switch 39a, main information display 59, RWM clear switch 111a, setting key switch 112a, and information display 113. In addition, the input / output ports of the main control unit 100 are connected to the game information output terminal board 90, payout control unit 120, and performance control unit 130.

[0093] The main CPU 100a receives an operating clock from the crystal oscillator, reads the game control program stored in the main ROM 100b, and performs calculations related to the game while utilizing the main RAM 100c as a work area. This allows it to perform control processing in response to detection signals from various input devices (detection switches, detection sensors, etc.), control processing for controlling various output devices (solenoids, displays, etc.), control processing for sending and receiving various control commands, and control processing for transmitting game information to an external device (hall computer, etc.) via the game information output terminal board 90.

[0094] "Game information" includes signals such as a starting gate entry signal output each time a game ball enters the first starting gate 45 or the second starting gate 47, a symbol confirmation signal output each time the variation display of the first special symbol or the second special symbol ends, a jackpot signal output throughout a jackpot game, a minor jackpot signal output throughout a minor jackpot game, an open signal output throughout a round game (opening of the jackpot entry gate), a signal output throughout the time-saving game state described later, and a security signal output when a situation occurs that poses a security problem (threaten) to the game machine 1 (such as RWM clear or an error).

[0095] The memory area of ​​the main ROM 100b contains, in order, a game ROM area where programs and data related to the progress of the game are stored, and an information ROM area where programs and data related to the display of the game machine's performance are stored.

[0096] The ROM area for gameplay contains a gameplay program area where programs related to the progress of the game are stored, and a gameplay data area where data related to the progress of the game is stored.

[0097] The information ROM area contains an information program area where programs related to the performance display of the gaming machine are stored, and an information data area where data related to the performance display of the gaming machine is stored.

[0098] The main RAM100c memory area contains a game RWM area used as a work area when executing game programs, and an information RWM area used as a work area when executing information programs.

[0099] The RWM area for gameplay contains a gameplay work area used by the gameplay program as work, and a gameplay stack area for temporarily saving data that the gameplay program is processing.

[0100] The gaming work area contains, in order, a setting value area for storing setting values, a judgment information area for storing judgment information (checksum, described later) for determining abnormalities in the RWM area, and a gaming data area for storing gaming data that changes as the game progresses.

[0101] The RWM area for information contains an information work area used by information programs as work, and an information stack area for temporarily saving data that information programs are processing.

[0102] The information work area includes a performance information area for storing information related to the performance of the gaming machine 1, and an error information area for storing information related to various error judgments.

[0103] The following explains the relationship between the game area (game ROM area, game RWM area) which processes based on game programs, and the information area (information ROM area, information RWM area) which processes based on information programs.

[0104] When the main CPU 100a performs processing based on a game program, it basically refers to the game data area and also refers to and updates the contents of the game RWM area while using the game RWM area as a workpiece. Similarly, when performing processing based on an information program, it basically refers to the information data area and also refers to and updates the contents of the information RWM area while using the information RWM area as a workpiece.

[0105] However, while processing based on the game program cannot update the contents of the RWM area for information, it is possible to access them.

[0106] Furthermore, when processing based on the information program, the flag register is saved to the game RWM area during processing based on the game program, the information program is called to execute processing based on the information program, and immediately after processing based on the information program is completed and the game program returns, the flag register is restored from the game RWM area.

[0107] Furthermore, immediately after the start of the information program, the stack pointer of the game stack area is saved to the information RWM area, the stack pointer of the information stack area is set, all registers used by the game program are saved to the information RWM area, and immediately before the end of the information program, all registers used by the game program are restored from the information RWM area and the stack pointer of the game stack area is restored.

[0108] By doing this, data used by the game program can be protected when processing based on the information program, and problems will not occur when switching back from the information program to the game program.

[0109] The payout control unit 120 drives the payout device 95 to control the payout of game balls. The payout control unit 120 also drives the launching device 26 to control the launch of game balls.

[0110] The dispensing control unit 120 includes a dispensing CPU 121a that performs calculation processing, a dispensing ROM 121b that stores dispensing programs and the like, a dispensing RAM 121c that serves as a work area during calculation processing, and input / output ports, etc.

[0111] The input / output ports of the payout control unit 120 are connected to an open detection switch, a full detection switch, a payout ball detection switch for detecting game balls being dispensed from the payout device 95, a payout motor for dispensing game balls from the payout device 95, and a ball presence detection switch for detecting that game balls are stored in the game ball storage unit 96.

[0112] The payout CPU 121a receives an operating clock from the crystal oscillator, reads the payout control program stored in the payout ROM 121b, and performs calculation processing related to the payout of game balls while utilizing the payout RAM 121c as a work area. This allows it to perform control processing to dispense game balls from the payout device 95 in response to payout control commands from the main control unit 100, and control processing to send commands based on the results of the calculation processing to the main control unit 100.

[0113] The dispensing control unit 120 is connected to a ball feeding solenoid, a touch sensor, a firing volume control, and a firing solenoid, among other things.

[0114] When the payout control unit 120 detects that the player's hand is touching the launch handle 15 based on a touch signal input from the touch sensor, it allows power to be supplied to the ball feeding solenoid and the launching solenoid. When it detects that the rotation angle of the launch handle 15 has changed based on a detection signal from the launch volume, it drives the ball feeding solenoid and drives the launching solenoid to launch game balls (99.9 balls / minute) with a launching intensity corresponding to the rotation angle of the launch handle 15.

[0115] The performance control device 130A includes a performance control unit 130 that comprehensively controls the progress of the performance based on the reception of performance control commands from the main control unit 100, an image and sound control unit 140 that performs control processing for image display and sound output based on the reception of performance control commands from the performance control unit 130, and a lamp control unit 150 that performs control processing for various light-emitting elements (LEDs, etc.) and various drive sources (motors, etc.) based on the reception of performance control commands from the performance control unit 130.

[0116] The performance control unit 130 includes a sub-CPU 130a for calculation processing, a sub-ROM 130b for storing the performance control program, a sub-RAM 130c which serves as a work area during calculation processing, an RTC 130d for timing the date and time, and input / output ports.

[0117] The input / output ports of the performance control unit 130 are connected to the performance button detection switch 17a and the directional key detection switch 19a.

[0118] The sub-CPU 130a receives an operating clock from the crystal oscillator, reads the performance control program stored in the sub-ROM 130b, and performs calculations related to the performance while utilizing the sub-RAM 130c as a work area. This allows for control processing to determine the performance mode of the variable performance, control processing to send performance control commands based on the determination result to the image and sound control unit 140, control processing in response to detection signals from various input devices (detection switches, etc.), and control processing to control various output devices (lighting devices, motors, etc.).

[0119] The image and sound control unit 140 receives commands from the production control unit 130 and controls the first image display device 70 and the second image display device 71 to display predetermined images, and controls the sound output device 9 to output predetermined sounds or voices.

[0120] The image and sound control unit 140 includes a central CPU 141a that comprehensively controls image display and sound output based on the reception of performance control commands from the performance control unit 130, a central ROM 141b that stores the central control program, a central RAM 141c that serves as a work area during calculation processing, a VDP 145 that generates images to be output to the first image display device 70 and the second image display device 71 based on the reception of display control commands (display list) from the central CPU 141a, a CGROM 146 that stores image data, etc., and a sound control unit 148 (sound LSI) that controls the sound output device 9 based on the reception of sound control commands from the central CPU 141a, and a sound ROM that stores sound data, etc.

[0121] The central CPU 141a receives the operating clock from the crystal oscillator, reads the central control program stored in the central ROM 141b, and performs calculations related to the performance while utilizing the central RAM 141c as a work area. This allows it to perform control processing to generate display control commands (display lists) that instruct the performance images to be displayed on the first image display device 70 and the second image display device 71 and send them to the VDP 145, and control processing to generate audio control commands that instruct the performance sounds to be output from the audio output device 9 and send them to the audio control unit 148 (audio LSI), etc.

[0122] Furthermore, the image and sound control unit 140 is connected to the first image display device 70, the second image display device 71, and the sound output device 9. The image and sound control unit 140 (specifically the VDP 145) generates images at predetermined frame time intervals (for example, 1 / 30 second) and outputs the generated images to the first image display device 70 and the second image display device 71. As a result, images including, for example, a performance pattern 701 are displayed on the first image display device 70 and the second image display device 71. In addition, sound is output when the sound signal generated by the image and sound control unit 140 (specifically the sound control unit 148) is output to the sound output device 9 (speaker).

[0123] Furthermore, a changeover switch 22 is connected to the performance control device 130A. The changeover switch 22 is a switch for setting the volume level of the sound (performance sounds such as background music and sound effects) output from the sound output device 9. The changeover switch 22 may also be a rotatable dial volume. For example, the volume level can be set to one of five levels, from "1" to "5", depending on the operation of the changeover switch 22. The changeover switch 22 is also used as a switch for setting the light intensity levels of the first image display device 70, the second image display device 71, the frame lighting device 10, and the panel lighting device 74. The light intensity level can be set to one of five levels, from "1" to "5", depending on the operation of the changeover switch 22.

[0124] The changeover switch 22 may be located at a predetermined position on the front of the gaming machine 1, rather than on the back. For example, as a changeover switch that can adjust the volume and brightness, a tiltable lever or a rotatable dial volume may be provided on the left side of the lower tray 11 on the front of the gaming machine.

[0125] Furthermore, the performance control device 130A is connected to a performance button detection switch 17a and a directional key detection switch 19a.

[0126] The lamp control unit 150 includes a lamp CPU 150a for performing calculations, a lamp ROM 150b for storing the lamp control program, a lamp RAM 150c which serves as the work area during calculations, and input / output ports.

[0127] The input / output ports of the lamp control unit 150 are connected to the frame lighting device 10, the movable performance device 73, the panel lighting device 74, the sub-information display 80, the performance button drive device 17b (performance button drive motor, performance button vibration motor), and the performance button light-emitting LED 17c.

[0128] The lamp CPU 150a receives an operating clock from the crystal oscillator, reads the lamp control program stored in the lamp ROM 150b, and performs calculations related to the effects while utilizing the lamp RAM 150c as a work area. This enables control processing for the frame lighting device 10, the effect button drive device 17b, the effect button light-emitting LED 17c, the movable effect device 73, and the panel lighting device 74.

[0129] The power supply board 160 generates the main power supply (operating power supply) necessary for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies this main power supply to the gaming machine 1 (main control unit 100, payout control unit 120, performance control device 130A and various electronic components) (corresponding to a power supply means). The power supply board 160 includes a power outage detection circuit 162 that detects whether the supplied power supply voltage has dropped (a power outage has occurred) and outputs a voltage drop signal to the main control unit 100 based on the power supply voltage drop (a power outage has occurred), and a backup power supply circuit 163 for supplying backup power to the main control unit 100 in the event of a power outage (power outage).

[0130] Furthermore, the power supply board 160 is equipped with a power switch that can be operated by a game parlor employee to switch between an ON state, which supplies main power to the game machine 1 (main control unit 100, payout control unit 120, performance control device 130A, and various electronic components), and an OFF state, which stops the supply. When the power switch is turned ON, the supply of main power begins and the game machine 1 starts operating. Even when the power switch is OFF, the supply of backup power to the main control unit 100 is maintained.

[0131] The power interruption detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and outputs a voltage drop detection signal to the main control unit 100 when the power supply voltage falls below a predetermined value. If the power supply voltage becomes greater than the predetermined value while the voltage drop detection signal is being output, the output of the voltage drop detection signal is stopped.

[0132] The backup power supply circuit 163 is equipped with a capacitor that stores energy when power is supplied to the gaming machine. When a power outage occurs, it supplies the backup power voltage stored in the capacitor to the main RAM 100c of the main control unit 100. As a result, the contents of the main RAM 100c are retained even when a power outage occurs, and the control state of the game can be restored to its state before the power outage after power is restored.

[0133] Although the payout control unit 120 and the performance control unit 130 are not currently supplied with backup power, backup power may be supplied to the payout control unit 120 and the performance control unit 130 so that the contents of the payout RAM 121c and sub-RAM 130c are retained even in the event of a power outage. Alternatively, backup power may be supplied to only one of the payout control unit 120 or the performance control unit 130.

[0134] (Game state) Here, the game states of the gaming machine 1 according to the first embodiment will be described. In the first embodiment, the game states of the gaming machine 1 include a normal game state, a time-saving game state A, and a time-saving game state B.

[0135] The normal game state is the initial state, and is the game state set when the game machine 1 is started after the RWM clear process or setting change process is performed. Specifically, in the "normal game state", the probability of a win being determined in the normal symbol judgment, which is performed on the condition that a game ball passes through the normal symbol gate 44 (normal symbol winning probability), is for example 1 / 1.1, the average variation time of the normal symbols (normal symbol variation time) is about 60 seconds, and the opening time of the second start gate 47 when a win is achieved (special second start gate opening time) is 0.05 seconds.

[0136] In the shortened play state A, the probability of winning with a regular symbol is the same as in the normal play state (1 / 1.1), the regular symbol variation time is approximately 59.5 seconds, and the opening time of the special 2nd start port is set to 0.051 seconds. In shortened play state A, the variation time of the regular symbols is slightly shorter than in the normal play state, and the opening time of the 2nd start port 47 is slightly longer. For this reason, shortened play state A can be said to be more advantageous for the player than in the normal play state, but the ease of winning into the 2nd start port 47 is almost the same as in the normal play state, and it is difficult for the game ball to win into the 2nd start port 47. Hereafter, shortened play state A, in which the ease of winning into the 2nd start port 47 is almost the same as in the normal play state, may be referred to as the "low-base shortened play state" or "slight shortened play state".

[0137] In the shortened play state B, the probability of winning with a regular symbol is the same as in the normal play state (1 / 1.1), the regular symbol variation time is approximately 1 second, and the opening time of the second start opening 47 (special second start opening time) when a win is achieved is set to 3 seconds. In the shortened play state A, the variation time of the regular symbols is shorter than in the normal play state, and the opening time of the second start opening 47 is longer. For this reason, the shortened play state B is more advantageous for the player than the normal play state and the shortened play state A, and it is easier to win a prize in the second start opening 47. Hereafter, the shortened play state B in which it is easier for the game ball to win a prize in the second start opening 47 will be referred to as the "high base shortened play state".

[0138] In addition, while the time-saving game state A and time-saving game state B are set to be more advantageous to the player than the normal game state in terms of the normal diagram variation time and the opening time of the special 2 start gate, it is also acceptable to configure the game so that only one of the normal diagram variation time, the opening time of the special 2 start gate, and the probability of winning a normal diagram is advantageous.

[0139] Furthermore, in gaming machines according to other embodiments, the probability of winning a regular symbol may differ between the normal game state and the time-saving game state. For example, in the normal game state, the probability of winning a regular symbol may be set to 1 / 100, in time-saving game state A (low-base time-saving state), the probability of winning a regular symbol may be set to 1 / 99, and in time-saving game state B (high-base time-saving state), the probability of winning a regular symbol may be set to 1 / 1.1. Also, in gaming machines according to other embodiments, there may be a low-probability state in which the probability of being judged as a jackpot (special symbol winning probability) is relatively low, and a high-probability state in which the probability of winning a special symbol is relatively high, and in the low-probability state, the probability of winning a regular symbol may be set to, for example, 1 / 100, and in the high-probability state, the probability of winning a regular symbol may be set to 99 / 100.

[0140] (Big win determination table) Next, the jackpot in the gaming machine 1 of this embodiment will be described. Figure 5 is a diagram showing an example of the jackpot determination table for the gaming machine 1 of the first embodiment. When the first special symbol determination is made based on the entry of a game ball into the first start port 45, the first special symbol (labeled "Special 1" in the diagram) changes. Also, when the second special symbol determination is made based on the entry of a game ball into the second start port 47, the second special symbol (labeled "Special 2" in the diagram) changes. As shown in Figure 5, if the jackpot random value obtained when a game ball enters the first start port 45 is a value indicating a jackpot (0 to 199), it is determined to be a jackpot. The probability of determining a jackpot in the first special symbol determination is 1 / 300. If a jackpot is determined, after a predetermined variation time has elapsed, the special symbol indicating a jackpot (jackpot symbol) will be displayed and a special game will be played. Furthermore, in the first special symbol judgment, if the acquired jackpot random number is a value indicating a special miss (200-799), it is judged as a special miss. The probability of being judged as a special miss in the first special symbol judgment is 1 / 100. As will be explained in detail later, if a special miss is judged, after a predetermined amount of time has elapsed, the special miss symbol that grants a time-saving bonus will stop, and the game will transition to a time-saving bonus state. If the acquired jackpot random number is not any of the above, it is judged as a normal miss.

[0141] Furthermore, if the random number value obtained when a game ball enters the second starting opening 47 is a value indicating a jackpot (0 to 199), it is determined to be a jackpot, and after a predetermined amount of time has elapsed, a special symbol indicating a jackpot will be displayed, and a special game will be played. Also, if the random number value obtained in the second special symbol judgment is a value indicating a minor win (200 to 799), it is determined to be a minor win. The probability of determining a minor win in the second special symbol judgment is 1 / 80. If a minor win is determined, a minor win game will be played, and if the game ball passes through a specific area 52 during the minor win game, it will be a jackpot (Type 2 jackpot), and a special game will be played.

[0142] (Pattern determination table) Figure 6 shows an example of a symbol determination table for the game machine 1 in the first embodiment. Figure 6(a) is an example of a jackpot symbol determination table for determining the jackpot symbol (type of jackpot) when the result of the special symbol determination is determined to be a jackpot. Figure 6(b) is an example of a minor jackpot symbol determination table for determining the minor jackpot symbol (type of minor jackpot) when the result of the special symbol determination is determined to be a minor jackpot. Figure 6(c) is an example of a special losing symbol determination table for determining the special losing symbol (type of special losing) when the result of the special symbol determination is determined to be a special losing jackpot. Figure 6(d) is an example of a normal losing symbol determination table for determining the normal losing symbol when the result of the special symbol determination is determined to be a normal losing jackpot.

[0143] As shown in Figure 6(a), if the result of the special symbol judgment is determined to be a jackpot, the special symbol (jackpot symbol) indicating a jackpot is determined based on the jackpot symbol random value acquired when the game ball enters the starting gate. Specifically, if the first special symbol judgment determines a jackpot and the acquired jackpot symbol random value is between 0 and 39, special symbol A is determined. The probability of special symbol A being determined when the first special symbol judgment determines a jackpot is 40%. If special symbol A is displayed as a stop, a special game is played four times in which the second large prize entry gate 56 is converted from a closed state to an open state in a predetermined manner. A jackpot in which special symbol A is displayed as a stop is sometimes called a "Type 1 4R Jackpot A". Also, if the first special symbol judgment determines a jackpot and the acquired jackpot symbol random value is between 40 and 99, special symbol B is determined. The probability of special symbol B being determined when a jackpot is determined in the first special symbol judgment is 60%. If special symbol B is displayed when it stops, a special game is played four times in which the second large prize slot 56 is changed from a closed state to an open state in a predetermined manner. A jackpot in which special symbol B is displayed when it stops is sometimes called a "Type 1 4R Jackpot B".

[0144] Furthermore, if a jackpot is determined in the second special symbol judgment, and the acquired jackpot symbol random value is between 0 and 44, special symbol C is determined. The probability of special symbol C being determined when a jackpot is determined in the second special symbol judgment is 45%. If special symbol C is displayed as a stop, a special game is played 10 times in which the second large prize slot 56 is converted from a closed state to an open state in a predetermined manner. A jackpot in which special symbol C is displayed as a stop is sometimes called a "Type 1 10R Jackpot C". Furthermore, if a jackpot is determined in the second special symbol judgment, and the acquired jackpot symbol random value is between 45 and 99, special symbol D is determined. The probability of special symbol D being determined when a jackpot is determined in the second special symbol judgment is 55%. If special symbol D is displayed when the reels stop, a special game will be played, consisting of three rounds in which the second large prize slot 56 is converted from a closed state to an open state in a predetermined manner. A jackpot in which special symbol D is displayed is sometimes called a "Type 1 3R Jackpot D".

[0145] Furthermore, if a minor win is determined in the second special symbol judgment, and the acquired minor win symbol random value is between 0 and 54, the special symbol Ka is determined. The probability of the special symbol Ka being determined when a minor win is determined in the second special symbol judgment is 55%. When the special symbol Ka is displayed, a minor win game is played in which the first large prize slot 50 is converted from a closed state to an open state in a predetermined manner, and if the game ball passes through a specific area 52 during the minor win game, a two-type big win game is played in which the second large prize slot 56 is converted from a closed state to an open state in a predetermined manner nine times. Combining this minor win game and the two-type big win game, a 10-round big win game is played. For this reason, a big win associated with the display of the special symbol Ka is sometimes called a "two-type 10-round big win Ka". Furthermore, if the game ball does not pass through the specific area 52 during a minor win game, the two-type jackpot game will not be played.

[0146] Furthermore, if a minor win is determined in the second special symbol judgment, and the acquired minor win symbol random value is between 55 and 89, the special symbol Kb is determined. The probability of the special symbol Kb being determined when a minor win is determined in the second special symbol judgment is 35%. When the special symbol Kb is displayed, a minor win game is played in which the first large prize slot 50 is converted from a closed state to an open state in a predetermined manner, and if the game ball passes through a specific area 52 during the minor win game, a two-round big win game is played in which the second large prize slot 56 is converted from a closed state to an open state in a predetermined manner twice. By combining this minor win game and the two-round big win game, a 3-round big win game is played, and the big win associated with the display of the special symbol Kb is sometimes called a "two-round effective 3-round big win Kb".

