Gaming machine

The gaming machine improves player engagement through pre-determined game control and emphasis performances, offering a more entertaining gaming experience.

JP7910785B2Active Publication Date: 2026-08-25KYORAKU IND CO LTD
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Patent Information

Application Number
JP2024121762
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-07-29
Publication Date
2026-08-25
Estimated Expiration
2044-07-29

AI Technical Summary

Technical Problem

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

Method used

The gaming machine incorporates determination means for pre-determining and controlling game progress, storage of determination information, and performance control to execute a special game with varying emphasis performances and animations, suggesting and emphasizing the possibility of a special game through multiple stages of emphasis effects.

Benefits of technology

This enhances the entertainment value by providing a more engaging and interactive gaming experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of improving the amusement of a performance.SOLUTION: The game machine can execute a variation performance for varying and then stopping an identification display, can display a corresponding display corresponding to determination information, can execute a first emphasis performance related to the corresponding display, can execute a notice performance for suggesting a possibility of a special game in the variation performance, can execute a second emphasis performance for emphasizing the notice performance, and can execute a progress performance related to a predetermined object that can progress from a first state to a second state. A first image can be displayed before a progress performance is executed, a second image can be displayed after the progress performance is executed, a second emphasis performance can be executed when the progress performance is executed, and the second emphasis performance is more easily executed when the first emphasis performance is executed than when the first emphasis performance is not executed.SELECTED DRAWING: Figure 11
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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 special game is to be executed by a winning of a game ball in a start port, 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 along with the special symbol being 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] [[ID=第34]] In a conventional gaming machine, there was 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 employs 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 that is advantageous to the player, and comprises: determination means for determining determination information; game control means for controlling the progress of the game and transmitting predetermined commands based on the determination result of the determination means; storage means for storing the determination information; pre-determination means for pre-determining the determination information before the determination by the determination means; and performance control means for controlling performances based on commands from the game control means, wherein the performance control means is capable of performing a variation performance that changes and then stops an identification display; is capable of displaying a corresponding display that corresponds to the determination information; is capable of performing a first emphasis performance related to the corresponding display based on the result of the pre-determination or the determination result of the determination means, On the side in front of the background image It is possible to perform a pre-announcement effect that suggests the possibility of the aforementioned special game, and emphasizes the aforementioned pre-announcement effect. This is a stylistic choice and is different from the aforementioned background image. Execute the second emphasis performance. There are times when this is done and times when the second emphasis effect is not performed. , It is possible to display the identification display in a special manner that suggests the possibility of a special game being played, and in response to the display of the identification display in the special manner, it is possible to perform a third emphasis performance that emphasizes the identification display in the special manner, it is possible to display a specific identification display that suggests a special game is being played, and when the specific identification display is temporarily stopped, it is possible to perform a fourth emphasis performance that emphasizes the specific identification display, and when the specific identification display is stopped, the fourth emphasis performance is not performed. It is possible to perform a progression animation for a predetermined object that can progress from a first state to a second state, a first image can be displayed before the progression animation is performed, a second image can be displayed after the progression animation is performed, the second emphasis animation can be performed when the progression animation is performed, and the second emphasis animation is more likely to be performed when the first emphasis animation is performed than when the first emphasis animation is not performed. Furthermore, the fourth emphasis effect is more likely to be executed when the first, second, and third emphasis effects are executed than when the first emphasis effect is not executed but the second and third emphasis effects are executed. . [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 portion of the front side of gaming machine 1 [Figure 3] Perspective view of the back of gaming machine 1 [Figure 4] Overall block diagram of gaming machine 1 [Figure 5] This figure shows an example of a jackpot determination table for the first embodiment of the gaming machine 1. [Figure 6] Fig. showing an example of the symbol determination table of the gaming machine 1 in the first embodiment [Figure 7] Fig. showing an example of the game flow of the gaming machine 1 in the first embodiment [Figure 8] Fig. showing an example of the image displayed on the screen of the first image display device 70 of the gaming machine in the first embodiment [Figure 9] Fig. showing an example of the effect in the first embodiment, showing an example of the effect when there is a reserved winning that will be determined as a big win during the variable effect when the X mode in the normal mode is set [Figure 10] Fig. showing an example of the effect following Fig. 9 [Figure 11] Fig. showing an example of the effect following Fig. 10 [Figure 12] Fig. showing an example of the effect following Fig. 11 [Figure 13] Fig. showing an example of the effect following Fig. 12 [Figure 14] Fig. showing an example of the effect following Fig. 13 [Figure 15] Fig. showing an example of the effect following Fig. 14 [Figure 16] [[ID=3I]]Fig. showing an example of the effect in the first embodiment, showing an example of the effect in the first specific mode [Figure 17] Fig. showing an example of the effect performed following Fig. 16 [Figure 18] Fig. showing an example of the effect performed following Fig. 17 [Figure 19] Fig. showing an example of the effect in the first embodiment, showing an example of the effect in the second specific mode [Figure 20] Explanatory drawing for explaining the