[0147] Furthermore, if a minor win is determined in the second special symbol judgment, and the acquired minor win symbol random value is between 90 and 99, the special symbol Kc is determined. The probability of the special symbol Kc being determined when a minor win is determined in the second special symbol judgment is 10%. When the special symbol Kc is displayed, a minor win game is played in which the first large prize slot 50 is converted from a closed state to an open state in a predetermined manner, and if the game ball passes through a specific area 52 during the minor win game, a two-round big win game is played in which the second large prize slot 56 is converted from a closed state to an open state in a predetermined manner twice. Combining this minor win game and the two-round big win game, a 3-round big win game is played, and a big win associated with the display of the special symbol Kc is sometimes called a "two-round effective 3-round big win Kc".

[0148] Furthermore, if the first special symbol judgment determines a special miss, and the acquired special symbol random value is between 0 and 49, special symbol TH1 is determined; if the acquired special symbol random value is between 50 and 79, special symbol TH2 is determined; and if the acquired special symbol random value is between 80 and 99, special symbol TH3 is determined. When the first special symbol judgment determines a special miss, the probability of special symbol TH1 being determined is 50%, the probability of special symbol TH2 being determined is 30%, and the probability of special symbol TH3 being determined is 20%. If special symbols TH1 to TH3 are displayed when stopped, no special game is played, and the game transitions to a time-saving game state. A miss where special symbol TH1 is displayed when stopped is sometimes called a "special miss TH1," a miss where special symbol TH2 is displayed when stopped is sometimes called a "special miss TH2," and a miss where special symbol TH3 is displayed when stopped is sometimes called a "special miss TH3."

[0149] Additionally, if the first special symbol judgment determines it to be a normal miss, the special symbol H1, which indicates a normal miss H1, will be displayed with 100% probability. If the second special symbol judgment determines it to be a normal miss, the special symbol H2, which indicates a normal miss H2, will be displayed with 100% probability.

[0150] Here, the game flow of the gaming machine 1 will be explained. Figure 7 is a diagram showing an example of the game flow of the gaming machine 1 according to the first embodiment. Figure 8 is a diagram showing an example of a game state set after a jackpot game when the result of the special symbol judgment is a jackpot. Figure 9 is a diagram showing an example of a game state set after a special symbol indicating a special miss stops when the result of the special symbol judgment is a special miss.

[0151] In normal gameplay, the game is played primarily by shooting to the left, and the first special symbol is determined. As shown in Figures 7 and 8, if a Type 1 4R jackpot A (Special Symbol A) is won in normal gameplay, the game transitions to a high-base time-saving state after the special game. In this case, the number of time-saving spins J in the high-base time-saving state is set to "100". If the special symbol changes 100 times in the high-base time-saving state without a jackpot, the game returns to normal gameplay. On the other hand, if a Type 1 4R jackpot B (Special Symbol B) is won in normal gameplay, the game transitions to normal gameplay after the special game.

[0152] Furthermore, as shown in Figures 7 and 9, if any of the special symbols TH1-3 (special miss TH1-3) stop and are displayed during normal gameplay, the game transitions to a low-base time-saving state. If special symbol TH1 stops, the number of time-saving rounds B in the low-base time-saving state is set to "500". If special symbol TH2 stops, the number of time-saving rounds B is set to "300". If special symbol TH3 stops, the number of time-saving rounds B is set to "100".

[0153] In the low-base time-saving state, the game is basically played with left-handed play, and the first special symbol judgment is performed. If a Type 1 4R jackpot A (special symbol A) is won in the low-base time-saving state, the game transitions to the high-base time-saving state after the special game. In this case, the number of time-saving rounds J in the high-base time-saving state is set to "100". Also, if a Type 1 4R jackpot B (special symbol B) is won in the low-base time-saving state, the game transitions to the normal game state after the special game. Note that even in the high-base time-saving state, if the player plays with left-handed play or if there is a reserve for the first special symbol judgment, the first special symbol judgment may be performed. If a Type 1 4R jackpot A (special symbol A) is won in the high-base time-saving state, the game transitions to the high-base time-saving state after the special game. Also, if a Type 1 4R jackpot B (special symbol B) is won in the high-base time-saving state, the game transitions to the high-base time-saving state after the special game.

[0154] Furthermore, if the special symbol TH1 stops in the low-base time-saving state, the time-saving count J is set to "100", and the game transitions to the high-base time-saving state. Also, if the special symbol TH1 stops in the high-base time-saving state, the game state is maintained (Figure 9). On the other hand, if the special symbol TH2 or TH3 stops in the low-base time-saving state, the low-base time-saving state is maintained. In the low-base time-saving state, if a jackpot is not determined and the special symbol TH1 does not stop, the game returns to the normal game state at the end of the Bth variation of the special symbol. Also, if the special symbol TH2 or TH3 stops in the high-base time-saving state, the high-base time-saving state is maintained (Figure 9).

[0155] On the other hand, in the high-base time-saving state, the game is played by shooting to the right, and the second special symbol judgment is performed repeatedly in a short period of time. In the high-base time-saving state, if the second special symbol judgment results in either a type 10R jackpot C (special symbol C) or a type 3R jackpot D (special symbol D), after the special game, the time-saving count J is set to "100", and the game transitions to the high-base time-saving state.

[0156] Furthermore, if a minor win Ka or Kb is achieved in the second special symbol judgment while in the high base time-saving state, the number of time-saving rounds J will be set to "100" after the special game, and the game will transition to the high base time-saving state. Also, if a minor win Kc is achieved in the second special symbol judgment while in the high base time-saving state, the game will transition to the normal game state after the special game.

[0157] As is clear from the diagram, in normal gameplay, the player only transitions to a high-base time-saving state, which is advantageous to the player, if they win a Type 1 4R jackpot A in the first special symbol judgment. On the other hand, in the low-base time-saving state, the player transitions to a high-base time-saving state if they win a Type 1 4R jackpot A in the first special symbol judgment, or if special symbol TH1 is displayed when it stops. For this reason, the low-base time-saving state is a state in which it is easier to transition to the high-base time-saving state than in normal gameplay, and can be said to be an advantageous state for the player.

[0158] Furthermore, in this embodiment, the gaming machine 1 is set to a high-base time-saving state when the number of special symbol variations reaches a predetermined number (for example, 800 times) after the RWM clearing process or setting change process described later has been performed, or after a jackpot game has been played. In this case, the number of time-saving rounds may be set to, for example, 500 times. The RWM clearing process is a process that returns the gaming machine 1 to its factory default state. The setting change process is a process that changes the setting values ​​of the gaming machine.

[0159] (Performance Mode) In the gaming machine 1 of this embodiment, a performance mode is set according to the game state. The performance mode is a set of elements such as performance symbols that change in accordance with the changes in special symbols, background images, hold icons and the hold stand that shows the icon, the hold icon and / or the display area of ​​the icon, and a mode display that shows the performance mode. These elements differ depending on the performance mode.

[0160] In this embodiment, there is a normal mode set in the normal game state, a special mode set in the low-base time-saving state (time-saving game state A), and a time-saving mode set in the high-base time-saving state (time-saving game state B).

[0161] Figure 10 shows an example of an image displayed on the screen of the first image display device 70 in normal mode. Figure 10(a) shows an image while the special symbol is stopped, and Figure 10(b) shows an image immediately after the special symbol starts to change.

[0162] As shown in Figure 10, the screen of the first image display device 70 (hereinafter referred to as the "main screen") displays a background image 700. The background image is the background image for each image displayed on the screen (performance symbols 701, small symbols 702, first hold icon HA, the said icon TI, first number hold SHA, second number hold SHB, and other preview images displayed during the variation performance, etc.), and is an image with a lower display priority than each individual image. The images displayed on the screen are managed by multiple layers, and the background image is drawn on the innermost layer (the layer with the lowest display priority).

[0163] Different background images are displayed depending on the performance mode. For example, in normal mode, a background image for normal mode is displayed. In normal mode, the background image may be a daytime scene, such as a beach or a city street. In special mode, a background image for special mode is displayed. In special mode, the background image may be a daytime scene, similar to the beach or city street in normal mode. In time-saving mode, a background image for time-saving mode is displayed. In time-saving mode, a different background image (for example, a nighttime scene) is displayed than that of normal mode and special mode. Note that multiple background images may be available for each mode. For example, normal mode, special mode, and time-saving mode may each have multiple modes (stages), and the background image may differ for each stage.

[0164] In the central area of ​​the main screen, a special symbol, corresponding to the special symbol, is displayed. The special symbol 701 is displayed in front of the background image (with priority over the background image). The special symbol 701 is composed of three special symbols 701. The three special symbols 701 are called, from left to right, left symbol 701L, middle symbol 701C, and right symbol 701R. The special symbol 701 includes, for example, number symbols representing the numbers "1" through "9" and character images displayed as the background for the number symbols. In addition to (or instead of) the number symbols, character symbols representing letters such as "A" through "F", kanji, or kana characters may also be used. Multiple special symbols 701 start displaying a variation in response to the start of the variation display of the special symbol, and stop displaying in response to the stop of the variation display of the special symbol. During a variation display using the special symbol 701, the character image of the special symbol 701 may separate, resulting in a form consisting only of the number symbol.

[0165] Different types of performance symbols 701 are used depending on the performance mode. For example, in normal mode, performance symbols for normal mode are used. In special mode, performance symbols for special mode are used. In time-saving mode, performance symbols for time-saving mode are used. Note that multiple types of performance symbols may be available for each mode. For example, normal mode, special mode, and time-saving mode may each have multiple modes (stages), and the display patterns of the performance symbols may differ for each stage.

[0166] The special symbol 701 stops and displays in a manner that notifies the result of the special symbol judgment (miss pattern, jackpot pattern) in accordance with the stopping display of the special symbol. If the result of the special symbol judgment is a jackpot, a specific symbol combination that is a combination of the same special symbol 701, such as "777" or "555", stops and displays. If the result of the special symbol judgment is a miss (normal miss or special miss), a combination of symbols in which at least one of the three special symbols 701 is different from the others (for example, "121" or "248") stops and displays. Note that different patterns of special symbols may be displayed depending on whether the result of the special symbol judgment is a normal miss or a special miss. For example, in the case of a special miss, the special symbols may stop and display in a manner that allows the player to easily recognize that it is a special miss (for example, a specific combination that suggests it is a special miss, or a combination that includes a specific symbol that suggests it is a special miss). Conversely, the same type of symbol may be displayed when the special symbol judgment result is a normal miss and when it is a special miss.

[0167] Additionally, the small symbol 702 is displayed in the lower left area of ​​the screen. The small symbol 702 is a type of performance symbol that corresponds to the special symbol (first special symbol or second special symbol), and is composed of three small symbols 701 (left small symbol, middle small symbol, right small symbol). The small symbol 702 is smaller than the performance symbol 701 and is composed of number symbols showing the numbers from "1" to "9" like the performance symbol 701, but does not include character images like the performance symbol 701. The small symbol 702 changes in accordance with the changing display of the special symbol and stops in accordance with the stopping display of the special symbol. The display manner of the small symbol 702 is the same in all performance modes. However, the display manner of the small symbol 702 may differ depending on the performance mode. For example, the manner of the small symbol 702 (display manner of the number image, size, color, display position) may differ in normal mode, special mode, and time-saving mode. Furthermore, the form of the small symbol 702 is the same in normal mode and special mode, although it may differ between normal mode and special mode and time-saving mode. Furthermore, the form of the small symbol 702 is the same in normal mode and time-saving mode, although it may differ between normal mode and time-saving mode and special mode.

[0168] Additionally, the hold pedestal 703 is displayed in the lower area of ​​the screen. The hold pedestal 703 indicates the hold icons and their display positions. Above the hold pedestal 703, the number of first hold icons HA (HA1~HA4) corresponding to the first hold number (U1) of the first special symbol are displayed. A maximum of four first hold icons HA are displayed. The first hold icons HA1~HA4 are consumed in order from right to left.

[0169] In normal gameplay, the second reserve icon HB, which corresponds to a ball entering the second start slot 47, is not displayed. However, even in normal gameplay, if a game ball enters the second start slot 47, the second reserve icon HB, which indicates the reserve of the second special symbol, may be displayed in a different area from the display area of ​​the first reserve icon HA (for example, the area to the right of the icon TI).

[0170] When the first special symbol starts to change, each first reserve icon HA shifts to the right, and the first reserve icon HA1 is displayed as the corresponding icon TI. The corresponding icon TI is the icon corresponding to the special symbol that is changing. The corresponding icon TI is displayed in the same manner as the first reserve icon HA, but the corresponding icon TI is a larger image than the first reserve icon HA.

[0171] The first hold icon HA and the corresponding icon TI are displayed in different ways depending on the performance mode. The hold stand 703 may also be displayed in different ways depending on the performance mode.

[0172] The first reserved icon HA and its corresponding icon TI can change from a normal state (white) that does not indicate the likelihood of a big win to a special state (blue, red, gold, rainbow) that indicates the likelihood of a big win. The special state indicates a higher likelihood of a big win than the normal state, with blue, red, gold, and rainbow indicating increasing likelihood of a big win. Specifically, the first reserved icon HA changes based on the results of a pre-determination. The corresponding icon TI also changes based on the results of a pre-determination and / or special symbol determination.

[0173] Additionally, the lower right area of ​​the main screen displays the first number of reserved symbols (U1), represented numerically as the first number of reserved symbols (SHA), and the second number of reserved symbols (U2), represented numerically as the second number of reserved symbols (SHB).

[0174] The first digit hold SHA and the second digit hold SHB are displayed in the same form (digit image, size, display position) regardless of the performance mode. However, the position and size of the first digit hold SHA and the second digit hold SHB may differ depending on the performance mode, and at least one of the first digit hold SHA and the second digit hold SHB may be hidden depending on the performance mode. For example, in normal mode and special mode, only the first digit hold SHA is displayed, and in time-saving mode, both the first digit hold SHA and the second digit hold SHB may be displayed, or only the second digit hold SHB may be displayed. Also, in normal mode and special mode, both the first digit hold SHA and the second digit hold SHB are displayed, and in time-saving mode, neither the first digit hold SHA nor the second digit hold SHB may be displayed.

[0175] Additionally, the upper right area of ​​the main screen displays the fourth symbol 705a, which corresponds to the first special symbol, and the fourth symbol 705b, which corresponds to the second special symbol. The fourth symbol 705a changes (flashes) in accordance with the changing display of the first special symbol and stops in accordance with the stopping display of the first special symbol. The fourth symbol 705b also changes (flashes) in accordance with the changing display of the second special symbol and stops in accordance with the stopping display of the second special symbol.

[0176] The fourth symbols 705a and 705b are displayed in the same manner (color, size, and position) regardless of the performance mode. However, the position and size of the fourth symbols 705a and 705b may differ depending on the performance mode.

[0177] Furthermore, a mode indicator 708 indicating the current performance mode is displayed in the upper left area of ​​the screen. In this embodiment, multiple mode indicators 708 corresponding to the performance mode are provided. It is also possible to provide multiple mode indicators 708 indicating the normal mode, multiple mode indicators 708 indicating the special mode, and multiple mode indicators 708 indicating the time-saving mode.

[0178] Additionally, for example, if volume adjustment is performed using directional pad 19, volume gauge 720 will be displayed.

[0179] Here, the adjustment of the volume and light amount (adjustment of the production effect) using the cross key 19 and the adjustment of the volume and light amount (adjustment of the production effect) using the changeover switch 22 will be described. The gaming machine 1 of the present embodiment can adjust various production sounds related to the production using the cross key 19 or the changeover switch 22. For example, during the variation of the special symbol, the volume can be adjusted for the BGM during the variation production, the sound related to the preview production, the sound related to the emphasis production described later, and the sound during the operation of the production accessory. Also, during the waiting for customers (a state where neither the variation of the special symbol nor the big win game is in progress), the volume of the production sound can be adjusted.

[0180] The volume of the production sound is determined by adjusting the basic volume value preset for each production sound based on the volume value set by the changeover switch 22 and the volume value using the cross key 19. For example, the upper limit value of the volume may be set by the changeover switch 22, and the volume value may be set to a value below the upper limit value using the cross key 19. For example, when "4" is set as the volume value by the changeover switch 22, the volume value may be set to a value of "4" or less using the cross key 19. Also, the product of the volume value set by the changeover switch 22 and the volume value set by the cross key 19 may be set as the volume value. The same applies to the setting of the light amount value using the cross key 19 and the changeover switch 22.

[0181] If the volume is adjusted using the directional pad 19 while waiting for a customer, a volume adjustment sound is output, and a volume gauge 720 indicating the volume value is displayed. Each time the volume is adjusted using the directional pad 19, the same volume adjustment sound is output, and the volume gauge 720 changes by "1". The pitch of the volume adjustment sound may differ depending on the volume. The volume gauge 720 is displayed, for example, superimposed on the performance symbol 701 on the right side of the screen. The volume gauge 720 is not superimposed on the small symbol 702 or the fourth symbol. The volume gauge 720 is hidden after a predetermined time has elapsed since the volume adjustment operation (for example, after 5 seconds). On the other hand, if the volume is adjusted using the toggle switch 22 while waiting for a customer, the volume adjustment sound is not output, and the volume gauge indicating the volume value is not displayed. If the volume is adjusted using the toggle switch 22 while the volume gauge is displayed, the displayed volume gauge changes.

[0182] Furthermore, if the light intensity is adjusted using the directional pad 19 while waiting for a customer, a light intensity adjustment sound is output, and a light intensity gauge showing the light intensity value is displayed. The light intensity adjustment sound and the volume adjustment sound may be different or the same. Also, the display mode of the light intensity gauge may be different or the same as the display mode of the volume gauge 720. Each time the light intensity is adjusted using the directional pad 19, the same light intensity adjustment sound is output, and the light intensity gauge changes by "1". The pitch of the light intensity adjustment sound may differ depending on the light intensity. The light intensity gauge is displayed superimposed on the performance image and is hidden after a predetermined time has elapsed (for example, 5 seconds) after the light intensity adjustment operation is performed. On the other hand, if the light intensity is adjusted using the changeover switch 22 while waiting for a customer, the light intensity adjustment sound is not output, and the light intensity gauge showing the light intensity value is not displayed. If the light intensity is adjusted using the changeover switch 22 while the light intensity gauge is displayed, the displayed light intensity gauge changes.

[0183] Furthermore, if the volume is adjusted using the directional pad 19 while the special symbols are changing, a volume adjustment sound is output and the volume gauge 720 is displayed. Note that while the output of the volume adjustment sound is restricted while the volume gauge is displayed, the display of the volume gauge may not be restricted. Conversely, while the display of the volume gauge is restricted while the special symbols are changing, the output of the volume adjustment sound may not be restricted. In addition, each time the volume is adjusted using the directional pad 19, the same volume adjustment sound is output and the volume gauge changes by "1". Note that the pitch of the volume adjustment sound may differ depending on the volume value. The volume gauge 702 is displayed superimposed on the performance symbols (Figure 10(b)) and is hidden after a predetermined time has elapsed since the volume adjustment operation (for example, after 5 seconds). Note that the volume gauge 720 may be hidden when the special symbols start changing and when they stop. In this case, the volume adjustment sound may be output. Furthermore, when the special symbol starts to move and when it stops, the volume gauge 720 may be hidden and the output of the volume control sound may also be restricted. Also, when the special symbol starts to move and when it stops, volume adjustment may be impossible. Also, when the special symbol stops and when it starts to move, volume adjustment may be possible, but the output of the volume gauge and volume control sound may be restricted. Also, when the special symbol starts to move and when it stops, the performance symbol 701 may be displayed preferentially (on the front layer) over the volume gauge 720. On the other hand, if volume adjustment is performed using the toggle switch 22 while the special symbol is moving, the volume control sound will not be output and the volume gauge 720 will not start to be displayed. If volume adjustment is performed using the toggle switch 22 while the volume gauge 720 is displayed, the displayed volume gauge 720 will change. Note that if volume adjustment is performed using the toggle switch 22 while the special symbol is moving, the volume gauge 720 may start to be displayed. Furthermore, if a volume adjustment operation is performed using the toggle switch 22 while the volume gauge is displayed, the displayed volume gauge 720 does not need to change.

[0184] Furthermore, if the light intensity is adjusted using the directional pad 19 while the special symbol is changing, a light intensity adjustment sound will be output and the light intensity gauge will start to be displayed. Note that while the output of the light intensity adjustment sound is restricted while the display of the light intensity gauge is not restricted, the output of the light intensity adjustment sound is not restricted while the special symbol is changing. Also, while the output of the light intensity adjustment sound is restricted while the special symbol is changing, volume adjustment operations may be output. In addition, each time the light intensity is adjusted using the directional pad 19, the same light intensity adjustment sound will be output and the light intensity gauge will change by "1". Note that the pitch of the light intensity adjustment sound may differ depending on the light intensity value. The light intensity gauge is displayed superimposed on the special symbol and is hidden after a predetermined time has elapsed (for example, 5 seconds) after the light intensity adjustment operation is performed. Note that the light intensity gauge may be hidden when the special symbol stops and when it starts to change. Furthermore, when a special symbol stops and when it starts to move, the performance symbol may be displayed with priority over the light intensity gauge. On the other hand, if the light intensity adjustment operation is performed using the changeover switch 22 while the special symbol is moving, the light intensity adjustment sound will not be output, and the light intensity gauge showing the light intensity value will not be displayed. However, if the light intensity adjustment operation is performed using the changeover switch 22 while the special symbol is moving, the light intensity gauge may be displayed. Also, if the light intensity adjustment operation is performed using the changeover switch 22 while the light intensity gauge is displayed, the displayed light intensity gauge may change. However, if the light intensity adjustment operation is performed using the changeover switch 22 while the light intensity gauge is displayed, the displayed light intensity gauge may not change.

[0185] The volume gauge and light intensity gauge are displayed in the same manner regardless of the performance mode, and are displayed in the same manner whether waiting for a customer or during a reel spin. Also, when a volume control sound (or light intensity control sound) is output, the same sound is output regardless of the performance mode, and the same sound is output at any time. Furthermore, regardless of when the volume gauge or light intensity gauge is displayed during a reel spin, the display time is constant. Also, the display time when the volume gauge or light intensity gauge is displayed during a waiting period is longer than the display time when the volume gauge or light intensity gauge is displayed during a reel spin.

[0186] Furthermore, the display of the volume gauge and / or light intensity gauge may differ between when the special symbols are changing and when the machine is waiting for customers. Alternatively, the display of the volume gauge and / or light intensity gauge may be the same between when the special symbols are changing and when the machine is waiting for customers.

[0187] Furthermore, the volume gauge and light intensity gauge may be displayed even during a jackpot game. Alternatively, the display of the volume gauge and light intensity gauge may be restricted during a jackpot game.

[0188] Furthermore, the number of levels for adjusting volume / brightness using the directional pad 19 may be different from the number of levels for adjusting volume / brightness using the toggle switch 22.

[0189] For example, the volume gauge / light intensity gauge may have "5" display levels, while the volume / light intensity adjustment using the toggle switch 22 may have more than that, with "10" levels. In this case, one display level on the volume gauge / light intensity gauge corresponds to multiple levels of volume / light intensity adjustment using the toggle switch 22.

[0190] Furthermore, if a volume adjustment operation is performed using the directional pad 19 to raise (or lower) the volume by one level, and then another volume adjustment operation is performed using the toggle switch 22 to raise (or lower) the volume by one level, the volume may change by two levels (or more) in a single operation.

[0191] Furthermore, if a volume adjustment operation is performed using the toggle switch 22 to raise (or lower) the volume by one level, and then another volume adjustment operation is performed using the directional pad 19 to raise (or lower) the volume by one level, it is acceptable for the volume to change by only one level with a single operation.

[0192] In this embodiment, the first image display device 70 displays the changing animation pattern 701, but the changing animation pattern 701 may be displayed on either the first image display device 70 or the second image display device 71, or both. Alternatively, the first image display device 70 may display the changing animation pattern 701, and the second image display device 71 may display the changing sub-pattern 702. Alternatively, the first image display device 70 may display the changing animation pattern 701 and the sub-pattern 702, and the second image display device 71 may display the first hold icon HA, the second hold icon HB, and the hold icon TI.

[0193] (Reach animation) Next, we will explain the reach animation that occurs during the variation animation. The reach animation is an animation that uses the animation symbol 701 and is designed to make the player anticipate a big win. Specifically, the reach animation is an animation in which the same type of animation symbol 701 temporarily stops on the left and right, and the animation symbol 701 changes in the middle area, making the player anticipate that the same type of animation symbol 701 as the temporarily stopped animation symbols 701 on the left and right will stop in the middle area. The animation symbols displayed on the left and right during the reach animation are called "reach symbols".

[0194] In this embodiment, the reach animations include a normal reach animation (hereinafter sometimes referred to as "N reach"), an SP reach animation, and an SPSP reach animation. Furthermore, the gaming machine 1 of this embodiment is capable of executing a full-rotation reach animation that suggests a jackpot.

[0195] The N-Reach animation is the animation with the lowest probability of resulting in a jackpot (also known as the jackpot expectation or reliability) among multiple reach animations. For example, the jackpot expectation for the N-Reach animation is 1% or less. Note that there may be multiple N-Reach animations with different (or the same) animation durations and / or jackpot expectation levels.

[0196] SP Reach sequences are sequences with a higher probability of winning than N Reach sequences, and they are also sequences with a longer duration. For example, the probability of winning with an SP Reach sequence is 5-10%. There may be multiple SP Reach sequences. Each SP Reach sequence may have a different probability of winning, as well as a different duration. SP Reach sequences may be structured so that the longer the duration, the higher the probability of winning.

[0197] An SPSP reach animation is an animation with a higher probability of winning a jackpot than an SP reach animation, and it is also a reach animation with a longer animation duration than an SP reach animation. For example, the probability of winning a jackpot with an SPSP reach animation is 30-50%. There may be multiple SPSP reach animations. Each SPSP reach animation may have a different probability of winning a jackpot, as well as a different animation duration. The longer the animation duration of an SPSP reach animation, the higher the probability of winning a jackpot.

[0198] In normal gameplay, the gaming machine 1 can execute a sequence of animations: N-reach animation → SP-reach animation → SPSP-reach animation. In low-base time-saving mode, it can also execute a sequence of animations: N-reach animation → SP-reach animation → SPSP-reach animation. In high-base time-saving mode, the gaming machine 1 can execute different reach animations than those in normal gameplay and low-base time-saving mode.

[0199] Furthermore, the full-rotation reach animation is an animation that suggests a jackpot is about to occur, and the probability of winning a jackpot is 100%. The full-rotation reach animation is an animation in which multiple sets of specific symbol combinations, which are combinations of three symbols that suggest a jackpot, are displayed, and multiple sets of specific symbol combinations are displayed in a variable manner. The probability of the full-rotation reach animation occurring is lower than that of the SPSP reach animation.

[0200] (Example of SPSP Reach animation) The following describes an example of an SPSP reach animation. In normal mode or special mode, the SPSP reach animation, including the spin animation, is performed when a win or loss is determined in the special symbol judgment, and a specific spin pattern corresponding to the SPSP reach is selected.

[0201] Figure 11 is a timing chart showing an example of the SPSP reach sequence when the result of the special symbol judgment in normal mode is a jackpot. Figure 12 is a diagram showing an example of the sequence at each timing in Figure 11. Figure 13 is a diagram showing an example of the sequence that follows Figure 12.

[0202] As shown in Figure 11, in normal mode, the normal background is displayed as the background image. Also, the performance symbols 701 used in normal mode are used. At time t1, when the first special symbol starts to change, a start action is performed in which the three performance symbols 701 that were displayed as stopped operate in a predetermined manner (Figure 12(a)). In the start action, the three performance symbols 701 start to change simultaneously or sequentially. For example, the character image included in the performance symbol 701 moves, the background image of the number symbol moves, the performance symbol 701 rotates, or vibrates up and down. Also, during the start action, the first hold icon HA shifts to the right, and the first hold icon HA1 is displayed as the icon TI. Also, the small symbols 702 and the fourth symbol 705a also change and are displayed. After the start action of the performance symbols 701, a change display effect is performed in which the performance symbols 701 change at high speed (times t2~t3, Figure 12(b)). In the variable display effect, for example, multiple types of effect symbols (for example, effect symbols "1" to "9") are displayed in the left, middle, and right areas, scrolling rapidly from top to bottom (in a manner that makes it difficult to recognize the type of effect symbol).

[0203] After the variable display animation, one or more pseudo-variation animations (pseudo-consecutive) using multiple animation symbols 701 may be performed. The pseudo-variation animation is an animation in which at least one of the multiple animation symbols 701 temporarily stops in a predetermined area and then changes again. For example, at time t3, a pseudo-consecutive development animation is performed that suggests a pseudo-consecutive will be performed when the "7" symbol temporarily stops in the middle area (Figure 12(c)). Note that the pseudo-consecutive development animation may be performed when a pseudo-consecutive symbol, not limited to the "7" symbol, stops in a predetermined area. When a pseudo-consecutive development animation is performed, the temporarily stopped animation symbol starts changing again, and a second variable display animation (pseudo-2 variable display animation) is performed. In addition, pseudo-consecutive may be performed multiple times. For example, in the figure, after the pseudo-2 variable display animation, a pseudo-3 variable display animation is performed. The more pseudo-consecutive animations there are, the higher the expectation of a big win. Furthermore, even when the display symbols stop in a pseudo-consecutive spin, the small symbols 702 and 4 continue to fluctuate without stopping in a pseudo-consecutive spin.

[0204] After a pseudo-3 variation display is performed for a predetermined time, the same type of display symbols temporarily stop in the left and right areas, and a reach is established (time t4, Figure 12(d)). After the reach is established, the N reach performance is performed.

[0205] In addition, various pre-announcement effects may occur during the variable display effect. These pre-announcement effects suggest the possibility of a big win, and the degree of expectation of a big win is indicated by the type of pre-announcement effect. For example, pre-announcement effects may include dialogue pre-announcements in which characters speak lines, step-up pre-announcements in which the expectation level increases in stages, group pre-announcements in which multiple characters are displayed, cut-in pre-announcements in which a predetermined image is displayed on the entire screen or in part, and icon change pre-announcements in which the reserve icon or the icon itself changes. Pre-announcement effects may also be executed in response to the pressing of the effect button 17. Furthermore, pre-announcement effects may also be performed during the reach effect.

[0206] During the N-Reach animation, the same type of animation symbols temporarily stop in the left and right areas, while the animation symbols in the middle area change and are displayed. The N-Reach animation lasts for a predetermined time (for example, 8 to 10 seconds). This leads the player to expect that the same type of animation symbols as those in the left and right areas will stop in the middle area, indicating a big win. During this time, the normal background image is displayed, along with the first reserve icon HA and the corresponding icon TI. Also, during the N-Reach animation, the animation symbol 701 is displayed in a form that includes character images and number symbols.

[0207] Furthermore, the predetermined music (BGM) will be continuously played from the time the above-mentioned start action is performed (or from before the start action is performed) until the end of the N-reach animation.

[0208] Next, after the SP development effect is performed during the N reach effect, the SP reach effect is executed (time point t5, FIG. 12(e)). In the SP development effect, a display indicating that the SP reach effect is to be started is performed. For example, a title display suggesting the type of SP reach effect to be executed is performed. For example, any one of a plurality of title displays including a first title display corresponding to the first SP reach effect and a second title display corresponding to the second SP reach effect is displayed. The big win expectancy differs according to the type and display mode (e.g., characters and background color) of these title displays. Also, in the SP development effect, the left symbol and the right symbol are shown moving to the left and right areas above the main screen while shrinking. Note that in the N reach effect, a middle symbol of a type different from the left symbol and the right symbol may be temporarily stopped, an N reach loss may be notified, and then the SP development effect and the SP reach effect may be performed.

[0209] During the SP reach effect, an effect symbol in the SP reach mode is temporarily stopped on the left and right sides of the screen, and an effect in which the middle symbol fluctuates is performed. The effect symbol in the SP reach mode is an effect symbol that includes a numeric symbol and does not include a character image, and is smaller than the effect symbol in the normal mode. Also, in the central area of the main screen, for example, a scene where the player's character and an enemy character are fighting is displayed. Also, as a background image, a background image for the SP reach effect is displayed. Also, during the SP reach effect, the BGM for the SP reach is continuously output. Also, during the SP reach effect, the icon TI is displayed, but the first held icon HA is not displayed. Note that in other embodiments, the first held icon HA may be displayed during the SP reach effect.

[0210] On the other hand, the small symbol 702 and the fourth symbol 705 are also displayed during the SP reach effect, and their positions and sizes do not change. Also, the first numeric hold SHA and the second numeric hold SHB are also displayed during the SP reach effect, and their positions and sizes do not change.

[0211] After an SP Reach animation is performed for a predetermined time (for example, 20 seconds), an SPSP Reach animation may be performed (time t6). Specifically, after an SPSP Development animation is performed that suggests the SP Reach animation will develop into an SPSP Reach animation, the SPSP Reach animation will begin (Figure 12(f)). In addition, if, as a result of the SP Reach animation, the middle symbols that are different from the left and right symbols temporarily stop and a reach failure is temporarily announced, an SPSP Development animation may be performed, followed by the SPSP Reach animation. In the SPSP Development animation, an indication is made that the SPSP Reach animation will begin. For example, a title display is made that suggests the type of SPSP Reach animation to be performed. The expected probability of a big win differs depending on the type of title display and the display style (for example, the color of the text and background).

[0212] During the SPSP Reach animation, for example, a fighting scene following the SP Reach animation is displayed. During the SPSP Reach animation, the SPSP Reach animation symbols are temporarily stopped on the left and right sides of the screen, and the middle symbol changes. The SPSP Reach animation symbols, like the SP Reach animation symbols, include number symbols but do not include character images, and are smaller than the normal animation symbols. In addition, a background image for the SPSP Reach animation is displayed as the background image. Also, the SPSP Reach BGM is continuously output during the SPSP Reach animation. Furthermore, the corresponding icon TI and the first reserve icon HA are hidden during the SPSP Reach animation. The small symbol 702 and the fourth symbol 705 are displayed during the SPSP Reach animation, and their position and display pattern do not change. Also, the first number reserve SHA and the second number reserve SHB are displayed during the SPSP Reach animation, and their position and display pattern do not change.

[0213] When a predetermined time (for example, 30 seconds) has elapsed since the start of the SPSP reach effect, at time t7 which is the end stage of the SPSP reach effect, an operation effect prompting an operation on the operation button 17 is performed (Fig. 13(g)). In the operation effect, a button image 710 imitating the operation button 17 and an operation valid period image 711 indicating the operation valid period are displayed. In the operation effect, a state where the button image 710 alternately changes between being pressed and not being pressed is displayed, prompting the player to press the operation button 17. Also, in the operation effect, the operation valid period image 711 changes according to the passage of time in a manner that allows the remaining time of the operation valid period to be recognized. For example, the remaining time of the operation valid period may be indicated by a change in the length of the gauge image.

[0214] Then, in response to an operation on the operation button 17 during the operation effect, or in response to the passage of the operation valid period, the middle symbols of the same type as the left and right symbols stop (time t8, Fig. 13(h)). Thereby, a big win is notified using the effect symbol 701. After that, the background image changes to a big win background indicating a big win, and three effect symbols 701 of the same type (here, "666") are temporarily stopped aligned at the center of the screen (Fig. 13(i)). During the temporary stop, the three effect symbols 701 do not completely stop and, for example, sway up and down.

[0215] The period from the establishment of the reach (time t4) until a big win (or a loss) is notified (time t8) is configured to be longer than the period from the start of the variation (time t1) to the establishment of the reach via the pseudo-3 variation display effect (time t1 - t4). Conversely, the period from time t1 to t4 may be configured to be longer than the period from time t4 to t8.

[0216] Next, a re-draw animation takes place (time t9-1, Figure 13(j)). In the re-draw animation, the three animation symbols 701 that were temporarily stopped in Figures 13(h) and (i) change again, and multiple sets of specific symbol combinations, which are combinations of three identical animation symbols, are displayed. For example, the specific symbol combinations "111" to "999" are displayed sequentially from top to bottom. In Figure 13(j), the specific symbol combination "666" and the specific symbol combination "777" are displayed, and their movement downwards is shown. The re-draw animation may change the three animation symbols 701 that were temporarily stopped in Figures 13(h) and (i).

[0217] Then, as a result of the re-drawing animation, one of the multiple specific symbol combinations temporarily stops (time t9-2). After a predetermined temporary stop period has elapsed, the temporarily stopped specific symbol combination is displayed as stopped, in accordance with the stop display of the special symbols (time t10, Figure 13(k)). Here, the three animation symbols 701 stop completely without shaking. Also, the small symbol 702 and the fourth symbol 705a are displayed as stopped. In the example shown in Figure 13(k), the specific symbol combination "666" is changed to the specific symbol combination "777" by the re-drawing animation, but there are also cases where the specific symbol combination is not changed by the re-drawing animation.

[0218] The type of symbols that make up a specific combination of symbols suggests the type of jackpot game. For example, a specific combination of symbols consisting of even-numbered symbols suggests either a Type 1 4R jackpot A or a Type 1 4R jackpot B. When a specific combination of symbols consisting of even-numbered symbols is displayed, there is a high probability that it is a Type 1 4R jackpot B, which is disadvantageous to the player. Conversely, a specific combination of symbols consisting of odd-numbered symbols suggests a high probability that it is a Type 1 4R jackpot A, which is advantageous to the player. Also, the specific combination of symbols "777" suggests that it is a Type 1 4R jackpot A.

[0219] When a specific combination of symbols stops and is displayed, the background changes to one specifically for the opening, and an opening sequence is played to indicate the start of a jackpot game (immediately after time t10). Then, the jackpot game begins, with the large prize slot opening. During the jackpot game, the jackpot background is displayed and jackpot game sequences are played.

[0220] (emphasis) In this embodiment, emphasis effects may be performed during the variation effects. Here, emphasis effects are effects that highlight the effects of a target image, etc., and are effects that draw the player's attention to the target image. For example, an emphasis image that highlights the target image may be displayed as an emphasis effect. The emphasis image may be an effect image displayed around the target image, an image displayed inside the target image, an image superimposed on the target image, or an image displayed behind the target image. Furthermore, as an emphasis effect, the size of the target image may be changed, the shape of the target image may be altered, the inside of the target image may be made to move, or the brightness of the target image may be changed.

[0221] Specifically, when a jackpot is announced as a result of the SPSP reach animation, a jackpot symbol emphasis animation is performed to highlight the animation symbols that suggest a jackpot. Figure 14 shows an example of the jackpot symbol emphasis animation when an animation symbol that suggests a jackpot is displayed in the SPSP reach animation in normal mode.

[0222] As shown in Figure 14, for example, during the period from time t8 to t9-1, as a jackpot symbol emphasis effect A, emphasis images 850a are added to three effect symbols 701 that suggest a jackpot. Three emphasis images 850a may be superimposed on each of the three effect symbols 701, or one emphasis image 850a may be superimposed on all three effect symbols 701. In addition, a sound corresponding to the jackpot symbol emphasis effect A (jackpot symbol emphasis effect sound A) is output while the emphasis image 850a is displayed. This jackpot symbol emphasis effect sound A is a sound that suggests a jackpot. The output of the jackpot symbol emphasis effect sound A may start while the emphasis image 850a is displayed, or the output of the jackpot symbol emphasis effect sound A may start at the timing when the emphasis image 850a is displayed, or the emphasis image 850a may start to be displayed while the output of the jackpot symbol emphasis effect sound A is still active. Furthermore, in the jackpot symbol emphasis effect A, at least one of the three effect symbols 701 that suggest a jackpot may be displayed in an enlarged view. In addition, when the jackpot symbol emphasis effect A is executed, the light-emitting means (each LED included in the frame lighting device 10, effect button light-emitting LED 17c, movable effect device 73, and panel lighting device 74, etc.) are illuminated in a predetermined light-emitting pattern. This makes it possible to appeal to the player that a jackpot has been won.

[0223] Here, during a jackpot game, the game is played by shooting to the right, but during the period from time t8 to t9-1, the first special symbol is still changing, and the jackpot game has not yet started. During this period, the small symbols and the fourth symbol are changing, but due to the effect symbol 701 and the emphasis image 850a, the player may have difficulty recognizing that the first special symbol is changing, and may shoot to the right at this point. Also, since the emphasis image 850a is displayed superimposed on at least a part of the effect symbol 701, the player may have difficulty recognizing that the three effect symbols 701 that suggest a jackpot are moving. Furthermore, the emphasis on the effect symbol 701 may cause the player to panic and shoot to the right. If the player shoots to the right before the jackpot game has started in this way, a specific notification will be issued.

[0224] For example, if it is detected that a game ball has passed through the regular gate 44 while the performance symbol 701 indicating a jackpot is being displayed (when a predetermined number of game balls have passed), the player will be given specific notification regarding the operation of the launch handle 15. For example, as specific notification, a specific notification image 880 prompting the player to shoot to the left will be displayed in a predetermined area (for example, the center of the screen). The specific notification image 880 will be displayed so as to be superimposed on at least a portion of the performance symbol 701 indicating a jackpot and the emphasis image 850a. The specific notification image 880 will be displayed preferentially (on a front layer) over the performance symbol 701 indicating a jackpot and the emphasis image 850a. The specific notification image 880 may be displayed on almost the entire screen so that the performance symbol 701 and the emphasis image 850a are difficult or impossible to see. For example, the specific notification image 880 may be displayed semi-transparently on almost the entire screen. Thus, the specific notification image 880 is displayed preferentially over the performance symbols 701 and the highlight image 850a, but in a manner that allows the performance symbols 701 and the highlight image 850a to be recognized. Furthermore, the specific notification image 880 may be displayed, for example, on the left side of the screen, without overlapping (or partially overlapping) the performance symbols.

[0225] Furthermore, as a specific notification, a specific notification sound (for example, a voice or warning sound saying "Please shoot to the left") is output to encourage the player to shoot to the left. This encourages the player to shoot to the left and prevents unnecessary shooting to the right. Note that the specific notification is not limited to notifications by images, sounds, and light emission from light emission means, but may also include notifications by vibration, for example. Also, the specific notification is not limited to outputting images and sounds that encourage shooting to the left, but may also be done by outputting images and sounds that suppress shooting to the right.

[0226] The specific notification is performed for a predetermined execution time (e.g., 15 seconds) after the notification condition (e.g., detection of a predetermined number of game balls passing through the gate) is met. The predetermined execution time is longer than the execution time of the jackpot symbol highlighting effect. That is, the jackpot symbol highlighting effect (display of images and output of sound) is performed for a first time, and the specific notification (output of images and sound) is performed for a second time, which is longer than the first time. The execution time of the specific notification may be shorter than or the same as the execution time of the jackpot symbol highlighting effect.