outline of the stop control in the gaming machine 1 of this embodiment [Figure 21] Explanatory drawing for explaining the state when the stop control is performed during the operation of the second start opening / closing member 48 [Figure 22] Explanatory drawing for explaining the relationship between the stop control and the presence or absence of the payout operation in response to the winning of a game ball in a predetermined winning port [Figure 23]Explanatory drawing for explaining the calculation and display of the base value when the value of the difference counter reaches 95000 [Figure 24] Explanatory drawing for explaining the operation notice display MSY1 [Figure 25] Explanatory drawing for explaining a modified example of the display mode of the operation notice display [Figure 26] Explanatory drawing for explaining the arrival display MTH [Figure 27] Explanatory drawing for explaining the stop display [Figure 28] Explanatory drawing for explaining the handling of various holds when the stop control is performed during the variable display of the special symbol [Figure 29] Explanatory drawing for explaining the handling of various holds when the stop control is performed during the big win game [Figure 30] Figure showing an example of the effect performed when the operation notice display MSY1 is displayed in FIG. 15 and when the arrival display MTH is displayed and not displayed during the big win game [Figure 31] Figure showing an example of the effect performed when the operation notice display MSY1 is displayed in FIGS. 18(1-3) and 18(2-3) and when the arrival display MTH is displayed during the big win game [Figure 32] Figure showing a timing chart showing 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 in an example of the variable effect in the second embodiment is a big win [Figure 33] Figure showing an example of the effect at each timing of FIG. 32 [Figure 34] Figure showing an example of the effect performed following FIG. 33 [Figure 35] Figure showing an example of the big win symbol emphasis effect when an effect symbol suggesting a big win is displayed in the SPSP reach effect in the normal mode [Figure 36] Figure showing an example of the big win symbol emphasis effect when an effect symbol suggesting a big win is displayed in the special mode [Figure 37]Figure showing an example of a timing chart from the start of variation to the N-reach effect in the normal mode [Figure 38] Figure showing an example of the effect from the start of variation to the N-reach effect in the normal mode, and an example of the image displayed on the screen at each timing in FIG. 37 [Figure 39] Figure showing an example of the effect from the start of variation to the N-reach effect in the normal mode, and an example of the effect when a different effect symbol is used as the reach symbol [Figure 40] Figure showing an example of the effect from the start of variation to the N-reach effect in the special mode [Figure 41] Figure showing an example of the effect from the start of variation to the N-reach effect in the special mode, and an example of the effect when a different effect symbol is used as the reach symbol [Figure 42] Figure showing an example of a timing chart of the effect after the SP-reach effect in the normal mode [Figure 43] Figure showing an example of the effect after the SP-reach effect in the normal mode, and an example of the image displayed on the screen at each timing in FIG. 42 [Figure 44] Figure showing an example of the effect when the reach effect is performed using an effect symbol different from that in FIG. 43 [Figure 45] Figure showing an example of the effect after the SP-reach effect in the special mode [Figure 46] Figure showing an example of the effect after the SP-reach effect in the normal mode, and an example of the effect when a miss is notified in the SPSP-reach effect [Figure 47] Figure showing an example of the full-rotation reach effect in the normal mode [Figure 48] Figure showing an example of the effect when the effect symbol indicating a miss is stopped from being displayed [Figure 49] Figure showing an example of the effect when a short button press operation effect is performed immediately before the preview effect before the reach effect [Figure 50] Figure showing an example of the effect when a continuous pressing operation effect is performed immediately before the preview effect before the reach effect [Figure 51] This diagram shows an example of a sequence where a button-pressing sequence is performed immediately before a pre-announcement sequence that precedes a reach sequence. [Figure 52] This diagram shows an example of an operation animation and a corresponding pre-announcement animation performed during the display of pseudo-1 variation. [Figure 53] This diagram shows an example of an operation animation and a corresponding pre-announcement animation performed during the pseudo-2 variation display. [Figure 54] This diagram shows an example of a timing chart for the variation of special symbols after a big win has occurred. [Figure 55] 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 54. [Figure 56] A diagram comparing specific notification A and specific notification B. [Figure 57] Flowchart showing the main processing in the main control unit 100 [Figure 58] Flowchart showing timer interrupt processing in the main control unit 100 [Figure 59] Detailed flowchart of the input control process in step S200 shown in Figure 58 [Figure 60] Detailed flowchart of the first start port switch process in step S210 of Figure 59 [Figure 61] Detailed flowchart of the second start port switch process in step S220 of Figure 59 [Figure 62] Detailed flowchart of the specific area switching process in step S250 in Figure 59 [Figure 63] Detailed flowchart of the special electrical control process in step S300 of Figure 58 [Figure 64] Flowchart showing the special symbol determination process in step S320 of Figure 63 [Figure 65] Flowchart showing the jackpot determination process in step S3207 of Figure 64 [Figure 66] Flowchart showing the variation pattern determination process in step S3208 of Figure 64 [Figure 67]This figure shows an example of a normal variation pattern table Tn used in normal gameplay. [Figure 68] This figure shows an example of a low-base time reduction variation pattern table Ta used in low-base time reduction conditions. [Figure 69] This figure shows an example of a variation pattern table Tb used in a high base time reduction state. [Figure 70] Flowchart showing the special symbol variation process in step S330 of Figure 63 [Figure 71] Flowchart showing the special symbol stop process in step S340 of Figure 63 [Figure 72] Detailed flowchart showing the jackpot game processing in step S350 of Figure 63 [Figure 73] Flowchart showing the minor win game processing in step S360 of Figure 63 [Figure 74] Flowchart showing the jackpot game termination process in step S370 of Figure 63 [Figure 75] A flowchart showing an example of timer interrupt processing performed in the performance control unit 130. [Figure 76] A flowchart showing an example of the command reception process in step E10 of Figure 75. [Figure 77] A flowchart showing an example of the variation start command processing in step E113 of Figure 76. [Figure 78] A flowchart showing an example of timer interrupt processing performed in the image and sound control unit 140. [Modes for carrying out the invention]