[0227] Furthermore, the specific notification is performed in a first mode and a second mode. For example, if the notification condition is met, during a predetermined execution period, the first notification sound is output for a first hour as a specific notification in the first mode, and then the second notification sound is output for a second hour as a specific notification in the second mode. During this time, the specific notification image 880 is continuously displayed at a predetermined position on the screen. Alternatively, if the notification condition is met, the specific notification may be performed in the first mode during a predetermined execution period, and if the notification condition is met again, the specific notification may be performed in the second mode during a predetermined execution period. The second notification sound may be output at a louder volume than the first notification sound, at the same volume, or at a quieter volume.

[0228] During the period from time t8 to t9-1, a jackpot symbol emphasis effect A is performed on the symbol 701 that suggests a jackpot. Then, at time t9-2, a re-draw effect is started, and during the re-draw effect, an emphasis effect (jackpot symbol emphasis effect B) is performed on three of the symbol 701. For example, at the timing when one of several specific symbol combinations temporarily stops as a result of the re-draw effect (time t9-2 in Figure 14), jackpot symbol emphasis effect B is performed on the three symbol 701. This jackpot symbol emphasis effect B may be the same as or different from the jackpot symbol emphasis effect A performed during the period from time t8 to t9-1. For example, if the specific symbol combination that temporarily stops before the execution of the re-draw effect is the same as the specific symbol combination that temporarily stops after the re-draw effect, jackpot symbol emphasis effect B may be performed in the same manner as jackpot symbol emphasis effect A (same image, sound, and light pattern). Furthermore, if the specific symbol combination temporarily stopped before the execution of the re-drawing sequence is different from the specific symbol combination temporarily stopped after the re-drawing sequence, the jackpot symbol emphasis sequence B may be performed in a different manner than the jackpot symbol emphasis sequence A. For example, if the specific symbol combination temporarily stopped before the execution of the re-drawing sequence is different from the specific symbol combination temporarily stopped after the re-drawing sequence, in the jackpot symbol emphasis sequence B, the emphasis image 851a will be displayed, and a jackpot symbol emphasis sequence sound B different from the jackpot symbol emphasis sequence sound A will be output. In addition, in conjunction with the execution of the jackpot symbol emphasis sequence B, the light-emitting means will be illuminated in a light-emitting pattern corresponding to the jackpot symbol emphasis sequence B. Furthermore, in the jackpot symbol emphasis sequence B, at least one of the three symbol symbols 701 that suggest a jackpot may be displayed enlarged. Even during the execution of this jackpot symbol emphasis sequence B, if the above notification conditions are met, the above specific notification will be made.

[0229] Furthermore, during the temporary stop period of the three symbols 701 (from time t9-2 to t10) after the jackpot symbol emphasis effect B has finished, the jackpot symbol emphasis effect C is performed. The jackpot symbol emphasis effect C is a different type of effect from the jackpot symbol emphasis effects A and B described above. For example, in the jackpot symbol emphasis effect C, an emphasis image 852a is displayed that emphasizes each of the three symbols 701 that suggest a jackpot. The emphasis image 852a is an image that is superimposed on each symbol 701, and is superimposed on part or all of each symbol 701. Each symbol 701 moves (oscillates) periodically during the temporary stop, and the emphasis image 852a changes in conjunction with the periodic movement of the symbols 701. In addition, the emphasis image 852a is displayed in a manner that allows the player to recognize the number symbols among the symbols 701. Furthermore, in the jackpot symbol emphasis effect C, the emphasis image 852a is displayed, and a jackpot symbol emphasis effect sound C, which is different from the jackpot symbol emphasis effect sounds A and B, is output. In addition, when the jackpot symbol emphasis effect C is executed, the light-emitting means lights up in a light-emitting pattern corresponding to the jackpot symbol emphasis effect C. Note that when the jackpot symbol emphasis effect C is executed, the effect symbols may be displayed in a manner that includes number symbols and character images. Even during the execution of the jackpot symbol emphasis effect C, if the above notification conditions are met, the above specific notification will be made. Note that in the jackpot symbol emphasis effect C, the three effect symbols 701 that suggest a jackpot are not displayed in an enlarged view.

[0230] Then, after the jackpot symbol emphasis effect C has finished, and after a predetermined temporary stop period has elapsed, the three effect symbols 701 will be displayed in accordance with the stop display of the special symbols (time t10). Specific notifications can also be performed during this temporary stop period.

[0231] In this manner, when symbols suggesting a jackpot are displayed, jackpot symbol emphasis effects A to C are executed. Regardless of whether any of jackpot symbol emphasis effects A to C are being executed, the specific notification can be executed in the same manner. Jackpot symbol emphasis effects A to C may be executed while the specific notification is being continuously performed. Furthermore, during the execution period of jackpot symbol emphasis effects A to C, the notification condition may be met, the first specific notification may be executed and then terminated, and then the notification condition may be met again, resulting in the execution of a second specific notification. In this way, jackpot symbol emphasis effects A to C and the specific notification can be executed simultaneously. Note that "the emphasis effect and the specific notification are executed simultaneously" means that the execution period of the emphasis effect and the execution period of the specific notification overlap at least partially, and the start timing of the emphasis effect and the start timing of the specific notification may or may not coincide. In other words, "the emphasis effect and the specific notification are executed simultaneously" includes cases where the specific notification is started while the emphasis effect is being executed, cases where the emphasis effect is started while the specific notification is being executed, and cases where the emphasis effect and the specific notification are started simultaneously.

[0232] The special notification ends at the time the jackpot game starts (the time the special symbols stop), even if the predetermined execution period has elapsed. In other words, the special notification image is hidden at the time the jackpot game starts, even if the predetermined execution period has elapsed, and the output of the special notification sound also ends at the time the jackpot game starts. During the execution of the special notification, the first notification sound is output for a first time, and then the second notification sound is output for a second time. In this case, if the jackpot game starts while the first notification sound (or second notification sound) is being output, the playback of the first notification sound (or second notification sound) being output may be terminated midway, and the output of the first notification sound (or second notification sound) may be stopped. Alternatively, if the jackpot game starts while the first notification sound is being output, the first notification sound being output may continue to be output until the end (output for a first time), and the second notification sound may not be output. In other words, ending the output of a specific notification sound includes stopping the sound that is currently being output midway, and continuing to output the sound that is currently being output until the end (a predetermined playback time) and then stopping the output of the sound thereafter.

[0233] For example, the specific notification may end in response to the reception of a variation stop command or may end in response to the reception of an opening command. The specific notification is not executed during the jackpot game. Also, even when the time-saving mode is entered after the end of the jackpot game, the specific notification is not executed.

[0234] In addition, when the special symbol that suggests a loss stops, the specific notification does not end at the timing when the special symbol stops.

[0235] In addition, after the jackpot symbol emphasis effect C is executed, the execution of the specific notification may be restricted for a predetermined period. For example, the execution of the specific notification may be restricted during the period from when the jackpot symbol emphasis effect C is executed until the start of the jackpot game in which the big winning opening is opened.

[0236] In addition, in FIGS. 12 to 14, the description is based on the premise that after displaying the effect symbol that suggests a jackpot at the end of the SPSP reach effect, a re-drawing effect for re-varying the effect symbol that suggests a jackpot is performed. The re-drawing effect may or may not be executed. When the re-drawing effect is not executed, the effect symbol that suggests a jackpot is temporarily stopped at the end of the SPSP reach effect, and the jackpot symbol emphasis effect A is performed. Then, the jackpot symbol emphasis effect C is performed on the temporarily stopped effect symbol, and the effect symbol is stopped and displayed.

[0237] Next, the effects in the special mode will be described. FIG. 15 is a diagram showing an example of the jackpot symbol emphasis effect when an effect symbol that suggests a jackpot is displayed in the special mode.

[0238] As shown in FIG. 15, a series of effects from the N reach effect to the SPSP reach effect can also be executed in the special mode.

[0239] In special mode, a background image for special mode is displayed until the SP reach animation begins (from the starting action to the N reach animation). Also, until the SP reach animation begins, the special mode animation symbol 701 is used. For example, the special mode animation symbol 701 may have at least a part of its character image that differs from the character image of the animation symbol used in normal mode.

[0240] In addition, in Special Mode, during the SP Reach animation, the same background image for the SP Reach animation as in Normal Mode is displayed, the same SP Reach animation (video display for the SP Reach animation) as in Normal Mode is performed, and the same animation symbols as in Normal Mode are used. However, the animation symbols used during the SP Reach animation may differ between Special Mode and Normal Mode. Also, during the SPSP Reach animation, the same background image for the SPSP Reach animation as in Normal Mode is displayed, the same SPSP Reach animation (video display for the SPSP Reach animation) as in Normal Mode is performed, and the same animation symbols as in Normal Mode are used. However, the animation symbols used during the SPSP Reach animation may differ between Special Mode and Normal Mode. And, as in Normal Mode, as a result of the SPSP Reach animation, the jackpot is announced using the animation symbols.

[0241] Here, as shown in Figure 15, when a special mode is set and a jackpot is announced as a result of the SPSP reach performance, the jackpot symbol emphasis performance A is performed on the performance symbols 701 that suggest a jackpot, just as in the normal mode (times t8 to t9-1). Specifically, in the special mode, a different form of the jackpot symbol emphasis performance A is performed than the one in the normal mode. For example, in the jackpot symbol emphasis performance A in the special mode, an emphasis image 850b is added to the three performance symbols 701 that suggest a jackpot. Also, while the emphasis image 850b is displayed, the jackpot symbol emphasis performance sound A (the sound corresponding to the emphasis image 850b) is output. The jackpot symbol emphasis performance sound A in the special mode is a different sound from the jackpot symbol emphasis performance sound A in the normal mode, and is a sound that suggests a jackpot. In addition, in the special mode as well, the light-emitting means lights up in a predetermined light-emitting pattern when the jackpot symbol emphasis performance A is executed. The light emission pattern may be the same as or different from the light emission pattern in normal mode.

[0242] Furthermore, after the jackpot symbol emphasis effect A, a re-draw effect is performed, in which three effect symbols 701 that suggest a jackpot are temporarily stopped, and the jackpot symbol emphasis effect B is performed (time 9-2). Specifically, in special mode, a different form of the jackpot symbol emphasis effect B is performed than the one in normal mode. For example, in the jackpot symbol emphasis effect B in special mode, an emphasis image 851b is added to the three effect symbols 701 that suggest a jackpot. Also, while the emphasis image 851b is displayed, the jackpot symbol emphasis effect sound B (the sound corresponding to the emphasis image 851b) is output. The jackpot symbol emphasis effect sound B in special mode is a different sound from the jackpot symbol emphasis effect sound B in normal mode, and is a sound that suggests a jackpot. In addition, in special mode as well, the light-emitting means lights up in a predetermined light-emitting pattern in conjunction with the execution of the jackpot symbol emphasis effect B. The light emission pattern may be the same as or different from the light emission pattern in normal mode.

[0243] Furthermore, after the jackpot symbol emphasis effect B ends, the jackpot symbol emphasis effect C is performed during the temporary stop period (the period from time t9-2 to t10) of the three effect symbols 701. Specifically, in special mode, a different form of jackpot symbol emphasis effect C is performed than the one in normal mode. For example, in jackpot symbol emphasis effect C in special mode, an emphasis image 852b is displayed that emphasizes each of the three effect symbols 701 that suggest a jackpot. The emphasis image 852b is an image superimposed on each effect symbol 701, superimposed on part or all of each effect symbol 701. The emphasis image 852b is displayed in a manner that allows the player to recognize the number symbols among the effect symbols 701. In addition, while the emphasis image 852b is displayed, the jackpot symbol emphasis effect sound C (the sound corresponding to the emphasis image 852b) is output. The jackpot symbol emphasis sound C in special mode is a different sound from the jackpot symbol emphasis sound C in normal mode, and is a sound that suggests a jackpot. In special mode as well, when the jackpot symbol emphasis effect C is executed, the light-emitting means will light up in a predetermined light-emitting pattern. This light-emitting pattern may be the same as or different from the light-emitting pattern in normal mode. Also, in the jackpot symbol emphasis effect C in special mode, the three effect symbols 701 that suggest a jackpot are not displayed in an enlarged view.

[0244] Furthermore, the presentation style of the jackpot symbol emphasis effect C may be the same in both normal mode and special mode.

[0245] In special mode, even during the execution of any of the jackpot symbol emphasis effects A to C, if the notification conditions are met, a specific notification can be performed. Furthermore, the specific notification is performed in the same manner in special mode as in normal mode.

[0246] Thus, the presentation style (image, sound, light pattern of the light source, etc.) of the jackpot symbol emphasis presentation, which highlights the symbols that suggest a jackpot, differs depending on whether the presentation is running in normal mode (when normal mode is set) or in special mode (when special mode is set). This allows for variations in the presentation and improves entertainment value. Furthermore, the presentation style of the jackpot symbol emphasis presentation allows the player to recognize which mode is set. In the gaming machine 1 of this embodiment, the same SP reach presentation and SPSP reach presentation are performed whether normal mode is set or special mode is set, and at least the background image is common from the SP reach presentation onward. For this reason, for example, when a jackpot is announced in the SPSP reach presentation, it may be difficult for the player to recognize which mode resulted in the jackpot, but the presentation style of the jackpot symbol emphasis presentation allows the player to recognize the mode. Note that even from the SP reach presentation onward, the background image and presentation symbols may differ between normal mode and special mode.

[0247] Furthermore, the presentation style of the jackpot symbol highlighting effect may be the same whether the effect is being performed in normal mode or in special mode. For example, in one of the multiple normal modes, the jackpot symbol highlighting effect in a style that can be performed in special mode may be performed. Also, in one of the multiple special modes, the jackpot symbol highlighting effect in a style that can be performed in normal mode may be performed.

[0248] The highlight images that emphasize the symbols suggesting a jackpot may be the same when the performance is running in normal mode and when the performance is running in special mode, but the sound output during the display of the highlight images may be different. Conversely, the highlight images that emphasize the symbols suggesting a jackpot may be different when the performance is running in normal mode and when the performance is running in special mode, but the sound output during the display of the highlight images may be the same. Furthermore, the light emission pattern of the light emission means may be the same in normal mode and special mode, but the highlight images and sound may be different. Furthermore, the light emission pattern of the light emission means may be different in normal mode and special mode, but the highlight images and sound may be the same.

[0249] On the other hand, the above-mentioned specific notification is performed in the same manner in special mode as in normal mode. That is, when the performance is being executed in normal mode (when normal mode is set) and when the performance is being executed in special mode (when special mode is set), a common specific notification image is displayed and a common specific notification sound is output. In addition, the light-emitting means is illuminated with a common light-emitting pattern in both normal mode and special mode.

[0250] Thus, since specific notifications are provided in the same manner in both normal and special modes, it is possible to guide players through the process in an easy-to-understand manner.

[0251] The above describes the case where the SPSP reach animation is performed, but there are also cases where a jackpot is announced during the SP reach animation. In this case, the symbols that suggest a jackpot are temporarily stopped during the SP reach animation, and the jackpot symbol emphasis animation A is performed. After that, via (or without) a re-draw animation, the jackpot symbol emphasis animation C is performed on the temporarily stopped symbols. Alternatively, if a jackpot is announced during the SP reach animation, either the jackpot symbol emphasis animation A or C may be omitted. Even when the jackpot symbol emphasis animation is performed during the SP reach animation, if the above notification conditions are met, the specific notification will be performed in the same manner.

[0252] In addition, a jackpot may be announced during the N-reach sequence. In this case, the symbols that suggest a jackpot are temporarily stopped during the N-reach sequence, and the jackpot symbol emphasis sequence A is performed. After that, the jackpot symbol emphasis sequence C is performed on the temporarily stopped symbols via (or without) a re-draw sequence. Alternatively, if a jackpot is announced during the N-reach sequence, either the jackpot symbol emphasis sequence A or C may be omitted. Even if the jackpot symbol emphasis sequence is performed during the N-reach sequence, the specific announcement will be made in the same manner if the above announcement conditions are met.

[0253] Furthermore, there may be cases where a symbol indicating a jackpot temporarily stops after a variation display using a symbol, without going through a reach animation. In this case as well, jackpot symbol emphasis animations A to C may be executed. For example, a symbol indicating a jackpot may temporarily stop after a variation display, and jackpot symbol emphasis animation A may be executed, then a re-variation animation may be performed, and as a result of the re-variation animation, another or the same symbol indicating a jackpot may temporarily stop, and jackpot symbol emphasis animation B may be executed, and jackpot symbol emphasis animation C may be executed on the symbol indicating a jackpot that is temporarily stopped. Such animations may not be executable in normal mode and special mode, but may be executable in time-saving mode. Also, the probability of such animations being executed may be higher in time-saving mode than in normal mode and special mode. Conversely, such animations may be executed (or more likely to be executed) in normal mode and special mode, but not executed (or less likely to be executed) in time-saving mode.

[0254] Furthermore, the timing at which the jackpot symbol emphasis effects A to C are executed may differ depending on the variation effect. Also, the time from when the jackpot symbol emphasis effects A to C are executed until the effect symbols are displayed may differ depending on the variation effect. For example, in a variation effect based on one variation pattern, the time from when the jackpot symbol emphasis effect A is executed until the effect symbols are displayed may be the first time, and in a variation effect based on another variation pattern, the time from when the jackpot symbol emphasis effect A is executed until the effect symbols are displayed may be the second time, which is longer (or shorter) than the first time. However, regardless of which variation effect is executed, the time from when the jackpot symbol emphasis effects A to C are executed until the effect symbols are displayed may be the same.

[0255] Furthermore, the timing at which the jackpot symbol highlighting effects A to C are executed, and the time from when the jackpot symbol highlighting effects A to C are executed until the symbols stop and are displayed, may differ depending on the mode. For example, the timing at which each of the jackpot symbol highlighting effects A to C are executed in normal mode may differ from the timing at which each of the jackpot symbol highlighting effects A to C are executed in special mode. Also, the time from when the jackpot symbol highlighting effects A to C are executed until the symbols stop and are displayed in normal mode may differ from the time from when the jackpot symbol highlighting effects A to C are executed until the symbols stop and are displayed in special mode.

[0256] The emphasis effects that highlight the above-mentioned symbols are not limited to symbols that suggest a jackpot, but can occur at various timings during the reel spinning. Furthermore, emphasis effects may be performed on symbols not only when a jackpot is announced, but also when a loss is announced.

[0257] FIG. 16 is a diagram showing an example of a timing chart from the start of variation to the N-reach effect in the normal mode. FIG. 17 is an example of an effect from the start of variation to the N-reach effect in the normal mode, and is a diagram showing an example of an image displayed on the screen at each timing in FIG. 16. In FIG. 17, for simplicity of the figure, the mode display 708 is omitted.

[0258] As shown in FIG. 16, in the normal mode, when the variation of the special symbol starts, the start action of the effect symbol is performed and an icon movement effect is performed in which the hold icon is shifted to the right and displayed as the icon. During the execution of the start action of the effect symbol, an emphasis effect (start-time emphasis effect) for emphasizing the effect symbol may be performed (time point t1-1, FIG. 17(a)). For example, the start-time emphasis effect may be performed for each of the three effect symbols. Also, the start-time emphasis effect may be performed for a part of the three effect symbols. For example, in the normal mode, it is possible to perform a start-time emphasis effect in which the emphasis image 800a is added to the effect symbol that is executing the start action. Also, a start-time emphasis effect sound may be output together with the display of the emphasis image 800a. The same type of start-time emphasis effect may be performed for each of the effect symbols in the left area, the middle area, and the right area. Also, different types of start-time emphasis effects may be performed for each of the effect symbols in the left area, the middle area, and the right area. Also, a first-mode start-time emphasis effect (display of the first-mode emphasis image 800a) may be performed for the effect symbols in the left area and the right area, and a second-mode start-time emphasis effect (display of the second-mode emphasis image 800a) may be performed for the effect symbols in the middle area.

[0259] When the start-time emphasis effect is performed, the jackpot expectation degree may be higher than when the start-time emphasis effect is not performed. Also, there are a plurality of effect modes for the start-time emphasis effect, and the jackpot expectation degree may differ depending on the effect mode. Also, the start-time emphasis effect may be an effect suggesting that a jackpot game is being performed.

[0260] Furthermore, the timing of the start action may differ for each of the three display symbols. For example, the left symbol may perform the start action, followed by a variable display effect (scrolling display), and then the right symbol may perform the start action. In this case, while the left symbol is performing the variable display effect, the right symbol will perform the start action, and the start-up emphasis effect will be displayed.

[0261] After the start action, a specific symbol emphasis effect may be performed to highlight the symbol that has stopped (temporarily stopped) in a specific area among the three areas (time t2-1, Figure 17(b)). For example, when the symbols stop in the order of left area, right area, and middle area, when the "6" symbol stops as the left symbol, a specific symbol emphasis effect is performed in which an emphasis image 802a is added to the "6" symbol. In addition, a specific symbol emphasis effect sound is output along with the display of the emphasis image 802a. The timing of the execution of the specific symbol emphasis effect may be the same as the timing when the left symbol stops, the timing immediately before the left symbol stops, or the timing immediately after the left symbol stops. Also, the timing at which the specific symbol emphasis effect sound is output may be the same as the timing when the emphasis image 802a starts to be displayed, the timing immediately after the emphasis image 802a starts to be displayed, or the timing immediately before the emphasis image 802a starts to be displayed.