[0010] <First Embodiment> The following will provide a detailed description of the gaming machine 1 according to the first embodiment, 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 back 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, 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, 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 state or loss state). 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) 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 or more than four. When a first hold item is stored, a pre-determination is performed based on the stored special symbol judgment information. In the pre-determination, it is determined whether or not it is a jackpot, the variation pattern, etc.

[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) that is 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 item may not be stored at all. When a second hold item is stored, a pre-determination is performed based on the stored special symbol judgment information. In the pre-determination, it is determined whether or not it is a jackpot, the variation pattern, etc.

[0061] The regular symbol hold indicator 65 is composed 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 there may be fewer or more than four, or no regular symbol hold information may be stored at all. When regular symbol hold information is stored, a pre-determination may be performed based on the stored regular symbol judgment information.

[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 prop 73 for performing prop 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 is not being performed, a pre-judgment effect (also called a pre-read effect) based on the results of a pre-judgment, a variation effect (variation effect by effect symbol 701) that is performed when the special symbol variation is being performed, a variation effect (update variation) of the small symbol 702 that is performed when the special symbol variation is being performed, and a jackpot effect that is performed when a jackpot game is being played.

[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 a hold icon HA and a corresponding icon TI. The hold icon HA is, for example, an example of a corresponding display that corresponds to the display of the fluctuation of the held performance symbols, and is an icon that indicates the hold of the right to determine a jackpot related to a special symbol. The hold icon HA may also be an icon that indicates the hold of the right to determine a win related to a regular symbol. A maximum of four hold icons HA are displayed. Furthermore, the corresponding icon TI is an example of a corresponding display that corresponds to the display of the fluctuation of the current performance symbols, and is, for example, a fluctuation icon that indicates the fluctuation of the current special symbol. The icon TI may also be a fluctuation icon that indicates the fluctuation of the current regular symbol. The images displayed on the first image display device 70 will be described in detail later.

[0082] The movable mechanism 73 has one or more movable members that can be operated, and is capable of performing a mechanism effect by performing predetermined actions while the first image display device 70 is performing a variation display of the effect symbols 701. In addition, the movable mechanism 73 is provided with a panel lighting device 74 having multiple decorative LEDs, which can emit light in a predetermined manner while the mechanism effect is being performed.

[0083] Specifically, the movable mechanism 73 moves (up and down) between a standby position (first position) located above the upper edge of the first image display device 70, an appearance position (second position) located below the upper edge and overlapping a portion 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. In the standby position, the movable mechanism 73 is hidden from view on the game board and is not visible or difficult to see for the player. In other words, normally, the movable mechanism 73 is hidden from view on the game board. When a mechanism performance is performed, if the movable mechanism 73 is moved to the second position, a portion of it becomes visible, and if it is moved to the third position, the entire thing becomes visible.

[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, using the overall block diagram of the gaming machine 1 shown in Figure 4, we will explain the control means for controlling the progress of the game. 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 part 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 prop 73, and the panel lighting device 74. The LEDs provided in the frame lighting device 10, the panel lighting device 74, and the effect button device 16, which are controlled by the lamp control unit 150, are sometimes referred to as frame lamps, panel lamps, and effect button lamps, respectively.

[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, we will describe the game states of the gaming machine 1 according to the first embodiment. In the first embodiment, the gaming machine 1 has three game states: a normal game state (normal state), a time-saving game state A (time-saving state A), and a time-saving game state B (time-saving state B). Hereafter, when time-saving state A and time-saving state B are not distinguished, they may be referred to as "time-saving state."

[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 opening 47 when a win is determined in the normal symbol judgment (special second start 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 1 second, and the opening time of the second start opening 47 (special 2nd start opening time) when a win is achieved in the regular symbol judgment is set to 3 seconds. In 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, shortened play state A is a more advantageous state for the player than the normal play state, and it is easier to win a prize in the second start opening 47.

[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 2nd start opening time) when a win is achieved in the regular symbol judgment is set to 3 seconds. The shortened play state B is more advantageous for the player than the normal play state and the shortened play state A (advantageous state), and it is easier to win a prize in the second start opening 47. Hereafter, shortened play state A or shortened play state B may 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, and in time-saving game state A or 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 1 / 100, for example, 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 big wins and small wins in the gaming machine 1 of this embodiment will be described. Figure 5 is a diagram showing an example of a big win determination table for the gaming machine 1 of the first embodiment. Figure 5(1) is a table showing the big win probability, and Figure 5(2) is a table showing the small win probability. As shown in Figure 5(1), when a special symbol determination is made based on the entry of a game ball into the first start port 45 (referred to as "Special 1") or the second start port 47 (referred to as "Special 2"), the probability of determining a big win is 1 / 199. If a big win is determined, after a predetermined amount of time has elapsed, a special symbol indicating a big win (big win symbol) will be displayed, and a big win game will be played.

[0141] Furthermore, as shown in Figure 5(2), when a special symbol is determined based on the entry of a game ball into the second starting opening 47, the probability of it being determined to be a minor win is 1 / 90. If it is determined to be a minor win, a minor win game is played, and if the player shoots to the right, there is a 1 / 1 probability that the game ball will pass through the specific area 52 during the minor win game. If the game ball passes through the specific area 52 during the minor win game, it becomes a big win (Type 2 big win), and a big win game is played.

[0142] (Pattern determination table) Figure 6 shows an example of a symbol determination table for the gaming machine 1 in the first embodiment. Figure 6(1) 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 based on special 1 or special 2 winning is determined to be a jackpot. Figure 6(1) is an example of a minor win symbol determination table for determining the minor win symbol (type of minor win) when the result of the special symbol determination based on special 2 winning is determined to be a minor win.

[0143] As shown in Figure 6(1), 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 obtained when the game ball enters the starting gate and the game state. Specifically, in the normal state, if a jackpot is determined, jackpot symbol A is determined at a rate of 1%, jackpot symbol B is determined at a rate of 54%, and jackpot symbol C is determined at a rate of 45%. Jackpot symbol A is a symbol that indicates a 10R time-saving jackpot, and after 10 rounds of gameplay, it transitions to a time-saving game state (time-saving state B) with 120 time-saving rounds. Jackpot symbol B is a symbol that indicates a 4R time-saving jackpot, and after 4 rounds of gameplay, it transitions to a time-saving game state (time-saving state A) with 60 time-saving rounds. The winning symbol C indicates a 4R regular jackpot, and after four rounds of gameplay, the game returns to the normal state.

[0144] Furthermore, in the time-saving state A, if a jackpot is determined, there is a 27.5% chance that jackpot symbol D will be determined, and a 72.5% chance that jackpot symbol E will be determined. Jackpot symbol D is a symbol that indicates a 10R time-saving jackpot, and after 10 rounds of gameplay, it transitions to a time-saving game state (time-saving state B) with 120 rounds of time-saving gameplay. Jackpot symbol E is a symbol that indicates a 10R time-saving jackpot, and after 10 rounds of gameplay, it transitions to a time-saving game state (time-saving state A) with 60 rounds of time-saving gameplay.

[0145] Furthermore, if 120 special symbol variations occur after Time-Saving State A is set, or if 60 special symbol variations occur after Time-Saving State B is set, a remaining reserve state will be created with 4 variations of the second special symbol remaining. If a jackpot is determined in the second special symbol judgment related to the remaining reserve, jackpot symbol D will be determined with a 27.5% probability, and jackpot symbol E will be determined with a 72.5% probability. After jackpot gameplay is performed with jackpot symbol D displayed as the stop, the game transitions to Time-Saving Game State B with 120 time-saving spins. After jackpot gameplay is performed with jackpot symbol E displayed as the stop, the game transitions to Time-Saving Game State A with 60 time-saving spins.

[0146] Furthermore, as shown in Figure 6(2), if the special symbol judgment based on the second special symbol win is determined to be a minor win, the special symbol indicating a minor win (minor win symbol) is determined based on the minor win symbol random value obtained when the game ball enters the start gate and the game state. Specifically, in time-saving state A, if the second special symbol judgment is determined to be a minor win, minor win symbol K1 is determined at a rate of 27.5%, and minor win symbol K2 is determined at a rate of 72.5%. Minor win symbol K1 is a symbol that indicates a 10R time-saving big win. If the minor win symbol K1 is displayed, a minor win game is played in which the first major prize slot 50 is converted from a closed state to an open state in a predetermined manner. If the game ball passes through a specific area 52 during the minor win game, a round game is played in which the second major prize slot 56 is converted from a closed state to an open state in a predetermined manner nine times, resulting in a two-type major win game. Combining this minor win game and the two-type major win game, a total of 10 rounds of major wins is played. If the minor win symbol K1 is displayed, after the major win game is played, the game transitions to a time-saving game state with 120 time-saving rounds (time-saving state B). The minor win symbol K2 is a symbol that indicates a total of 10 rounds of time-saving major wins. If the minor win symbol K2 is displayed, after the major win game is played, the game transitions to a time-saving game state with 60 time-saving rounds (time-saving state A).