[0262] Subsequently, a pseudo-consecutive win development sequence may occur (time t3, Figure 17(c)). In the pseudo-consecutive win development sequence, a pseudo-consecutive win symbol emphasis sequence is performed in which an emphasis image 803a, different from the emphasis image 802a, is added to the symbol that suggests a pseudo-consecutive win (the "7" symbol in the middle area of ​​the figure). While this emphasis image 803a is displayed, a pseudo-consecutive win symbol emphasis sequence sound (a sound corresponding to the emphasis image 803a) is output. In addition, the light-emitting means lights up in a predetermined pattern that suggests a pseudo-consecutive win. Furthermore, the performance mechanism (first movable member 73a, second movable member 73b) may operate. For example, the first movable member 73a and the second movable member 73b may move from the standby position to the performance position, or move from the standby position to the second position and then return to the standby position. When the pseudo-consecutive win development sequence is performed, the temporarily stopped performance symbols start to change again (time t3-1, Figure 17(d)). As shown in Figure 17(d), a pseudo-repeated image 706 is displayed, indicating that a pseudo-variation effect has occurred and the number of times it has occurred. Multiple pseudo-repeated sequences may occur (pseudo 2 to pseudo 4), and the more pseudo-repeated sequences there are, the higher the probability of a big win. Here, we assume that pseudo 2 is followed by pseudo 3.

[0263] As shown in Figure 17(d), a pre-announcement effect may be performed during the variation of the performance symbols, in which a pre-announcement image 707 that suggests the possibility of a big win is displayed. For example, the pre-announcement image 707 is an image that gets larger with each step, and the more steps there are, the higher the expectation of a big win. In addition, a pre-announcement emphasis effect may be performed, in which an emphasis image 807a (an example of a pre-announcement emphasis image) that emphasizes the pre-announcement image 707 is displayed around it. When the pre-announcement emphasis image is displayed, the expectation may be higher (or lower) than when it is not displayed, or it may be the same. A pre-announcement emphasis effect sound is output while this pre-announcement emphasis image is displayed. There are multiple forms of pre-announcement emphasis images with different levels of expectation, and the sound output when the first pre-announcement emphasis image is displayed and when the second pre-announcement emphasis image is displayed will be different, as will the duration of the sound output. Furthermore, even after a reach has been established, pre-announcement effects such as those shown in Figure 17(d) or other pre-announcement effects may be performed.

[0264] Furthermore, as shown in Figure 17(d), an icon change effect may occur in which the display mode of the icon TI changes during the variation of the performance symbols. When the display mode of the icon TI changes, an icon enhancement image 808a that emphasizes the icon TI may be displayed around (or superimposed on) the changed icon TI. In addition, sound is output in conjunction with the display of the icon enhancement image 808a. For example, if the icon TI changes to a display mode of a predetermined expectation level or higher (e.g., red or higher), the icon enhancement image 808a may be added to the icon TI. The icon enhancement image 808a may be displayed continuously while the icon TI is displayed, or it may be displayed for a predetermined time from the moment the icon TI changes. The sound accompanying the display of the icon enhancement image 808a may be output only for a predetermined time at the start of the display of the icon enhancement image 808a, or it may be output continuously while the icon enhancement image 808a is displayed. In addition, the display mode of the icon enhancement image 808a differs depending on the display mode of the icon TI. For example, when the icon TI is displayed in a first display mode (e.g., red), an icon emphasis image 808a of the first mode is added and a first sound is output for a first time, and when the icon TI is displayed in a second display mode (e.g., gold), an icon emphasis image 808a of the second mode is added and a second sound (a different sound from the first sound) is output for a second time. The same applies when an icon change effect is performed in which the display mode of the held icon HA changes. The held icon HA may change its display mode based on the result of a pre-determined judgment at a predetermined timing when or after a prize is awarded in the starting slot. When the held icon HA changes, an icon emphasis image 808a of a mode corresponding to the display mode of the held icon HA is added and a sound is output. Note that the icon change effect in which the icon TI or the held icon HA changes is not limited to the timing shown in the figure, but may be performed at any timing such as when a prize is awarded in the hold, when the variation of the effect symbols begins, before the pseudo-consecutive development, or after a reach is established.

[0265] In the pseudo-3 variation display effect, after the first effect symbol (for example, the "6" symbol) stops as the left symbol, a reach suggestion effect may be performed to indicate that a reach has been established (time t3-2, Figure 17(e)). The reach suggestion effect is an effect in which an effect symbol of the same type as the stopped left symbol moves from top to bottom in the right area while slowing down, creating the expectation that the same effect symbol will stop in the right area. In addition to the effect of the same effect symbol moving while slowing down in the right area, the reach suggestion effect may also include effects that suggest the possibility of a reach being established using text or sound. While the reach suggestion effect is being performed, a reach suggestion emphasis effect is performed to highlight the reach suggestion effect. Specifically, as a reach suggestion emphasis effect, an emphasis image 804a that emphasizes the right symbol moving at a slow speed is added to the right symbol. Along with the display of this emphasis image 804a, a sound corresponding to the reach suggestion emphasis effect (reach suggestion emphasis effect sound) is output. Furthermore, if a reach-indication-emphasizing effect is being performed for the right symbol, a reach-indication-emphasizing effect may also be performed for the left symbol.

[0266] After the reach-indicating animation, the first animation symbol ("6" symbol) stops as the right symbol, and a reach is established (time t4, Figure 17(f)). When this right symbol stops, a specific symbol emphasis animation may be performed in which an emphasis image 802a is added to the right symbol. Along with the display of this emphasis image 802a, a specific symbol emphasis sound is output. For example, if, after the left symbol stops, an animation symbol of the same type as the left symbol stops in the right area, a specific symbol emphasis animation of the same type as the left symbol may be performed on the right symbol. Also, if, after the left symbol stops, a different animation symbol stops in the right area, an emphasis animation may not be performed on the right symbol, or a specific symbol emphasis animation of a different type than the one performed when the left symbol stopped may be performed. Furthermore, the specific symbol emphasis animation may start at the timing when the right symbol stops, or it may start just before the right symbol stops, and the right symbol may stop while the specific symbol emphasis animation is being performed. Furthermore, a specific symbol emphasis effect may be initiated immediately after the right symbol stops. The specific symbol emphasis effect performed when the right symbol stops may have multiple forms that indicate the likelihood of a big win. For example, the likelihood of a big win may differ depending on the color, shape, pattern, etc. of the emphasis image 802a. Also, the likelihood of a big win may differ depending on the sound of the specific symbol emphasis effect while the emphasis image 802a is displayed. In addition, when a reach is established, the emphasis image 802a may be added to the right symbol, and the emphasis image 802a may also be added to the left symbol that is stopped.

[0267] Immediately after a reach is established, a reach symbol emphasis effect is performed in which an emphasis image 810a that emphasizes the reach symbols (left symbol and right symbol) is added (time t4-1, Figure 17(g)). In the reach symbol emphasis effect, an emphasis image 810a that is superimposed over the left symbol and the right symbol is displayed. At least a portion of the left symbol and the right symbol is hidden by the emphasis image 810a. In addition, along with the display of the emphasis image 810a, a sound corresponding to the reach symbol emphasis effect (reach symbol emphasis effect sound) is output. In addition, along with the display of the emphasis image 810a, a light-emitting means may light up in a predetermined manner. There are multiple modes of the reach symbol emphasis effect with different levels of expectation of a jackpot. The level of expectation of a jackpot may differ depending on the color, shape, and pattern of the emphasis image 810a. In addition, there are multiple types of sounds for the reach symbol emphasis effect sound, and the level of expectation of a jackpot may differ depending on the type of reach symbol emphasis effect sound. As a way to emphasize the winning symbols, letters or characters may be displayed superimposed on the left and right symbols, and the probability of winning may differ depending on the letters or characters displayed.

[0268] After that, the highlighted image 810a is erased, the reach symbol highlighting effect ends, and the N reach effect is performed. In the N reach effect, the left and right symbols stop, and an effect is performed in which the featured symbols change in the middle area.

[0269] During the N-Reach sequence, an N-Reach emphasis sequence may occur in which an emphasis image 811a is added to the reach symbols (the left and right symbols that are temporarily stopped) (time t4-2, Figure 17(h)). In addition, along with the display of the emphasis image 811a, a sound corresponding to the N-Reach emphasis sequence (N-Reach emphasis sequence sound) is output. The N-Reach emphasis sequence may also be performed on the middle symbol that is in motion instead of (or in addition to) the reach symbols. After the N-Reach sequence, it may be announced whether or not it is a jackpot, or it may develop further into an SP-Reach sequence.

[0270] Furthermore, a predetermined background music (BGM) is output when the special symbols begin to change, and this BGM continues until a reach is achieved (start of the N-reach animation), and continues during the N-reach animation as well. In other words, the BGM does not change before and after the start of the N-reach animation. The predetermined BGM may also continue to be output during the reach symbol emphasis animation, or the BGM output may be temporarily suspended during the reach symbol emphasis animation and the same BGM may resume output after the start of the N-reach animation. In addition, the volume of the predetermined BGM may be reduced while the reach symbol emphasis animation sound is being output, and the volume of the predetermined BGM may be restored after the reach symbol emphasis animation ends. Furthermore, the predetermined BGM may be output from the start action until a reach is achieved, and the output of the predetermined BGM may end with the execution of the reach symbol emphasis animation, and then BGM for the N-reach may be output during the subsequent N-reach animation.

[0271] Furthermore, a first specific symbol emphasis effect may be performed when the performance symbol stops in the left area, and a second specific symbol emphasis effect may be performed when the performance symbol stops in the right area. In the first specific symbol emphasis effect, an emphasis image 802a is added to the performance symbol and the performance symbol operates in a first manner, while in the second specific symbol emphasis effect, an emphasis image different from the emphasis image 802a is added to the performance symbol and the performance symbol operates in a second manner. In other words, the display manner may differ between the first specific symbol emphasis effect and the second specific symbol emphasis effect. On the other hand, the same sound (a common specific symbol emphasis effect sound) may be output whether the first specific symbol emphasis effect is performed or the second specific symbol emphasis effect is performed. Furthermore, different specific symbol emphasis effect sounds may be output depending on whether the first specific symbol emphasis effect is performed or the second specific symbol emphasis effect is performed.

[0272] Furthermore, when the performance symbols stop in the middle area, a third specific symbol emphasis performance may be performed to emphasize the middle symbols. The first specific symbol emphasis performance and the third specific symbol emphasis performance may differ in their display manner and also in their specific symbol emphasis performance sounds. Alternatively, the first specific symbol emphasis performance and the third specific symbol emphasis performance may differ in their display manner, while the specific symbol emphasis performance sounds may be the same. Alternatively, the first specific symbol emphasis performance and the third specific symbol emphasis performance may have the same display manner, while the specific symbol emphasis performance sounds may be different.

[0273] Figure 18 shows an example of the animation sequence from the start of the variation in normal mode to the N-reach animation, and is an example of the animation sequence when a different animation symbol is used as the reach symbol. When a reach is achieved using a different animation symbol, the animation sequence is basically the same as in Figure 17, but the manner of the emphasis animation before and after the reach is achieved differs from that in Figure 17.

[0274] As shown in Figure 18, at time t2-1, when the "1" symbol stops as the left symbol, a specific symbol emphasis effect is performed in which an emphasis image 805a is added to the "1" symbol (Figure 18(b)). The emphasis image 805a is a different image from the emphasis image 802a in Figure 17(b). In addition, a specific symbol emphasis effect sound (a different sound from the sound when the emphasis image 802a is displayed) is output along with the display of the emphasis image 805a. Note that the display manner of the emphasis effect (emphasis image) and the specific symbol emphasis effect sound may be the same when the first effect symbol (e.g., the "6" symbol) stops in the left region and when the second effect symbol (e.g., the "1" symbol) stops. Alternatively, the display manner of the emphasis effect (emphasis image) may be different when the first effect symbol stops in the left region and when the second effect symbol stops, but the specific symbol emphasis effect sound may be the same. Furthermore, while the display pattern (emphasized image) of the highlighting effect may be the same when the first highlighting symbol stops in the left area and when the second highlighting symbol stops, the sound for the specific symbol highlighting effect may be different.

[0275] Furthermore, as shown in Figure 18(e), after the second performance symbol (for example, the "1" symbol) stops as the left symbol, a reach suggestion performance is performed using the second performance symbol to suggest that a reach has been established (time t3-2). While the reach suggestion performance using the second performance symbol is being performed, a reach suggestion emphasis performance is performed to enhance the said reach suggestion performance. Specifically, as a reach suggestion emphasis performance, an emphasis image 806a is added to the second performance symbol, which is moving slowly in the right region, to emphasize the second performance symbol. The emphasis image 806a is a different image from the emphasis image 804a that is added in the reach suggestion performance using the first performance symbol. Along with the display of this emphasis image 806a, a reach suggestion emphasis performance sound (a different sound from the reach suggestion emphasis performance sound when the emphasis image 804a is displayed) is output. When the reach suggestion emphasis performance is being performed on the right symbol, the reach suggestion emphasis performance may also be performed on the left symbol. Furthermore, the display method (emphasized image) of the emphasis effect may differ between the reach suggestion effect when using the first symbol and the reach suggestion effect when using the second symbol, but the reach suggestion effect sound may be the same. Also, the display method (emphasized image) of the emphasis effect may be the same between the reach suggestion effect when using the first symbol and the reach suggestion effect when using the second symbol, and the reach suggestion effect sound may also be the same.

[0276] After the reach-indicating animation, the second animation symbol (for example, the "1" symbol) stops as the right symbol, and a reach is established (time t4, Figure 18(f)). When this right symbol stops, a specific symbol emphasis animation is performed, in which an emphasis image 805a is added to the right symbol as described above. Thus, the specific symbol emphasis animation performed on the right symbol when a reach is established differs depending on the symbol at the time the reach is established. Note that the display manner (emphasis image) of the specific symbol emphasis animation differs when a reach is established with the first animation symbol (for example, the "6" symbol) and when a reach is established with the second animation symbol (for example, the "1" symbol), but the sound of the specific symbol emphasis animation may be the same. Also, the display manner of the specific symbol emphasis animation and the sound of the specific symbol emphasis animation may be the same when a reach is established with the first animation symbol and when a reach is established with the second animation symbol. Furthermore, while the display method of the special symbol emphasis effect is the same when a reach is achieved with the first symbol and when a reach is achieved with the second symbol, the sound of the special symbol emphasis effect may be different.

[0277] Immediately after a reach is established, a reach symbol emphasis effect is performed, in which an emphasis image 812a is added to highlight the reach symbols (the second set of symbols that have stopped on the left and right) (time t4-1, Figure 18(g)). The emphasis image 812a is a different image from the emphasis image 810a mentioned above when the first set of symbols is displayed in the reach configuration. In addition, along with the display of the emphasis image 812a, a reach symbol emphasis effect sound (a different sound from the reach symbol emphasis effect sound when the emphasis image 810a is displayed) is output. Thus, the reach symbol emphasis effect performed on the reach symbols after a reach is established differs depending on the reach symbols. Note that although the display configuration (emphasis image) of the reach symbol emphasis effect differs depending on whether the reach is established with the first set of symbols or the second set of symbols, the reach symbol emphasis effect sound may be the same. Furthermore, the display method of the reach symbol emphasis effect may be the same when a reach is achieved with the first symbol and when a reach is achieved with the second symbol, and the sound of the reach symbol emphasis effect may also be the same. Alternatively, the display method of the reach symbol emphasis effect may be the same when a reach is achieved with the first symbol and when a reach is achieved with the second symbol, but the sound of the reach symbol emphasis effect may be different.

[0278] During an N-reach sequence, an N-reach highlighting sequence may be performed in which a highlighting image 813a is added to each of the reach symbols (the second performance symbols that are temporarily stopped) (time t4-2, Figure 18(h)). The highlighting image 813a is a different image from the highlighting image 811a mentioned above when the first performance symbols are displayed in reach mode. In addition, an N-reach highlighting sound (a different sound from the N-reach highlighting sound when highlighting image 811a is displayed) is output along with the display of the highlighting image 813a. Thus, the N-reach highlighting sequence performed on the performance symbols during an N-reach sequence differs depending on the reach symbol. Note that the display mode (highlighting image) of the N-reach highlighting sequence may differ when the N-reach sequence is performed with the first performance symbol and when it is performed with the second performance symbol, but the N-reach highlighting sound may be the same. Furthermore, the display method of the N-reach emphasis effect may be the same when the N-reach effect is performed with the first symbol and when the N-reach effect is performed with the second symbol, and the sound of the N-reach emphasis effect may also be the same. Alternatively, the display method of the N-reach emphasis effect may be the same when the N-reach effect is performed with the first symbol and when the N-reach effect is performed with the second symbol, but the sound of the N-reach emphasis effect may be different.

[0279] After the N-Reach animation, it may be announced whether or not it's a jackpot, or it may develop further into an SP-Reach animation.

[0280] Next, we will explain the effects when special mode is set. When special mode is set, different emphasis effects are displayed compared to Figures 17 and 18.

[0281] Figure 19 shows an example of the sequence from the start of the spin to the N-reach sequence in special mode. Figure 20 shows an example of the sequence from the start of the spin to the N-reach sequence in special mode, where a different sequence symbol is used as the reach symbol.

[0282] As shown in Figures 19 and 20, in special mode, a special background image is displayed as the background image. Also, in special mode, different types of animation symbols are used compared to normal mode. Note that in special mode, the display pattern of either the background image or the animation symbols may differ from that of normal mode. Also, a part of the background image and / or a part of the animation symbols may differ between normal mode and special mode. Although not shown in the illustration, in special mode, the mode indicator 708 becomes a mode indicator 708 for special mode.

[0283] Furthermore, comparing Figure 17 and Figure 19 reveals that the emphasis images used for each emphasis effect are different. Also, comparing Figure 18 and Figure 20 reveals that the emphasis images used for each emphasis effect are different.

[0284] For example, the enhanced images 800a-804a, 807a, 808a, 810a, and 811a used in Figure 17 may be replaced in Figure 19 by enhanced images 800b-804b, 807b, 808b, 810b, and 811b, respectively. Similarly, the enhanced images 805a, 806a, 812a, and 813a used in Figure 18 may be replaced in Figure 20 by enhanced images 805b, 806b, 812b, and 813b, respectively. Furthermore, in special mode, the sound produced when each enhanced image is displayed differs from that in normal mode. The output time (length) of each sound may also differ.

[0285] Furthermore, while the display method (highlighted image) of the highlighting effect may differ between when the effect is executed in normal mode and when it is executed in special mode, the sound during the display of the highlighting image may be the same. Also, while the display method of the highlighting effect may be the same between when the effect is executed in normal mode and when it is executed in special mode, the sound during the display of the highlighting image may be different. Also, while the display method (highlighted image) of the highlighting effect may be the same between when the effect is executed in normal mode and when it is executed in special mode, the sound during the display of the highlighting image may also be the same.

[0286] As described above, the gaming machine 1 of this embodiment is capable of performing an emphasis effect (e.g., an emphasis effect at the start) that emphasizes a performance symbol (e.g., the right symbol) while the performance symbol (e.g., the left symbol) is being displayed in a variation state. The display manner of the emphasis effect differs from that of the performance in normal mode, and the sound produced during the emphasis effect also differs. Furthermore, the duration of the sound output also differs. In other words, a first emphasis effect can be performed on the performance symbol in normal mode, and a second emphasis effect can be performed on the performance symbol in special mode. The first emphasis effect and the second emphasis effect differ in their display manner, display duration, type of sound, and sound output duration (length).

[0287] Furthermore, in normal mode, the display manner of the specific symbol emphasis effect differs depending on whether the first symbol (e.g., the "6" symbol) or the second symbol (e.g., the "1" symbol) temporarily stops in a specific area, while the sound of the specific symbol emphasis effect during its execution may be the same. For example, as shown in Figure 17(b), when the first symbol ("6" symbol) temporarily stops in a specific area (left area), an emphasis image 802a is added to the first symbol. On the other hand, as shown in Figure 18(b), when the second symbol ("1" symbol) temporarily stops in a specific area (left area), an emphasis image 805a is added to the second symbol. In this case, the sound of the specific symbol emphasis effect may be the same whether the specific symbol emphasis effect is performed on the first symbol or on the second symbol. Furthermore, even when the performance symbols temporarily stop in areas other than the specified area, the specific symbol emphasis performance will be performed, and although the display manner of the specific symbol emphasis performance will differ when the first performance symbol stops and when the second performance symbol stops, the sound of the specific symbol emphasis performance may be the same.

[0288] Furthermore, the display method (emphasized image) of the specific symbol emphasis effect for the first effect symbol may differ depending on whether the effect is being performed in normal mode or special mode, while the sound for the specific symbol emphasis effect may be the same. Also, the display method of the specific symbol emphasis effect for the second effect symbol may differ depending on whether the effect is being performed in normal mode or special mode, while the sound for the specific symbol emphasis effect may be the same.

[0289] For example, when the performance is running in normal mode, an emphasis image 802a is added to the first performance symbol (e.g., the "6" symbol) as shown in Figure 17(b), and when the performance is running in special mode, an emphasis image 802b is added to the first performance symbol (e.g., the "6" symbol) as shown in Figure 19(b). On the other hand, the same sound may be output for the specific symbol emphasis performance in both normal mode and special mode.

[0290] Furthermore, as shown in Figure 18(b), in normal mode, an emphasis image 805a is added to the second symbol (for example, the "1" symbol). On the other hand, as shown in Figure 20(b), in special mode, an emphasis image 805b is added to the second symbol (for example, the "1" symbol). Meanwhile, the same sound may be output for the specific symbol emphasis effect in both normal mode and special mode.

[0291] In other words, the display of the specific symbol emphasis effect may differ depending on whether the first symbol stops in normal mode, the second symbol stops in normal mode, the first symbol stops in special mode, or the second symbol stops in special mode, while the sound during the execution of the specific symbol emphasis effect may be the same.

[0292] Furthermore, while the display method (emphasized image) of the specific symbol emphasis effect for the first effect symbol may be the same when the effect is being performed in normal mode and when the effect is being performed in special mode, the sound of the specific symbol emphasis effect may be different. Also, while the display method of the specific symbol emphasis effect for the second effect symbol may be the same when the effect is being performed in normal mode and when the effect is being performed in special mode, the sound of the specific symbol emphasis effect may be different.

[0293] Furthermore, the display manner (emphasized image) and the sound of the specific symbol emphasis effect may be different when the specific symbol emphasis effect is performed on the third symbol (for example, the "2" symbol) compared to when it is performed on the first symbol (for example, the "6" symbol). The output time (length) of the sound may also be different. In addition, the sound during the execution of the specific symbol emphasis effect may be the same when the first symbol stops and when the second symbol stops, while the sound during the execution of the specific symbol emphasis effect may be different when the first symbol stops and when the third symbol stops. In this case, the manner of the specific notification (specific notification image and specific notification sound) when the notification condition is met is the same in all cases when the first to third symbols stop.

[0294] Furthermore, the sound of the specific symbol emphasis effect may be different depending on whether the specific symbol emphasis effect is performed on the first symbol in normal mode, on the third symbol in normal mode, on the first symbol in special mode, or on the third symbol in special mode.

[0295] Furthermore, the display manner (emphasized image) of the specific symbol emphasis effect for the third performance symbol may be different in normal mode and special mode, and the sound of the specific symbol emphasis effect may also be different. Alternatively, the display manner (emphasized image) of the specific symbol emphasis effect for the third performance symbol may be the same in normal mode and special mode, while the sound of the specific symbol emphasis effect may be different.

[0296] Furthermore, the gaming machine 1 of this embodiment is capable of performing an icon change effect that changes the hold icon or the icon (corresponding display corresponding to acquired information) (Figure 17(d)). In the icon change effect, the icon changes to one of a plurality of display modes, including a first display mode and a second display mode. Also, when the icon change effect is performed, an icon emphasis effect can be performed which displays an icon emphasis image (808a) around the icon. The display mode of the icon emphasis effect can be made different when the icon is displayed in the first display mode and when it is displayed in the second display mode, and the sound during the execution of the icon emphasis effect can also be made different. That is, when the icon is displayed in the first display mode, the icon emphasis effect of the first display mode may be displayed and the first sound may be output for a first time, and when the icon is displayed in the second display mode, the icon emphasis effect of the second display mode may be displayed and the second sound may be output for a second time. On the other hand, the specific notification when the notification condition is met is the same whether the icon is displayed in the first display mode or the second display mode.

[0297] Furthermore, the gaming machine 1 of this embodiment can display the icon highlighting image differently depending on whether it is in normal mode or special mode. When an icon change effect is performed, the first or second icon highlighting image can be displayed when normal mode is set, and the third or fourth icon highlighting image can be displayed when special mode is set. Different sounds can be output while each icon highlighting image is displayed. In addition, regardless of which icon highlighting image is displayed, if the notification conditions are met, a specific notification will be given in the same manner.

[0298] Furthermore, before the N-Reach animation is performed, a reach suggestion animation is performed to indicate the N-Reach animation. In the reach suggestion animation, an animation is performed to indicate whether or not a performance symbol of the same type as the performance symbol that stopped in the left area will stop in the right area (an animation that makes the player expect a performance symbol of the same type as the performance symbol that stopped in the left area to stop in the right area). In this reach suggestion animation, a reach suggestion emphasis animation is performed to highlight the performance symbol. The presentation style of the reach suggestion emphasis animation (emphasized image and sound accompanying the display of the emphasized image) differs depending on whether the reach suggestion animation is performed using the first performance symbol or the second performance symbol (Figures 17(e), 18(e)). Also, the presentation style of the reach suggestion emphasis animation differs between normal mode and special mode. Specifically, in normal mode, when the reach suggestion animation is performed using the first performance symbol, the reach suggestion emphasis animation is performed in the first style, and when the reach suggestion animation is performed using the second performance symbol, the reach suggestion emphasis animation is performed in the second style. Furthermore, in special mode, when a reach suggestion effect is performed using the first effect symbol, the reach suggestion emphasis effect is performed in the third manner, and when a reach suggestion effect is performed using the second effect symbol, the reach suggestion emphasis effect is performed in the fourth manner. Note that in normal mode or special mode, the display manner (emphasized image) of the reach suggestion emphasis effect differs between when a reach suggestion effect is performed using the first effect symbol and when a reach suggestion effect is performed using the second effect symbol, but the reach suggestion emphasis effect sound may be the same. Also, in normal mode or special mode, the display manner (emphasized image) of the reach suggestion emphasis effect may be the same between when a reach suggestion effect is performed using the first effect symbol and when a reach suggestion effect is performed using the second effect symbol, but the reach suggestion emphasis effect sound may be different.

[0299] Furthermore, as a result of the reach-indicating effect, when two effect symbols are displayed in a reach-like configuration (i.e., when a reach is established), a specific symbol emphasis effect is performed on the rightmost symbol that has stopped. Specifically, in normal mode, when the first effect symbol is displayed in a reach-like configuration, the specific symbol emphasis effect is performed in the first configuration, and when the second effect symbol is displayed in a reach-like configuration, the specific symbol emphasis effect is performed in the second configuration (Figures 17(f), 18(f)). Also, in special mode, when the first effect symbol is displayed in a reach-like configuration, the specific symbol emphasis effect is performed in the third configuration, and when the second effect symbol is displayed in a reach-like configuration, the specific symbol emphasis effect is performed in the fourth configuration (Figures 19(f), 20(f)).

[0300] Furthermore, in this embodiment, when the performance symbols are displayed in a reach pattern, an emphasis performance (specific symbol emphasis performance when a reach is established, or reach symbol emphasis performance) is performed to highlight the performance symbols. There are multiple performance patterns for the emphasis performance when the performance symbols are displayed in a reach pattern. For example, when a reach is established, there are cases where a specific symbol emphasis performance is performed on the right symbol in a first display pattern, and cases where a specific symbol emphasis performance is performed on the right symbol in a second display pattern that has a higher expectation than the first display pattern. Also, after a reach is established, the reach symbol emphasis performance for the left and right symbols may be performed in a first display pattern, or in a second display pattern that has a higher expectation than the first display pattern. The sound corresponding to the emphasis performance differs depending on whether the emphasis performance (specific symbol emphasis performance when a reach is established, or reach symbol emphasis performance) is performed in the first display pattern or the second display pattern. Note that the sound corresponding to the emphasis performance may be the same while the display patterns of the emphasis performance are different. Furthermore, while the display method for the emphasis effect may be the same, the sound corresponding to the emphasis effect may be different.

[0301] Furthermore, in normal mode, the emphasis effect when the performance symbols are displayed in a reach pattern can be performed in a first display pattern and a second display pattern which has a higher expectation than the first display pattern. In special mode, the emphasis effect when the performance symbols are displayed in a reach pattern can be performed in a third display pattern and a fourth display pattern which has a higher expectation than the third display pattern. In this case, the sound corresponding to the emphasis effect may differ for the first to fourth display patterns. Also, the sound corresponding to the emphasis effect may be common to all of the first to fourth display patterns in which the emphasis effect is performed.

[0302] Next, we will explain the effects that occur after the N-Reach effect. Figure 21 is a diagram showing an example of a timing chart for effects that occur after the SP-Reach effect in normal mode. Figure 22 is a diagram showing an example of the effects that occur after the SP-Reach effect in normal mode, and shows an example of the images that are displayed on the screen at each timing in Figure 21. Figure 23 is a diagram showing an example of the effects when a reach effect is performed using different effect symbols than those in Figure 22.

[0303] As shown in Figure 22, when the SP Reach animation starts at time t5, a title display indicating the title of the SP Reach animation is shown (Figure 22(a)). There are multiple types of SP Reach animations with different levels of expectation, and each SP Reach animation has a corresponding title display. At time t5, the title corresponding to the SP Reach animation being performed is displayed. Here, although not shown in the illustration, a title emphasis image that highlights the title of the SP Reach animation may be added, and sound may be output. The title emphasis image may be an image superimposed on part or all of the title display, or an image added around the title display. Also, the display manner of the title emphasis image may differ depending on the title display. Furthermore, when a title emphasis image is added to the title display, the expectation of a big win may be higher (or lower) than when it is not added. Also, the expectation may be the same when a title emphasis image is added and when it is not added. In addition, BGM for the SP Reach is output when the SP Reach animation starts.

[0304] Also, during the SP reach effect, the icon TI is continuously displayed. If the icon TI has changed from the normal mode to the special mode before the start of the SP reach effect, the icon TI in the special mode is continuously displayed. Also, if an icon emphasis image 808a has been added to the icon TI before the start of the SP reach effect, the icon emphasis image 808a is also added during the SP reach effect. Note that the display mode of the icon TI may change at the start of the SP reach effect or during the SP reach effect.

[0305] After the SP reach effect is started, during the SP reach effect, a roulette effect in which a plurality of effect symbols fluctuate in the middle area is performed. For example, as shown in FIG. 22(b), in the middle area, a roulette effect using the same type of effect symbols (the "6" symbol) as on the left and right, the effect symbols different from those on the left and right (the "7" symbol), and the development symbols suggesting the development to the SP reach effect is performed. In this roulette effect, an SP mid-emphasis effect for emphasizing the effect symbol fluctuating in the middle area may be performed for each effect symbol. In the SP mid-emphasis effect, an emphasis image is added to each symbol constituting the roulette effect. Note that there may be times when the SP mid-emphasis effect is not performed in the roulette effect. In the roulette effect, the big win expectation degree may be different when an emphasis image is added to each symbol and when it is not added.

[0306] For example, as shown in FIG. 22(b), in the middle area, an emphasis image 82a is added to the fluctuating "6" symbol, an emphasis image 821a is added to the fluctuating "7" symbol, and an emphasis image 822a is added to the fluctuating development symbol. Each emphasis image is moved so as to follow the movement of the effect symbol. Each emphasis image may be displayed, for example, so as to overlap each effect symbol, or may be displayed around each effect symbol. Also, each emphasis image is displayed so that a part of it overlaps with each other. During the display of each emphasis image, a common sound (SP mid-emphasis effect sound) is output. Note that even during this effect, if the notification condition is satisfied, specific notification is performed.

[0307] Next, as a result of the roulette performance, a SPSP development suggestion performance that suggests the development to the SPSP reach performance is executed (time point t5-2, FIG. 22(c)). In the SPSP development suggestion performance, a performance is carried out in which the development symbol stops in the middle area. Also, a development suggestion emphasis performance may be carried out in which an emphasis image 823a is added to the development symbol. During the display of this emphasis image 823a, a sound corresponding to the development suggestion emphasis performance is output. When the development suggestion emphasis performance is carried out, the jackpot expectation degree may be higher than when the development suggestion emphasis performance is not carried out. Also, there may be a plurality of modes with different expectation degrees in the development suggestion emphasis performance. In the SPSP development suggestion performance, the development symbol may stop in the middle area and an emphasis image (for example, the emphasis image 825a in FIG. 22(e)) may be added to the reach symbol (the performance symbol temporarily stopped on the left and right). Also, when the development symbol stops and the development suggestion emphasis performance is executed, the BGM for SP reach is stopped. In the case where a jackpot is notified in the SP reach performance, if the same performance symbol as on the left and right stops in the middle area as a result of the roulette performance, it is a jackpot. In this case, the jackpot symbol emphasis performance is carried out as described above. Also, if a performance symbol different from the left and right stops in the middle area as a result of the roulette performance, it is a loss. Note that after a performance symbol different from the left and right stops in the middle area, it may develop into the SPSP reach performance. Also, when winning a special loss, when a performance symbol different from the left and right stops in the middle area, an emphasis performance may be carried out on the performance symbol suggesting a loss, and it may shift to the low base short state.

[0308] After the development symbol stops in the middle area, a special effect is performed (time t5-3, Figure 22(d)). During the special effect, the first movable member 73a and the second movable member 73b move from their standby positions to the performance position in front of the screen (center of the screen) and operate at that performance position. In addition, along with the operation of the first movable member 73a and the second movable member 73b, multiple LEDs light up in a predetermined light pattern, causing the first movable member 73a and the second movable member 73b to light up. Furthermore, a special effect emphasis image 824a that highlights the first movable member 73a is displayed on the screen behind the first movable member 73a. The special effect emphasis image 824a is displayed around the first movable member 73a when viewed by the player. In addition, a special effect operation sound is output along with the display of the special effect emphasis image 824a. Note that there are multiple light emission modes for the first movable member 73a, and the display mode of the special effect emphasis image 824a may differ depending on the light emission mode. The first movable member 73a may emit light in a specific way, and the special effect enhancement image 824a may be displayed in a specific way, such as blue, green, or red, with the probability of a big win increasing in that order. During this special effect performance, if the notification conditions are met, a specific notification will be given. Note that the special effect performance at time t5-3 may be performed immediately before time t5 (i.e., before the start of the SP reach performance).

[0309] Next, the title of the SPSP reach effect is displayed, and the SPSP reach effect is started (time point t6, Fig. 22(e)). Along with the start of the SPSP reach effect, BGM for SPSP reach is output. There are multiple types of SPSP reach effects with different expectations, and there is a title display corresponding to each SPSP reach effect. At time point t6, the title corresponding to the executed SPSP reach effect is displayed. Here, although not shown in the illustration, a title emphasis image for emphasizing the title of the SPSP reach effect may be added and a sound may be output. The title emphasis image may be an image superimposed on part or all of the title display, or an image added around the title display. Also, the display mode of the title emphasis image may be different depending on the title display. Also, when a title emphasis image is added to the title display, the jackpot expectation may be higher (or lower) than when the title emphasis image is not added. Also, the expectation may be the same when the title emphasis image is added and when it is not added.

[0310] Also, as shown in Fig. 22(e), in the SPSP reach effect, an emphasis effect may be performed in which an emphasis image 825a for emphasizing the reach symbol is added. This emphasis image 825a may also be added to the reach symbol during the SP reach effects of Figs. 22(a) to (c). When the emphasis image 825a is added to the reach symbol, the jackpot expectation is higher than when the emphasis image 825a is not added to the reach symbol. Note that when the emphasis image 825a is added to the reach symbol, the jackpot expectation may be lower than when it is not added, or the same. Also, there may be multiple types of emphasis images 825a added to the reach symbol, and the jackpot expectation may be different or the same depending on the type of emphasis image 825a added.

[0311] Furthermore, when an SPSP reach animation is performed using different reach symbols, the same emphasis image 825a may be added to those reach symbols. For example, as shown in Figure 23, when an SPSP reach animation is performed using the "7" symbol, the emphasis image 825a is added to the "7" symbol. Furthermore, the probability of the emphasis image 825a being added to a reach symbol may differ depending on the reach symbol. For example, the probability of the emphasis image 825a being added may be higher for the "7" symbol than for the "6" symbol. Furthermore, the form of the emphasis image 825a may differ depending on the reach symbol. For example, the first emphasis image 825a may be added to the "6" symbol, and the second emphasis image 825a may be added to the "7" symbol.

[0312] During the SPSP Reach animation, a background image corresponding to the SPSP Reach animation is displayed, along with a video corresponding to the SPSP Reach animation. For example, a video of characters fighting is displayed. Towards the end of this video animation, a middle symbol animation is performed in the middle area using the same type of animation symbol ("6" symbol) as the left and right sides, and a different animation symbol ("7" symbol) as the left and right sides (time t6-1, Figure 22(f)). For example, as a middle symbol animation, an animation is performed in which the two animation symbols push against each other. In this middle symbol animation, a middle symbol emphasis animation may be performed for each animation symbol, in which an emphasis image is added to highlight each animation symbol. For example, when one of the two animation symbols pushes the other, an emphasis image is added to that animation symbol, and when the other pushes the other, a different emphasis image is added to the other animation symbol. Note that the probability of winning the jackpot may differ depending on whether or not an emphasis image is added to the animation symbols.

[0313] Specifically, as shown in Figure 22(f), different emphasis images are added to the two symbols used in the middle symbol effect. For example, emphasis image 826a is added to the "6" symbol and emphasis image 827a is added to the "7" symbol. Each emphasis image may be displayed superimposed on each symbol, or displayed around each symbol. When emphasis image 826a is added to the "6" symbol, emphasis image 827a is not added to the "7" symbol, and when emphasis image 827a is added to the "7" symbol, emphasis image 826a is not added to the "6" symbol. In other words, emphasis image 826a and emphasis image 827a are not displayed at the same time. In this case, a common sound corresponding to the middle symbol emphasis effect (middle symbol emphasis effect sound) is output when emphasis image 826a is displayed and when emphasis image 827a is displayed. Regardless of the type of symbol used in the middle symbol animation, the same emphasis images 826a and 827a are added. For example, in the SPSP reach animation shown in Figure 22, the symbol "6" is used as the reach symbol, and in this SPSP reach animation, a middle symbol animation is performed using the symbols "6" and "7". In this case, emphasis image 826a is added to the symbol "6", and emphasis image 827a is added to the symbol "7". In the SPSP reach animation of another special symbol judgment variation animation, the symbol "2" is used as the reach symbol, and a middle symbol animation is performed using the symbols "2" and "3". In this case, the same emphasis image 826a is added to the symbol "2", which suggests a jackpot, and the same emphasis image 827a is added to the symbol "3", which suggests a miss. In other words, regardless of the type of reach symbol, an emphasis image 826a is added to the same performance symbol as the reach symbol, and an emphasis image 827a is added to the different performance symbol. Furthermore, emphasis images corresponding to each performance symbol are provided, and the emphasis image corresponding to the performance symbol used in the middle symbol performance may be added to that symbol. For example, an emphasis image 826a corresponding to the "6" symbol, an emphasis image 827a corresponding to the "7" symbol, and another emphasis image corresponding to the "8" symbol may be provided. During this performance, if the notification conditions are met, specific notification will be given in the same manner as described above.

[0314] Furthermore, the middle symbol effect is not limited to two effect symbols; it may also be performed using three or more effect symbols. In this case, a different emphasis image is attached to each symbol. When an emphasis image is attached to and displayed for one effect symbol, no emphasis image is attached to other effect symbols, even if they are displayed. Alternatively, when an emphasis image is attached to and displayed for one effect symbol, other effect symbols may not be displayed, and the emphasis images corresponding to those other effect symbols may not be displayed either. In this case as well, a common sound is output while any one of the emphasis images is displayed. In addition, there may be times when two or more emphasis images are displayed simultaneously. For example, when the "6" symbol and the "7" symbol are displayed simultaneously in the middle area, emphasis image 826a and emphasis image 827a may be displayed simultaneously. In this case, for example, there may be times when the "6" symbol and its emphasis image 826a are mainly displayed, and times when the "7" symbol and its emphasis image 827a are mainly displayed, and a common sound is output regardless of which symbol and its emphasis image are mainly displayed.

[0315] Next, at point t6-2, towards the end of the SPSP reach sequence, a button prompt sequence is performed (Figure 22(g)). The button prompt sequence is performed before the action sequence that prompts the player to press the sequence button 17, and is designed to build anticipation for the action sequence. In the button prompt sequence, a button portion image 712, which resembles the sequence button 17, moves from the left and right sides of the screen towards the center. The button portion image 712 is an image that shows a part of the button image 710, and may be a part of the button image 710, or it may be an image of the button image 710 made semi-transparent. The button image 710 is formed by the overlapping of multiple button portion images 712. In addition, the button prompt sequence may also include a button prompt emphasis sequence that displays an emphasis image 828a that highlights the button portion image 712. While the emphasis image 828a is displayed, a sound corresponding to the button prompt emphasis sequence is output. The emphasis image 828a moves in accordance with the movement of the button portion image 712. The highlighting image 828a may be displayed around the button portion image 712, or it may be displayed superimposed on the button portion image 712. During this presentation, if the notification conditions are met, the specific notification will be made in the same manner as described above.

[0316] Although not shown in the diagram, there are multiple modes of the button prompting emphasis effect, and the button prompting emphasis effect can be executed in any of these modes. For example, in the first mode of the button prompting emphasis effect, the first emphasis image 828a is displayed and the first sound is output, while in the second mode of the button prompting emphasis effect, the second emphasis image 828a is displayed and the second sound is output. The level of anticipation may differ depending on the mode of the button prompting emphasis effect.

[0317] Furthermore, there are multiple forms of button prompting effects. For example, in the first button prompting effect, the button portion image 712 may be shown moving from the left and right, and in the second button prompting effect, the button portion image 712 may be shown moving from the top and bottom. Different emphasis images 828a may be displayed and different sounds may be output depending on whether the first button prompting effect is performed or the second button prompting effect is performed.

[0318] When the two button portion images 712 overlap and stop in the center of the screen, a button image 710 resembling the performance button 17 is completed, and the operation of the performance button 17 becomes enabled. On the other hand, if the two button portion images 712 pass each other without overlapping, the button image 710 is not completed, and the operation of the performance button 17 does not become enabled.

[0319] When the button image 710 is completed, an action prompting the player to press the action button 17 is performed (time t7, Figure 22(h)). When the action is performed, the probability of a big win is higher than when the action is not performed. Furthermore, if the emphasis image 828a is displayed during the button prompting action, the action may be more likely to be performed than when it is not displayed. Also, if the emphasis image 828a is displayed during the button prompting action, the action may always be performed. There are multiple forms of the action. For example, there is a first change form of action where the display form of the button image changes in a first cycle by flashing the button image 710. There is also a second change form of action where the display form of the button image changes in a second cycle by moving up and down (changing between a non-operated state and an operated state). In addition, there are forms of action that suggest the probability of a win. For example, there is a normal color form of action where the button image 710 is displayed in a normal color, and a red form of action where the button image 710 is displayed in red, which has a higher probability of a win than the normal color. There may be other forms as well. Additionally, the operation animation displays an operation validity period image 711, which indicates the validity period of the operation.