[0147] Furthermore, in the shortened time state B, if a minor win is determined by the second special symbol judgment, the minor win symbol K1 is determined with 100% probability, and after the big win game is played, the game transitions to a shortened time game state (shortened time state B) with 120 shortened time rounds.

[0148] Furthermore, if a minor win is determined in the second special symbol judgment related to the remaining reserved symbols, minor win symbol K1 is determined with a 27.5% probability, and minor win symbol K2 is determined with a 72.5% probability. After minor win symbol K1 is displayed and a big win game is played, the game transitions to a time-saving game state with 120 time-saving rounds (time-saving state B). After minor win symbol K2 is displayed and a big win game is played, the game transitions to a time-saving game state with 60 time-saving rounds (time-saving state A).

[0149] In addition to big wins, small wins, and misses as a result of the special symbol judgment, there may also be a special miss where a big win or small win game does not occur, but the game transitions to a time-saving state (so-called C time-saving state).

[0150] Furthermore, the system may be configured to transition to a time-saving state (so-called B time-saving state) when the number of special symbol variations reaches a predetermined number (for example, 500 times) after the RWM clearing process or setting change process has been performed, or after a jackpot game has been played.

[0151] Here, we will explain the game flow of the gaming machine 1. Figure 7 is a diagram showing an example of the game flow of the gaming machine 1 according to the first embodiment.

[0152] In normal gameplay (normal mode), the game is basically played by shooting to the left, and the first special symbol is determined. As shown in Figure 7, if a jackpot is won in normal gameplay with a probability of 1 / 199, a win notification animation will be performed to announce that a special game will be executed, for example, by lining up three even-numbered symbols (any of the 2, 4, 6, or 8 symbols), three odd-numbered symbols (any of the 1, 3, 5, or 9 symbols), or three "7" symbols, after going through the reach animation described later. In addition, if a jackpot is won in normal gameplay with a probability of 1 / 199, a win notification animation may be performed by displaying one or more special symbols (special symbols) that suggest the execution of a special game, for example, without going through (or going through) the reach animation. Specifically, if a jackpot is announced by matching 7 symbols, the game will transition to the second specific mode (time-saving state B) after the jackpot game. If a jackpot is announced by matching odd-numbered symbols, the game will transition to the first specific mode (time-saving state A) after the jackpot game. If a jackpot is announced by matching even-numbered symbols, the game will transition to either the first specific mode (time-saving state A) or normal mode (normal state) after the jackpot game. Specifically, during a jackpot game, a challenge sequence is performed to hype whether the player will succeed or fail. If the sequence is successful, the game will transition to the first specific mode (time-saving state A) after the jackpot game. If the sequence is unsuccessful, the game will transition to normal mode (normal state) after the jackpot game. Also, if a jackpot announcement sequence is performed using special symbols, the game will transition to normal mode (normal state) after the jackpot game.

[0153] More specifically, if you win with the special winning symbol A mentioned above, the win notification will always be triggered by matching 7 symbols. If you win with the winning symbol B, the win notification will be triggered by matching either odd or even symbols. For example, if you win with the winning symbol B, there is a 50% chance of matching odd symbols and a 50% chance of matching even symbols. Note that when you win with the winning symbol B, the probability of matching odd symbols may be greater or less than the probability of matching even symbols. If you win with the winning symbol C, for example, there is an 80% chance of the win notification being triggered by matching even symbols and a 20% chance of the win notification being triggered by a special symbol.

[0154] When the game enters the first specific mode (time-saving state A), the time-saving state continues until the special symbols have been rotated 60 times (until the 60th rotation is completed), and the second start gate 47 is more likely to open. The first specific mode (time-saving state A) continues for the period until these 60 rotations and the four reserved second special symbols (4 remaining reserved rotations) at the end of the 60th rotation are consumed. The first specific mode (time-saving state A) is more advantageous than the normal state but less advantageous than the second specific mode (time-saving state B), and the continuation rate, which indicates the probability of this state continuing, is approximately "65%". In the first specific mode, if a minor win or a major win is achieved in the second special symbol judgment, the first bonus, second bonus, or third bonus will be announced. The announcement of the first bonus, second bonus, or third bonus may occur after the symbols are aligned. If the first bonus is announced, a 10-round jackpot game (a jackpot game via a minor win if a minor win is achieved, or a jackpot game if a jackpot is achieved) is played, after which the game transitions to the first specific mode. If the second bonus is announced, a transition prompt is given during the 10-round jackpot game to indicate whether or not to transition to the second specific mode. If the transition prompt is successful, the game transitions to the second specific mode after the jackpot. On the other hand, if the transition prompt is unsuccessful, the game transitions to the first specific mode after the jackpot. If the third bonus is announced, a 10-round jackpot game (a jackpot game via a minor win if a minor win is achieved, or a jackpot game if a jackpot is achieved) is played, after which the game transitions to the second specific mode. If a jackpot is announced with the 7 symbol lined up, the third bonus may be more likely to be announced.