[0320] Furthermore, as shown in Figure 22(h), a button emphasis effect may be performed, which displays an emphasis image 829a that highlights the button image 710. At this time, a sound is output that accompanies the display of the emphasis image 829a. The emphasis image 829a is displayed around the button image 710. Even if the button image 710 changes periodically (for example, moves up and down), the emphasis image 829a does not change periodically and is displayed in a fixed area. Note that the emphasis image 829a may be displayed superimposed on the button image 710, in which case the emphasis image 829a changes periodically in conjunction with the periodic movement of the button image 710. Also, the probability of winning a jackpot is higher when the emphasis image 829a is displayed than when it is not displayed. The probability of winning a jackpot may be confirmed when the emphasis image 829a is displayed. Also, the effect button 17 may vibrate when the emphasis image 829a is displayed. Note that the probability of winning a jackpot may be lower or the same when the emphasis image 829a is displayed than when it is not displayed. Furthermore, the highlighted image 829a may have multiple forms that suggest the likelihood of a big win. During this performance, if the notification conditions are met, a specific notification will be given in the same form as described above.

[0321] In this embodiment, the operation animations include a short-press operation animation that prompts a single press of the animation button 17, a rapid-press operation animation that prompts repeated presses of the animation button 17, and a long-press operation animation that prompts a long press of the animation button 17. Figures 22(h) and 23(h) show the case in which the short-press operation animation is performed.

[0322] In Figure 22(h), when a rapid-fire button press animation is performed, a button image 710 resembling the animation button 17 is displayed, and images or text prompting rapid pressing of the animation button 17 are displayed, or sounds prompting rapid pressing are output. In addition, during the rapid-fire button press animation, the display mode of the button image 710 changes at a predetermined interval, and this interval is shorter (or longer) than the interval of change of the display mode when a short-press button operation animation is performed. For example, there are a first type of rapid-fire button press animation and a second type of rapid-fire button press animation. In the first type of rapid-fire button press animation, the button image 710 may blink at a third interval shorter than the first interval. In the second type of rapid-fire button press animation, the button image 710 may move up and down at a fourth interval shorter than the second interval. While the rapid-fire button press animation is running, a rapid-fire response animation is performed in response to a single press of the animation button 17. For example, as a rapid-fire response animation, an animation is performed in which a gauge fills up in response to a single press of the animation button 17. If the gauge fills up to its maximum value through multiple button presses, a jackpot is announced. If the operation validity period expires without the gauge filling up to its maximum value, a miss is announced. In addition, if a rapid-fire button press sequence is performed and the operation validity period expires without the performance button 17 being operated, whether it is a jackpot or a miss is announced according to the result of the special symbol judgment. When such a rapid-fire button press sequence is performed, each time the performance button 17 is pressed, a different emphasis image from the emphasis image 829a is added to the button image 710, and a sound corresponding to that emphasis image is output. Furthermore, each time the performance button 17 is pressed, the color of the button image 710 may change, the performance button 17 may light up, or the performance button 17 may vibrate.

[0323] Furthermore, in Figure 22(h), when a long-press button operation is performed, a button image 710 resembling the performance button 17 is displayed, along with images or text prompting the long-press of the performance button 17, or audio prompting the long-press is output. When a long-press button operation is performed, a long-press response performance is performed in response to the long-press of the performance button 17. For example, as a long-press response performance, an animation is performed in which multiple component images come together depending on the duration the performance button 17 is pressed. If a predetermined number of component images come together by long-pressing the button to complete one overall image, a jackpot is announced. If the operation validity period expires without the overall image being completed, a miss is announced. Also, when a long-press button operation is performed, if the operation validity period expires without the performance button 17 being operated, whether it is a jackpot or a miss is announced according to the result of the special symbol judgment. When such a long-press button operation is performed, an emphasis image (a different image from the emphasis image displayed in the short-press and rapid-press button operation) is added to the button image 710 according to the elapsed time since the performance button 17 was long-pressed, and a sound corresponding to the emphasis image is output. In addition, the color of the button image 710 may change, the illumination pattern of the performance button 17 may change, the performance button 17 may vibrate, or the vibration pattern may change, according to the elapsed time since the performance button 17 was long-pressed.

[0324] As shown in Figure 22(i), if the result of the special symbol judgment is a jackpot, the jackpot is announced in response to a single press of the performance button 17 during the short-press button operation performance, or after the operation validity period has elapsed (time t8). Here, the same type of "6" symbol stops in the middle area. When the middle symbol stops, a jackpot announcement emphasis performance is performed in which an emphasis image 830a is added to the middle symbol and a sound is output. The emphasis image 830a is displayed so as to be superimposed on the middle symbol that suggests a jackpot. During this performance as well, if the notification conditions are met, a specific notification is made in the same manner as described above.

[0325] In Figure 22, the "6" symbol was used as the winning symbol. However, if the winning animation is performed using, for example, the "7" symbol, then, as shown in Figure 23(i), identical "7" symbols will stop in the middle area on both the left and right sides. When the "7" symbol stops as the middle symbol, a jackpot notification emphasis animation is performed for the middle symbol. The jackpot notification emphasis animation when the "7" symbol stops and a jackpot is announced differs in its presentation from the jackpot notification emphasis animation when the "6" symbol stops and a jackpot is announced. Specifically, a different emphasis image 831a is added to the "7" symbol, along with a different sound. For example, if a reach animation is performed using even-numbered symbols and a jackpot is announced when the even-numbered symbols stop in the middle area, an emphasis image 830a may be added to the middle symbol and the first sound may be output. If a reach animation is performed using odd-numbered symbols and a jackpot is announced when the odd-numbered symbols stop in the middle area, an emphasis image 831a may be added to the middle symbol and the second sound may be output. In addition, different emphasis images may be added and different sounds may be output for the "7" symbol and symbols other than the "7" symbol. Also, if a jackpot is announced with a symbol other than the "7" symbol, the same emphasis image may be added and the same sound may be output.

[0326] After the center symbol indicating a jackpot stops, a special effect is performed (time t8-1, Figure 22(j)). In this special effect, the first movable member 73a and the second movable member 73b move from their standby position to the performance position at the front of the screen (center of the screen) and operate at that performance position. In addition, along with the operation of the first movable member 73a and the second movable member 73b, multiple LEDs light up in a specific light pattern, causing the first movable member 73a and the second movable member 73b to light up. Furthermore, a sound of the special effect operating is output in conjunction with the operation of the first movable member 73a and the second movable member 73b. Here, the first movable member 73a and the second movable member 73b operate in the same manner as in Figure 22(d), but the LED light pattern is different from the special effect in Figure 22(d). In addition, a special effect emphasis image 835a that highlights the first movable member 73a is displayed on the screen behind the first movable member 73a. The feature enhancement image 835a is a different image from the feature enhancement image 824a displayed in Figure 22(d). In addition, a feature operation sound is output in conjunction with the operation of the first movable member 73a and the second movable member 73b. The feature operation sound output here is a different sound from the feature operation sound output in Figure 22(d). Note that the operation patterns of the first movable member 73a and the second movable member 73b may differ between Figure 22(j) and Figure 22(d). Also, the LED light emission patterns may be the same between Figure 22(j) and Figure 22(d). Also, the feature enhancement images displayed may be the same between Figure 22(j) and Figure 22(d). Also, the feature operation sounds output may be the same between Figure 22(j) and Figure 22(d). Furthermore, even during this feature performance, if the notification conditions are met, a specific notification will be made in the same manner as described above.

[0327] Next, at time t8-2, a jackpot symbol emphasis effect A is performed, in which a symbol suggesting a jackpot is displayed and an emphasis image 850a is added (Figure 22(k)). Along with the display of the emphasis image 850a, a jackpot symbol emphasis effect sound A is output. The jackpot symbol emphasis effect A at time t8-2 is as described above.

[0328] Furthermore, as shown in Figure 23(k), when a reach animation is performed using a different animation symbol (for example, the "7" symbol), a different emphasis image 856a from emphasis image 850a is displayed in the jackpot symbol emphasis animation A. In addition, along with the display of emphasis image 856a, a sound corresponding to emphasis image 856a is output. However, regardless of which animation symbol is used for the reach animation, the same emphasis image 850a may be displayed and the same jackpot symbol emphasis animation sound A may be output in the jackpot symbol emphasis animation A.

[0329] Furthermore, a re-draw sequence may occur afterward (time t9-1, Figure 22(l)). In the re-draw sequence, multiple combinations of three symbols that suggest a jackpot are displayed in a variable manner. In this re-draw sequence, a re-draw symbol emphasis sequence may occur in which an emphasis image 855a is added to the symbols that suggest a jackpot. The emphasis image 855a is displayed superimposed on the symbols. In addition, a re-draw symbol emphasis sequence sound is output while the emphasis image 855a is displayed. When the re-draw symbol emphasis sequence is performed, the probability of the symbols with the emphasis image 855a added stopping and being displayed may be higher than when the re-draw symbol emphasis sequence is not performed.

[0330] As a result of the re-draw animation, three symbols indicating a jackpot are stopped, and the jackpot symbol emphasis animation B is performed (time t9-2, Figure 22(m)). Here, the same "6" symbol that was stopped before the re-draw animation is stopped, so the same animation as the jackpot symbol emphasis animation A is performed as jackpot symbol emphasis animation B.

[0331] On the other hand, if the re-draw sequence results in the display of the "7" symbol, which suggests a jackpot, the jackpot symbol emphasis sequence B will display the emphasis image 856a (Figure 23(m)). In addition, along with the display of the emphasis image 856a, a sound corresponding to the emphasis image 856a will be output.

[0332] After the display in Figure 22(m), a jackpot symbol emphasis effect C is performed in which an emphasis image 852a is added to each of the three symbol symbols that indicate a jackpot (time t9-3, Figure 22(n)). Along with the display of the emphasis image 852a, the jackpot symbol emphasis effect sound C is output. The jackpot symbol emphasis effect C at time t9-3 is as described above. As shown in Figures 22(n) and 23(n), the same emphasis image 852a is displayed for all of the symbol symbols in the jackpot symbol emphasis effect C. However, different emphasis images 852a may be displayed depending on the type of symbol symbol.

[0333] Then, after the jackpot symbol emphasis effect C ends, the special symbol is displayed at time t10, and the three effect symbols are displayed at the same time. The emphasis image 852a is not displayed when the three effect symbols are displayed at the same time. The jackpot symbol emphasis effect sound C may continue to be output even while the three effect symbols are displayed at the same time.

[0334] After the three symbols are stopped and displayed, an opening sequence is performed to indicate the start of a jackpot game (time t10-1, Figure 22(o)). The opening sequence displays an opening background image and provides a predetermined right-hand shooting notification to encourage the player to shoot to the right. For example, the right-hand shooting notification includes a right-hand shooting notification sound (for example, a voice saying "Aim to the right") and a right-hand shooting notification image 900. The opening sequence is performed for a predetermined opening time (for example, 15 to 20 seconds), and the right-hand shooting notification continues throughout the execution of the opening sequence.

[0335] Then, as the opening sequence ends and the first round of gameplay begins with the opening of the large prize slot, the jackpot game sequence begins (time t10-2, Figure 22(p)). During the jackpot game sequence, a video specifically for the jackpot game is displayed in the center of the screen. In addition, during the jackpot game sequence, a right-hand shooting notification image 901 prompting the player to shoot to the right and a round number image 910 showing the current round number are displayed. When this right-hand shooting notification image 901 is displayed, the right-hand shooting notification sound mentioned above prompting the player to shoot to the right is not output. In addition to, or instead of, the number of prize balls paid out according to the entry into the large prize slot may be displayed.

[0336] Next, we will explain the animations that occur after the SP Reach animation in Special Mode. Figure 24 shows an example of the animations that occur after the SP Reach animation in Special Mode.

[0337] In the special mode, after the SP reach sequence, the same reach sequences are performed as in the normal mode, but the manner of each emphasized sequence differs from that of the normal mode. As shown in Figure 24, in the special mode, at time t5-1, instead of emphasized images 820a to 822a, emphasized images 820b to 822b with different display manners may be added to each sequence symbol (Figure 24(b)). Also, in sequences that suggest development to the SPSP reach sequence, instead of emphasized image 823a, emphasized image 823b with a different display manner may be added to the development symbol (time t5-2, Figure 24(c)). Furthermore, in the mechanism sequence before the start of the SPSP reach sequence, instead of emphasized image 824a, emphasized image 824b may be displayed around the first movable member 73a (time t5-3, Figure 24(d)).

[0338] Additionally, during the SPSP reach animation, a highlighting image 825b, different from highlighting image 825a, may be added to the reach symbol (time t6, Figure 24(e)). Furthermore, during the SPSP reach animation, highlighting images 826b and 827b, different from highlighting images 826a and 827a, may be added to the animation symbols displayed in the middle area (time t6-1, Figure 24(f)).

[0339] Furthermore, in button prompting animations, a button prompting emphasis animation may be performed that emphasizes the button portion image 712 using a different emphasis image 828b than the emphasis image 828a (time t6-2, Figure 24(g)). Also, in operation animations, a button emphasis animation may be performed that emphasizes the button image 710 using a different emphasis image 829b than the emphasis image 829a (time t7, Figure 24(h)). While emphasis image 829b is displayed, a different button emphasis sound is output than when emphasis image 829a is displayed.

[0340] Similarly, enhanced images 830b, 835b, 850b, and 852b, which differ from the normal mode, may be displayed, and different sounds may be output (times t8 to t9-3, Figures 24(i) to (n)).

[0341] Thus, when a highlighting effect is applied to the performance symbols or performance components (first movable member 73a, second movable member 73b) during a reach performance, the display method of the highlighting effect differs between normal mode and special mode. This allows for diversification of the performance and improves entertainment value. Even when the same reach performance is performed in normal mode and special mode, different display methods for the highlighting effect can improve entertainment value.

[0342] Furthermore, the display method of the emphasis effect may differ between normal mode and special mode, while the emphasis effect sound may be the same for both modes. Alternatively, the display method of the emphasis effect may be the same between normal mode and special mode, while the emphasis effect sound may be different for both modes.

[0343] Even while each of the above-mentioned emphasis effects is being performed, if the above-mentioned notification conditions are met, a specific notification will be made in the same manner. The specific notification image will be displayed preferentially over the effect symbols and the emphasis images that highlight those effect symbols, and will be displayed superimposed on the effect symbols and emphasis images. Furthermore, the execution time of the specific notification will be longer than the execution time of each emphasis effect. For example, if the notification conditions are met when the effect symbols start to change, the specific notification will be made during the execution of the effect shown in Figure 17(a), and the specific notification image will be displayed superimposed on the effect symbol 701 (the number symbol and the character image behind it) and the emphasis image 800a. At the same time, a specific notification sound will be output. The execution time of the specific notification will be longer than the start-up emphasis effect at the start of the change. Also, when at least one of the three effect symbols temporarily stops (for example, Figure 17(b)), if the notification conditions are met, the specific notification image will be displayed superimposed on that effect symbol and its emphasis image. Even while the preview image is displayed (Figure 17(d)), specific notifications can be made, and the specific notification image is displayed preferentially over the preview image and the highlight image 807a. Also, when a reach suggestion effect using the performance symbols is performed (Figure 17(e)), if the notification conditions are met, the specific notification image is superimposed on the performance symbols and the highlight image 804a, and a specific notification sound is output. Also, when the performance symbols are displayed in a reach pattern (Figure 17(f)(g)), if the notification conditions are met, a specific notification is made, the specific notification image is superimposed on the reach symbols, and a specific notification sound is output. Furthermore, the execution time of the specific notification is longer than the execution time of the highlight effect for the reach symbols. Furthermore, specific notifications can be displayed during the N-reach animation (Figure 17(h)), SP-reach animation (Figures 22(a)~(c)), and SPSP-reach animation (Figures 22(e)~(i)), with the specific notification image superimposed on each image (animation symbols, emphasis images, button area images, button images, etc.).

[0344] Furthermore, specific notifications can be executed even while the special effect highlighting images 824 and 835, which emphasize the special effect, are being displayed. If a special effect is executed while a specific notification is being executed, the special effect (first movable member 73a, second movable member 73b) will be operated and the special effect highlighting images will be displayed, but the specific notification images will be displayed with priority over the special effect highlighting images.

[0345] The manner of the specific notification is the same regardless of which highlight performance is being executed, and is the same in both normal and special modes. In other words, when a specific notification occurs during any highlight performance, the same specific notification image is displayed and the same specific notification sound is output.

[0346] Next, we will explain an example of the animation when a miss is announced during the SPSP reach animation. Figure 25 is an example of the animation after the SP reach animation in normal mode, and is a diagram showing an example of the animation when a miss is announced during the SPSP reach animation.

[0347] As shown in Figure 25, the same animation as in Figure 22 is performed until the animation at time t7. Note that when a miss is announced, the probability of each highlighted image being displayed may be lower than when a big win is announced. After the animation, at time t8, a miss announcement animation is performed in which an animation symbol different from the reach symbol stops in the middle area (Figure 25(i)). Here, in the miss announcement animation, an highlighted image 860a may be added to the middle symbol that suggests a miss. When an highlighted image 860a is added, the expectation of a big win may be higher than when an highlighted image 860a is not added. Also, while the highlighted image 860a is displayed, a sound corresponding to the highlighted image 860a is output.

[0348] Next, a transition image is displayed across the entire screen (Figure 25(j)). This transition image is used to switch from the background image for SPSP Reach to the normal background image. While the transition image is displayed, the display of the performance symbols (and the enhanced image 860a attached to the performance symbols) is restricted, and the output of the sound corresponding to the enhanced image 860a is also restricted. Note that the hold icon or the icon in question may be displayed while the transition image is displayed.

[0349] Next, the screen switches to the background image before the SP reach development, and three effect symbols indicating a miss are displayed in a temporarily stopped state (Fig. 25(k)). Here, the hold icon HA and the icon TI are also redisplayed. Note that the display mode of the icon TI returns to the normal mode. Also, even if the icon emphasis image 808a was added to the icon TI before the start of the SPSP reach effect, the icon emphasis image 808a is erased during redisplay. Note that when the hold icon HA and the icon TI are redisplayed after the display of the switching image, the display mode of the icon TI may be maintained in the special mode. Also, the icon emphasis image 808a may be maintained.

[0350] Note that in the screen of Fig. 25(k) after the display of the switching image, an effect symbol indicating a big win may be displayed. In that case, an emphasis effect (big win symbol emphasis effect) is executed on the effect symbol indicating a big win. For example, if the emphasis image 860a was added to the middle symbol in Fig. 25(i), the possibility that an effect symbol indicating a big win is displayed in the screen of Fig. 25(k) after the display of the switching image may be higher than when the emphasis image 860a was not added. Here, an example where an effect symbol indicating a miss is displayed in the screen of Fig. 25(k) after the display of the switching image is shown.

[0351] Then, after the elapse of a predetermined temporary stop period, at time t10, the special symbol stops being displayed, and the three effect symbols stop being displayed (permanent stop) (Fig. 25(l)).

[0352] Next, an example of the full rotation reach effect will be described. Fig. 26 is a diagram showing an example of the full rotation reach effect in the normal mode.

[0353] As shown in Figure 26, the sequence from the start action to the reach suggestion sequence is similar to, for example, the SPSP reach sequence (Figures 26(a) to (e)). In the pseudo-3 variation display sequence, after the reach suggestion sequence is performed, the reach does not occur, and the pseudo-consecutive development sequence is performed (Figure 26(f)). This leads to the pseudo-4 variation display sequence (Figure 26(g)). Next, the screen blacks out (Figure 26(h)), and the full rotation reach sequence begins (Figure 26(i)). In the full rotation reach sequence, a background image for the full rotation reach sequence is displayed, and a video specifically for the full rotation reach sequence is displayed on the screen. Also, as shown in Figure 26(i), multiple sets of specific symbol combinations (combinations of symbols with the same numbers) consisting of three symbols that suggest a jackpot are displayed, and these multiple sets of specific symbol combinations scroll downwards at a relatively slow speed. A highlight image 857a is added to one of several sets of specific symbol combinations, and a sound corresponding to the highlight image 857a is output while the highlight image 857a is displayed. For example, a highlight image 857a is added to the specific symbol combination that is most advantageous to the player. After a full rotation reach performance is performed for a predetermined time, one of the multiple sets of specific symbol combinations stops, and a jackpot is announced (Figure 26(j)). At this time, the jackpot symbol highlight performance A is performed. After the performance symbols that suggest a jackpot stop, the jackpot symbol highlight performance C is performed on the three performance symbols that are temporarily stopped, without going through the re-draw performance (or via the re-draw performance) (Figure 26(k)). Then, the three performance symbols are displayed in accordance with the stop display of the special symbols (Figure 26(l)).

[0354] Furthermore, during the execution of the full-rotation reach animation shown in Figure 26, if the notification conditions are met, a specific notification will be given in the same manner. In this case as well, the specific notification image will be displayed superimposed on the animation symbols and highlight image 857a that suggest a jackpot.

[0355] Furthermore, the full-reel spin reach animation may be performed even when the special mode is set. In this case, during the full-reel spin reach animation, a different emphasis image 857b will be added to a specific symbol combination, and a different sound will be output. Furthermore, the same emphasis animation as in the normal mode may be performed even in the special mode.

[0356] Next, we will explain the animations that occur when a loss is announced without a reach animation. Figure 27 shows an example of an animation that occurs when the symbols indicating a loss are displayed when the reels stop.