[0155] When the game transitions to the second specific mode (time-saving state B), the time-saving state continues until 120 special symbol spins have occurred (until the 120th spin is completed), and the second start gate 47 is more likely to open. The second specific mode (time-saving state B) continues until these 120 spins and the remaining 4 spins have been completed. The second specific mode (time-saving state B) is the most advantageous state for the player, and the continuation rate, which indicates the probability of this state continuing, is approximately "87%". In the second specific mode, if a minor or major win is achieved in the second special symbol judgment, the 7 symbols will line up, and a 10R major win game will be played. After the major win game, the game will transition to the second specific mode with 100% certainty. Furthermore, if a minor or major win is achieved with the remaining reserved spins, after the 10-round major win game, there is a 27.5% chance of transitioning to the first specific mode and a 72.5% chance of transitioning to the second specific mode.

[0156] (Performance Mode) In the gaming machine 1 of this embodiment, a performance mode is set according to the game state. The performance mode is an appearance of performance symbols that change in accordance with the change of special symbols, background music during the display of the changing performance symbols, background music during reach performances (for example, the N reach performance and SP reach performance described later), background images, hold icons and said icons, a hold stand that shows the display area of ​​the hold icons and / or said icons, a mode display that shows the performance mode, etc. These appearances differ depending on the performance mode.

[0157] In this embodiment, there is a normal mode set in the normal game state, and a special mode set in the time-saving game state which is more advantageous to the player than the normal game state. The special mode includes a first special mode set in time-saving game state A (advantageous state A), which is more advantageous to the player than the normal game state, and a second special mode set in time-saving game state B (advantageous state B), which is more advantageous to the player than time-saving game state A.

[0158] (Explanation of the main screen) Figure 8 shows an example of an image displayed on the screen of the first image display device 70 of the gaming machine in the first embodiment. Figure 8(1) shows an example of an image displayed on the screen of the first image display device 70 in normal mode, and Figure 8(2) shows an example of an image displayed on the screen of the first image display device 70 in the first specific mode. Figure 8(3) shows an example of an image displayed on the screen of the first image display device 70 in the second specific mode.

[0159] As shown in Figure 8(1), in normal mode, the screen of the first image display device 70 (hereinafter sometimes referred to as the "main screen") displays a background image 700A. The background image is the background image for each image displayed on the main screen (for example, the performance symbol 701, the small symbol 702, the first hold icon HA, the said icon TI, the first number hold SHA, the 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 of the individual images. The images displayed on the main screen are managed by multiple layers, and the background image is drawn on the innermost layer (the layer with the lowest display priority).

[0160] As shown in Figure 8(2), in the first specific mode, a background image 700B for the first specific mode, which is different from that in the normal mode, is displayed as the background image. Also, as shown in Figure 8(3), in the second specific mode, a background image 700C for the second specific mode is displayed. In addition, in the first and second specific modes, the right-hand shooting notification image 901 is displayed. Also, in the first and second specific modes, the remaining number of spins for the special symbol in the time-saving state, the remaining time-saving display NJK, is displayed.

[0161] Furthermore, multiple background images and BGM tracks may be available for each mode. For example, the Normal Mode, the First Specific Mode, and the Second Specific Mode may each have multiple modes (stages), with different background images and BGM for each stage. Also, while the Normal Mode may have multiple modes (stages), the First Specific Mode and the Second Specific Mode may each have only one mode. In addition, in the First Specific Mode and the Second Specific Mode, the mode (stage) may change depending on the number of spins after the end of the special game (depending on the number of spins remaining in the advantageous state).

[0162] As shown in Figure 8(1), the performance symbols 701 for normal mode are displayed in the approximate center of the main screen. The performance symbols 701 are displayed in front of the background image (with priority over the background image). The performance symbols 701 consist of three performance symbols 701. The three performance symbols 701 are called, from left to right, left symbol 701L, middle symbol 701C, and right symbol 701R. The performance symbols 701 for normal mode include, for example, number symbols representing the numbers "1" through "9" and character images displayed as the background for the number symbols. Each number corresponds to a type of character. For example, the "1" symbol may consist of the number "1" and the first character, and the "2" symbol may consist of the number "2" and the second character. In addition to (or instead of) the number symbols, character symbols represented by letters such as "A" through "F", kanji, or kana characters may also be used. Multiple performance symbols 701 begin to display in a variable state in response to the start of the variable display of the special symbol, and stop displaying in response to the stop of the variable display of the special symbol. During a variable display using performance symbols 701, the character image of one of the performance symbols 701 may separate, resulting in a state where only the number symbol remains. Performance symbols for normal mode may be configured to include number symbols but not character images. Furthermore, there may be a first normal mode and a second normal mode, and performance symbols for the first normal mode and performance symbols for the second normal mode may be provided.

[0163] Furthermore, as shown in Figure 8(2), in the first specific mode, a special symbol 701 for the first specific mode is displayed in the area approximately in the center of the main screen. The special symbol 701 for the first specific mode is configured to include, for example, number symbols representing the numbers "1" through "9," but not characters. In addition to (or instead of) the number symbols, character symbols representing letters such as "A" through "F," or kanji or kana characters may also be used.

[0164] Furthermore, as shown in Figure 8(3), in the second specific mode, a different performance symbol 701 for the second specific mode is used compared to the first specific mode. Note that the performance symbols for the first specific mode and the performance symbols for the second specific mode may have the same display configuration. For example, the performance symbols for the second specific mode are configured to include number symbols representing the numbers "1" through "9" but not to include character images. Note that the performance symbols for the first specific mode and the performance symbols for the second specific mode may include number symbols and character images. Alternatively, one of the performance symbols for the first specific mode and the performance symbols for the second specific mode may include number symbols and character images, while the other includes number symbols but does not include character images.

[0165] In this way, different display patterns of the performance symbols 701 are used depending on the performance mode. In addition, in normal mode, the performance symbols "1" to "9" of the first display pattern and the performance symbols "1" to "9" of the second display pattern may be used. Furthermore, in the first specific mode, the performance symbols of the third display pattern may be used, and in the second specific mode, the performance symbols of the fourth display pattern may be used. Moreover, in each of the first and second specific modes, multiple display patterns of performance symbols may be used. For example, in the second specific mode, during the 1 to 100 spins after a big win, the performance symbols "1" to "9" of the fourth display pattern may be used, and during the spins from the 101st spin onward, the performance symbols "1" to "9" of the fifth display pattern may be used.

[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 combination of identical special symbol 701, such as "777" or "555", will stop and display. If the result of the special symbol judgment is a miss, a combination of symbols in which at least one of the three special symbol 701 is different from the others (for example, "121" or "248") will stop and display. Note that there may be normal misses and special misses as a result of the special symbol judgment, and different types of special symbols may stop and display depending on whether it is a normal miss or a special miss. If the result of the special symbol judgment in the normal state is a special miss, the game may transition to a time-saving game state (either time-saving state A or time-saving state B above, or a time-saving state that is less (or more) advantageous to the player than time-saving states A and B). For example, if it is a special miss, the performance symbols may be stopped and displayed in a manner that makes it easy for the player to 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 performance symbols may be stopped and displayed whether the result of the special symbol judgment is a normal miss or 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 pattern of the small symbol 702 is the same in all performance modes. However, the display pattern of the small symbol 702 may differ depending on the performance mode. For example, the display manner of the small symbol 702 (display manner, size, and color of the numerical image) may differ in the normal mode, the first specific mode, and the second specific mode, or either the display manner or the display position may differ. Alternatively, the display manner of the small symbol 702 may be the same in the first specific mode and the second specific mode, but different from that of the normal 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. As shown in Figure 8(1), in the normal state, the number of first hold icons HA (HA1~HA4) corresponding to the first hold number (U1) of the first special symbol are displayed on the hold pedestal 703. 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] Furthermore, as shown in Figures 8(2) and (3), in time-saving state A or time-saving state B, the number of second reserve icons HB (HB1~HB4) corresponding to the second reserve number (U2) of the second special symbol are displayed on the reserve base 703. A maximum of four second reserve icons HB are displayed. The second reserve icons HB1~HB4 are consumed in order from left to right. In time-saving state, the first reserve icon HA is not displayed. However, in time-saving state, the first reserve icon HA indicating the first reserve number of the first special symbol may also be displayed. Also, in time-saving state, the reserve base 703 may not be displayed, and only the second reserve icons HB may be displayed.

[0170] In normal circumstances, the second reserve icon HB, which corresponds to a win in the second starting slot 47, may or may not be displayed.

[0171] For example, when the first special symbol starts to change in the normal state, each first reserve icon HA shifts to the right, and the first reserve icon HA1 is displayed as the icon TI. The icon TI is the icon corresponding to the special symbol that is changing. The icon TI is displayed in the same way as the first reserve icon HA, but the icon TI is a larger image than the first reserve icon HA.

[0172] 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.

[0173] Furthermore, in both the normal and time-saving modes, 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 manner (digit image, size) and in the same position regardless of the performance mode. However, the display manner and position 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, only the first digit hold SHA is displayed, while in the first specific mode and the second specific 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.

[0175] Furthermore, in both the normal and time-saving modes, 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 change display of the first special symbol and stops in accordance with the stop display of the first special symbol. The fourth symbol 705b also changes (flashes) in accordance with the change display of the second special symbol and stops in accordance with the stop display of the second special symbol.

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

[0177] Furthermore, in both the normal and time-saving states, 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 first specific mode, and multiple mode indicators 708 indicating the second specific mode.

[0178] (Icon change effect) The display modes for the first hold icon HA and the corresponding icon TI include a normal mode (white) that does not suggest the likelihood of a big win, a special mode that suggests the likelihood of a win (e.g., blue, red, gold, rainbow), and a flashing mode that makes the player anticipate a change from the normal mode to the special mode. The special mode suggests a higher likelihood of a win than the normal mode, with blue, red, gold, and rainbow indicating increasing likelihood of a win. Rainbow indicates a 100% chance of a win.

[0179] Under normal circumstances, the first pending icon HA may be displayed in a special or flashing manner based on the results of a prior determination. After the first pending icon HA is displayed in its normal manner, it may change to a flashing manner or a special manner. In addition, when an additional first pending icon HA is displayed, it may be displayed in a special manner or a flashing manner.