[0357] As shown in Figure 27, after the special symbols begin to rotate, the left symbol stops, and then the right symbol, which is different from the left symbol, stops (Figures 27(a) to (c)). Then, the middle symbol, which is different from the left and right symbols, stops, and a chance symbol effect is performed (Figure 27(d)). This combination of three even-numbered symbols that suggests a loss is a chance symbol that indicates a relatively high probability of a big win in the next rotation of the special symbols. When the chance symbol stops, a chance symbol emphasis effect is performed in which an emphasis image 815a is displayed for each of the three symbols that suggest a loss, and a sound corresponding to that image is output. In addition, in the chance symbol emphasis effect, the light-emitting means lights up in a predetermined light-emitting pattern. This chance symbol effect is performed based on the result of a pre-determination of the held symbols. Specifically, when a ball enters the starting slot, it is decided whether or not to perform the chance symbol effect based on the result of the pre-determination. In addition, the chance symbol effect may also be performed in the rotation of multiple consecutive special symbols. Furthermore, there are multiple forms of the chance symbol effect with different levels of expectation. Then, after the chance symbol highlighting effect ends, three effect symbols will be displayed depending on the stopping display of the special symbols (Figure 27(e)).

[0358] Even during the execution of the chance result presentation shown in FIG. 27, if the notification condition is satisfied, specific notification is performed. Also in this case, the specific notification image is displayed superimposed on the presentation symbol suggesting a loss and the emphasized image 815a. The display time of the emphasized image 815a is shorter than the display time of the specific notification image. Also, the output time of the sound accompanying the display of the emphasized image 815a is shorter than the output time of the specific notification sound.

[0359] Note that the chance result presentation may also be executed when the special mode is set. In this case, the mode of the chance result emphasized presentation is different, and an emphasized image 815b different from the emphasized image 815a is added to each presentation symbol and a different sound is output. Note that the chance result emphasized presentation in the same mode as the normal mode may also be performed in the special mode.

[0360] As described above, in the gaming machine 1 of the present embodiment, the first presentation symbol (for example, the "6" symbol) is displayed in the reach mode, and in the reach presentation using the first presentation symbol, a predetermined presentation using the first presentation symbol suggesting a big win and a second presentation symbol (for example, the "7" symbol) different from the first presentation symbol is performed (for example, FIG. 22(f)). The predetermined presentation is a presentation that makes the player expect whether it is a big win or not. During the predetermined presentation, an emphasized presentation (for example, the emphasized image 826a) emphasizing the first presentation symbol and an emphasized presentation (for example, the emphasized image 827a) emphasizing the second presentation symbol are performed. While the display modes are different between the emphasized presentation emphasizing the first presentation symbol and the emphasized presentation emphasizing the second presentation symbol, a common sound is output during the execution of the emphasized presentation. Also, specific notification can be executed during both the emphasized presentation emphasizing the first presentation symbol and the emphasized presentation emphasizing the second presentation symbol, and the specific notification sound is common in the specific notification.

[0361] Furthermore, in both normal mode and special mode, predetermined effects using the first and second effect symbols can be executed. The display patterns differ for the emphasis effect on the first effect symbol in normal mode, the emphasis effect on the second effect symbol in normal mode, the emphasis effect on the first effect symbol in special mode, and the emphasis effect on the second effect symbol in special mode. On the other hand, a common sound is output during the execution of the emphasis effect in both normal mode and special mode. However, the sound during the execution of the emphasis effect may differ between normal mode and special mode. For example, a first common sound may be output during the execution of a predetermined effect in normal mode, and a second common sound may be output during the execution of a predetermined effect in special mode.

[0362] Furthermore, there are cases where a first performance symbol (for example, the "6" symbol) is displayed in a reach pattern and a first reach performance is carried out using the first performance symbol, and cases where a second performance symbol (for example, the "7" symbol) is displayed in a reach pattern and a second reach performance is carried out using the second performance symbol (Figures 22 and 23). In the first reach performance, when the first performance symbol stops in the middle area (i.e., when a jackpot is announced using the first performance symbol), a first emphasis performance (display of emphasis image 830a) can be executed for the first performance symbol. In the second reach performance, when the second performance symbol stops in the middle area (i.e., when a jackpot is announced using the second performance symbol), a second emphasis performance (display of emphasis image 831a) can be executed for the second performance symbol. The display methods differ between the first and second emphasis effects, and the sounds produced during the emphasis effects are also different. However, during both the first and second emphasis effects, if the notification conditions are met, a specific notification is made. The method of the specific notification is the same during both the first and second emphasis effects, with a common specific notification image being displayed and a common specific notification sound being output. Note that while the display methods differ between the first and second emphasis effects, the sounds produced during the emphasis effects may be the same.

[0363] Furthermore, in both normal and special modes, there are cases where the first performance symbol (for example, the "6" symbol) is displayed in a reach pattern and the first reach performance is carried out using the first performance symbol, and cases where the second performance symbol (for example, the "7" symbol) is displayed in a reach pattern and the second reach performance is carried out using the second performance symbol. In both normal and special modes, in the first reach performance, when the first performance symbol stops in the middle area, the first emphasis performance can be carried out for the first performance symbol, and in the second reach performance, when the second performance symbol stops in the middle area, the second emphasis performance can be carried out for the second performance symbol. The display pattern and emphasis performance sounds differ between the first emphasis performance in normal mode, the second emphasis performance in normal mode, the first emphasis performance in special mode, and the second emphasis performance in special mode. On the other hand, in both normal mode and special mode, specific notifications can be executed during the first emphasis effect, and specific notifications can be executed during the second emphasis effect. In both normal mode and special mode, the form of the specific notification is the same, a common specific notification image is displayed, and a common specific notification sound is output. Note that the display form may differ between the first emphasis effect in normal mode, the second emphasis effect in normal mode, the first emphasis effect in special mode, and the second emphasis effect in special mode, while the emphasis effect sound may be the same. Also, the display form may be the same between the first emphasis effect in normal mode, the second emphasis effect in normal mode, the first emphasis effect in special mode, and the second emphasis effect in special mode, while the emphasis effect sound may be different.

[0364] Furthermore, the gaming machine 1 of this embodiment is capable of performing a jackpot symbol emphasis performance that highlights a symbol that suggests a jackpot game is about to be played while the symbol is being displayed (Figures 22(k), (n), 24(k), (n)). The display manner (emphasized image) of the jackpot symbol emphasis performance differs depending on whether the performance is being executed in normal mode or in special mode, as well as the sound produced during the jackpot symbol emphasis performance (jackpot symbol emphasis performance sound). Specifically, in normal mode, a first jackpot symbol emphasis performance can be executed for a symbol that suggests a jackpot, and in special mode, a second jackpot symbol emphasis performance can be executed for a symbol that suggests a jackpot. The first jackpot symbol emphasis performance and the second jackpot symbol emphasis performance differ in their display manner, display time, type of sound, and sound output time (length). On the other hand, whether the performance is being executed in normal mode or in special mode, a specific notification is made if the notification conditions are met. Whether the performance is running in normal mode or special mode, the specific notification format is the same; a common specific notification image is displayed and a common specific notification sound is output.

[0365] Furthermore, the gaming machine 1 of this embodiment is capable of performing reach sequences using performance symbols, and the reach sequence includes a preliminary sequence (for example, an N reach sequence) and a subsequent sequence (for example, an SP reach sequence and an SPSP reach sequence). In the preliminary sequence (N reach sequence), a first emphasis sequence for the performance symbols can be performed (for example, the emphasis sequence during the N reach in Figure 17(h), with the addition of emphasis image 811a). In the subsequent sequence (SPSP reach sequence), a second emphasis sequence for the performance symbols can be performed (for example, the emphasis sequence during the SP in Figure 22(e), with the addition of emphasis image 825a). The first emphasis sequence and the second emphasis sequence differ in their presentation style (images and sounds). In the first emphasis sequence, a first emphasis image can be displayed and a first emphasis sound can be output, and in the second emphasis sequence, a second emphasis image can be displayed and a second emphasis sound can be output. The first emphasis sound is different from the second emphasis sound, and their output times (lengths) are also different. During both the first and second emphasis sounds, if the notification conditions are met, a specific notification is given. The form of the specific notification is the same during both the first and second emphasis sounds; a common specific notification image is displayed and a common specific notification sound is output.

[0366] Furthermore, the first emphasis effect may be executed in the pre-effect of the normal mode (for example, the N-reach effect), the second emphasis effect may be executed in the subsequent effect of the normal mode (for example, the SPSP-reach effect), the third emphasis effect may be executed in the pre-effect of the special mode, and the fourth emphasis effect may be executed in the subsequent effect of the special mode. In this case, the presentation style (image and sound) may differ for each of the first to fourth emphasis effects, and different emphasis effect sounds may be output. Specific notifications can be executed in the same style while any of the first to fourth emphasis effects are being executed. Note that the display style may differ between the first and third emphasis effects, but the sound may be the same. Also, the display style may differ between the second and fourth emphasis effects, but the sound may be the same. Also, the display style may be the same between the first and third emphasis effects, but the sound may be different. Furthermore, while the display format may be the same for the second and fourth emphasis effects, the sound may be different.

[0367] Furthermore, the gaming machine 1 of this embodiment is capable of performing a reach performance using performance symbols, and the reach performance includes a preliminary performance (for example, an SP reach performance) and a subsequent performance (for example, an SPSP reach performance). In the preliminary performance (SP reach performance), it is possible to perform a mechanism performance that operates a performance mechanism, and when the mechanism performance is performed, it is possible to perform a first emphasis performance that emphasizes the performance mechanism (Figure 22(d)). Also, in the subsequent performance, it is possible to perform a mechanism performance, and when the mechanism performance is performed, it is possible to perform a second emphasis performance that emphasizes the performance mechanism (Figure 22(j)). The performance style of the emphasis performance differs depending on whether the first emphasis performance or the second emphasis performance is performed. In both cases, when the notification condition is met, a specific notification is made in the same manner, a common specific notification image is displayed, and a common specific notification sound is output. Furthermore, the display method of the emphasis effect may be different when the first emphasis effect is performed compared to when the second emphasis effect is performed, while the emphasis effect sound may be the same. Alternatively, the display method of the emphasis effect may be the same when the first emphasis effect is performed compared to when the second emphasis effect is performed, while the emphasis effect sound may be different. In addition, in both normal mode and special mode, the first emphasis effect, which emphasizes the performance mechanism, can be performed in the preceding performance, and the second emphasis effect, which emphasizes the performance mechanism, can be performed in the subsequent performance. The presentation method (image and sound) of the emphasis effect may be different for the first emphasis effect in normal mode, the second emphasis effect in normal mode, the first emphasis effect in special mode, and the second emphasis effect in special mode. Furthermore, the display method of the emphasis effect may be different for the first emphasis effect in normal mode, the second emphasis effect in normal mode, the first emphasis effect in special mode, and the second emphasis effect in special mode, while the emphasis effect sound may be the same. Conversely, the display method of the emphasis effect may be the same, while the emphasis effect sound may be different. Also, the presentation method of the first emphasis effect in normal mode and the first emphasis effect in special mode may be the same, and the presentation method of the second emphasis effect in normal mode and the second emphasis effect in special mode may be the same.

[0368] Furthermore, the gaming machine 1 of this embodiment is capable of executing a first special effect (Figure 22(d) or (j)) that operates a special effect in normal mode, and a second special effect (Figure 24(d) or (j)) that operates a special effect in special mode. When executing the first special effect, it is possible to execute a first emphasis effect that emphasizes the special effect, and when executing the second special effect, it is possible to execute a second emphasis effect that emphasizes the special effect. The display manner of the first emphasis effect and the display manner of the second emphasis effect are different. Also, the sound during the execution of the first emphasis effect and the sound during the execution of the second emphasis effect are different, and the output time (length) of the sound is also different. Note that the display manner may be the same for the first emphasis effect and the second emphasis effect, but the sound during the emphasis effect may be different. Alternatively, the display manner may be different for the first emphasis effect and the second emphasis effect, but the sound during the emphasis effect may be the same. Furthermore, when the first emphasis effect is performed, and when the second emphasis effect is performed, if the notification conditions are met, a specific notification is given in the same manner, a common specific notification image is displayed, and a common specific notification sound is output.

[0369] Furthermore, in the gaming machine 1 of this embodiment, at predetermined timings during the variation performance (for example, before a reach is established or during the reach performance), suggestive images (preview images, title displays, etc.) that indicate the possibility of a big win may be displayed, and it is possible to display an emphasis image that highlights this suggestive image (Figure 17(d)). There are two types of emphasis images: a first emphasis image and a second emphasis image. When the first emphasis image is displayed and when the second emphasis image is displayed, the sound during the display of the emphasis image and the output time (length) of the sound are different. On the other hand, whether the first emphasis image or the second emphasis image is displayed, if the notification conditions are met, a specific notification is made. The manner of the specific notification is the same whether the first emphasis image or the second emphasis image is displayed, and a common specific notification image is displayed and a common specific notification sound is output.

[0370] Furthermore, the gaming machine 1 of this embodiment can display the highlighted image in a different manner depending on whether it is in normal mode or special mode. When a preview image is displayed, the first or second highlighted image can be displayed when normal mode is set, and the third or fourth highlighted image can be displayed when special mode is set. Different sounds can be output while each highlighted image is displayed. Also, regardless of which highlighted image is displayed, if the notification conditions are met, a specific notification will be given in the same manner.

[0371] Furthermore, the gaming machine 1 of this embodiment is capable of executing an operation prompting image (button image 710) that prompts the user to operate the operation means (performance button 17) (Figure 22(h)). It is also capable of executing an emphasis effect that highlights the operation prompting image (display of emphasis image 829a in Figure 22(h)). In addition, if the notification conditions are met, a specific notification can be executed even during the emphasis effect. The display manner of the emphasis effect and the sound corresponding to the emphasis effect can be made different when the effect is executed in normal mode and when the effect is executed in special mode. That is, in normal mode, a first emphasis effect that highlights the operation prompting image can be executed, and in special mode, a second emphasis effect that highlights the operation prompting image can be executed. The display manner, display time, type of sound, and sound output time (length) differ between the first and second emphasis effects. Furthermore, the specific notification can be executed in the same manner when the effect is executed in normal mode and when the effect is executed in special mode, displaying a common specific notification image and outputting a common specific notification sound.

[0372] Furthermore, the gaming machine 1 of this embodiment is capable of executing an operation prompting image (button image 710) that prompts the user to operate the operating means (performance button 17) (Figure 22(h)). Before displaying the operation prompting image, it is possible to execute an operation suggestion sequence (button prompt sequence in Figure 22(g)) that suggests the operation prompting sequence. In the operation suggestion sequence, it is possible to display a suggestion image (button portion image 712) that suggests the operation prompting image, and an emphasis image (828a in Figure 22(g)) that emphasizes the suggestion image. The emphasis image has a first emphasis image and a second emphasis image, and it is possible to make the sound during the display of the emphasis image different when the first emphasis image is displayed and when the second emphasis image is displayed. In addition, if the notification condition is met, a specific notification can be executed while the emphasis image is displayed, and a common specific notification image and a common specific notification sound are output whether the first emphasis image or the second emphasis image is displayed.

[0373] Furthermore, the gaming machine 1 of this embodiment can perform the above-mentioned operation suggestion effects in both normal mode and special mode. In addition, the first or second highlighted image can be displayed in both normal mode and special mode, and the display manner of the highlighted image may differ between the first highlighted image in normal mode, the second highlighted image in normal mode, the first highlighted image in special mode, and the second highlighted image in special mode, as well as the sound during the display of the highlighted image. In this case, the display manner of the highlighted image may be the same, but the sound during the display of the highlighted image may differ. Conversely, the display manner of the highlighted image may be different, but the sound during the display of the highlighted image may be the same.

[0374] Furthermore, the above describes an example of an operation animation being performed during an SPSP reach animation. Operation animations are not limited to this timing and can be performed at any time. In addition, operation animations may be performed multiple times during a single variation animation. For example, operation animations may be performed before a reach is established, during an N reach animation, during an SP reach animation, in the middle of an SPSP reach animation, or just before a mechanical device animation is performed. In addition, different types of operation animations can be performed at each timing. For example, before a reach is established, a short-press operation animation may be performed, a rapid-press operation animation may be performed, or a long-press operation animation may be performed. Similarly, during an SP reach animation, a short-press operation animation may be performed, a rapid-press operation animation may be performed, or a long-press operation animation may be performed.

[0375] Figure 28 shows an example of a sequence where a short button press sequence is performed immediately before the pre-announcement sequence before the reach sequence. Figure 29 shows an example of a sequence where a rapid button press sequence is performed immediately before the pre-announcement sequence before the reach sequence. Figure 30 shows an example of a sequence where a long button press sequence is performed immediately before the pre-announcement sequence before the reach sequence.

[0376] As shown in Figure 28, if a short button press animation is performed before the reach animation, an emphasis image 840a may be displayed around the button image 710 to highlight it. A sound corresponding to the emphasis image 840a is also output. In special mode, an emphasis image 840b is displayed, and a sound corresponding to the emphasis image 840b is output. If the animation button 17 is pressed once within the valid operation period, a preview image is displayed.

[0377] This short-press button animation is performed in one of two modes, including a normal color mode in which the button image 710 is displayed in a normal color, and a red mode in which the button image 710 is displayed in red. The short-press button animation may also be performed in a first mode in which the button image 710 flashes, or in a second mode in which the button image 710 moves up and down. In this case, the mode of change of the button image 710 may differ between the short-press button animation performed after the start of the reach animation but before the announcement of a jackpot (Figure 22(h)) and the short-press button animation performed immediately before the announcement animation before the start of the reach animation (Figure 28). For example, the flashing cycle of the button image 710 may differ between the short-press button animation of the first mode of change performed before the start of the reach animation and the short-press button animation of the first mode of change performed after the start of the reach animation. Furthermore, the period of up-and-down movement of the button image 710 may differ between the second variation of the button short-press operation animation performed before the reach animation begins and the second variation of the button short-press operation animation performed after the reach animation begins. Also, the probability of winning a jackpot may differ between the red variation of the button short-press operation animation performed before the reach animation begins and the red variation of the button short-press operation animation performed after the reach animation begins, with the latter having a higher probability of winning than the former.

[0378] Also, as shown in FIG. 29, when a rapid-fire operation effect is performed before the reach effect is performed, an emphasis image 841a that emphasizes the button image 710 may be displayed around the button image 710. Also, a sound corresponding to the emphasis image 841a is output. A gauge image is displayed in the rapid-fire operation effect. When the effect button 17 is pressed once in the rapid-fire operation effect, one gauge is accumulated. Also, in response to the pressing of the effect button 17, an emphasis image 842a that emphasizes the button image 710 is displayed and a sound corresponding to the operation is output. The emphasis image 842a is an image that is displayed in response to the pressing of the button and is displayed for a predetermined period from the pressing of the button. In contrast, the emphasis image 841a is an image that is displayed regardless of the pressing of the button during the rapid-fire operation effect and is continuously displayed during the rapid-fire operation effect. The rapid-fire operation effect continues until the gauge reaches MAX or until the operation valid period elapses. When the gauge reaches MAX, the rapid-fire operation effect ends and the next effect is performed. In FIG. 29, a preview image is displayed after the effect button 17 is pressed multiple times.

[0379] This rapid-fire button press animation is performed in one of two modes, including a normal color mode in which the button image 710 is displayed in a normal color, and a red mode in which the button image 710 is displayed in red. The rapid-fire button press animation may also be performed in a first mode in which the button image 710 flashes, or in a second mode in which the button image 710 moves up and down. In this case, the mode of change of the button image 710 may di...

Claims

[Claim 1] A gaming machine that allows for special gameplay that is advantageous to the player, A determination means for making a determination, It comprises a performance control means for controlling the performance, The aforementioned performance control means is It is possible to perform a variation effect in which the performance symbols are displayed in a variable manner, and then the performance symbols that announce the result of the judgment are displayed in a stopped manner. In the aforementioned variation effect, a first emphasis effect can be performed, which displays an image that emphasizes the effect symbols. The effects can be adjusted according to the operation of the first adjustment means. The effects can be adjusted according to the operation of the second adjustment means. It is possible to perform an action prompting the user to operate the first operating means, In response to the operation on the first operating means during the aforementioned operation and performance, a predetermined performance can be executed. When no operation is performed on the first operating means, a second emphasis effect, which is different from the predetermined effect, can be executed to emphasize the operation effect. In the aforementioned operation and performance, it is possible to perform a change performance that involves periodic changes, It is possible to perform specific notification regarding the operation of the second operating means, The specific notification can be executed during the aforementioned operation and performance. As a presentation mode that indicates the state of gameplay, it is possible to set either the first presentation mode or the second presentation mode. It is possible to make the sound during the second emphasis effect different depending on whether the operation effect is performed when the first effect mode is set or when the operation effect is performed when the second effect mode is set. It is possible to make the sound during the first emphasis performance different depending on whether the first emphasis performance is performed when the first performance mode is set or when the first emphasis performance is performed when the second performance mode is set. In response to the operation of the first adjustment means, it is possible to provide a predetermined notification and adjust the effect of the first emphasis effect. The aforementioned change effect includes a first change effect that can be performed in the first cycle, and a second change effect that can be performed in a second cycle different from the first cycle, in this gaming machine.

Citation Information

Patent Citations

  • Game machine

    JP2015096091A

  • Game machine

    JP2020156939A

  • Game machine

    JP2021097817A

  • Game machine

    JP2022073364A

  • JPP7811811B

Cited By

  • Game machine

    JP2025105806A

  • Game machine

    JP2025105807A

  • Game machine

    JP2025105808A