[0180] Specifically, the display patterns of the first reserve icon HA and its corresponding icon TI are determined based on the results of a pre-determination. The scenario for the change of the first reserve icon HA is determined based on the results of a pre-determination performed when a reserve is awarded. For example, when the fourth reserve is awarded, it is determined how the first reserve icon HA4 will be displayed and at what timing it will change to which pattern. The display pattern of the corresponding icon TI is also determined when that icon TI is awarded. The display pattern of the corresponding icon TI may also change based on the results of a special symbol determination. Note that when the first reserve icon HA is displayed in the time-saving state, the first reserve icon HA will not change to the special pattern or flashing pattern described above.

[0181] Furthermore, the display modes for the second reserved icon HB and the icon TI include a normal mode (white) that does not suggest the likelihood of a big win or a small win, a special mode (blue, red, gold, rainbow) that suggests the likelihood of a win, and a flashing mode that makes the player anticipate a change from the normal mode to the special mode.

[0182] In the time-saving mode, the second hold icon HB may be displayed in a special manner or flashing manner based on the results of the pre-determination.

[0183] In the following, the first hold icon HA and the second hold icon HB may be collectively referred to as "hold icon." Also, the hold icon and the icon itself may be collectively referred to as "icon" or "corresponding display." Furthermore, an effect in which the hold icon changes to a different form than its normal form (special form or flashing form) is called a "hold icon change effect," and an effect in which the icon TI changes to a different form than its normal form is called the "icon change effect," and the "hold icon change effect" and the "icon change effect" may be collectively referred to as "icon change effect." In addition, an icon change prompt effect may occur before the icon change effect (before the hold icon or the icon changes). The icon change prompt effect is an effect that makes the player anticipate whether or not the hold icon or the icon will change. There are multiple forms of icon change prompt effects, and the possibility of the hold icon or the icon changing may differ depending on the form of the icon change prompt effect. The form of the icon change prompt effect may also suggest the display form of the hold icon or the icon after the change. For example, the icon change prompting effect of the first embodiment may suggest that the icon will change to the hold icon of the first embodiment or to that icon, and the icon change prompting effect of the second embodiment may suggest that the icon will change to the hold icon of the second embodiment or to that icon.

[0184] A winning sound is played when a hold icon is added. There are three types of winning sounds: a normal winning sound, a special winning sound, and a specific winning sound. The normal winning sound is played regardless of the result of the pre-determination and can be played in any of the following cases: a losing variation pattern (a variation pattern that performs a simple losing animation), a reach variation pattern (a variation pattern that performs a reach animation), or a jackpot variation pattern (a variation pattern that results in a jackpot). The special winning sound is played based on the result of the pre-determination and is played when the hold icon is displayed in a flashing or special manner. There are several types of special winning sounds, and they differ depending on the display manner of the hold icon. For example, when the hold icon is displayed in a flashing manner, the first special winning sound is played; when the hold icon is displayed in a blue manner, the second special winning sound is played; when the hold icon is displayed in a green manner, the third special winning sound is played; when the hold icon is displayed in a red manner, the fourth special winning sound is played; and when the hold icon is displayed in a gold manner, the fifth special winning sound is played. The more high-probability hold icons that appear, the louder the special winning sound will be.

[0185] Special winning sounds are output not only when a special type of hold icon is added, but also when a hold icon or the icon changes to a flashing or special type. A special winning sound is output according to the type of change. For example, when a normal hold icon changes to a flashing hold icon or the icon in question, the first special winning sound is output. Also, when a normal or flashing hold icon changes to a blue hold icon or the icon in question, the second special winning sound is output. Also, when a normal, flashing, or blue hold icon changes to a green hold icon or the icon in question, the third special winning sound is output. Also, when a normal, flashing, blue, or green hold icon changes to a red hold icon or the icon in question, the fourth special winning sound is output. Also, when a normal, flashing, blue, green, or red hold icon changes to a gold hold icon or the icon in question, the fifth special winning sound is output.

[0186] Furthermore, the special winning sound when a flashing or special-patterned hold icon is added may be different from the special winning sound when the displayed hold icon or the icon changes to a flashing or special pattern. The special winning sound when the displayed hold icon or the icon changes to a flashing or special pattern is sometimes referred to as the "icon change sound."

[0187] The specific winning sound is a sound output based on the results of a pre-determined judgment, but it is a different sound from the special winning sound, and is louder and longer than the special winning sound. The specific winning sound is a special sound output when a variation pattern that will produce a highly anticipated performance (for example, a variation pattern that will produce an SPSP reach performance) is pre-determined, and is an example of a specific winning performance described later. The specific winning sound may be output repeatedly (for example, twice) by looping predetermined sound data. In the specific winning performance, along with the specific winning sound performance that outputs the specific winning sound, a specific winning illumination performance is performed in which light-emitting means such as the frame lighting device 10, the panel lighting device 74, and the performance button device 16 illuminate. Details of the specific winning performance will be described later.

[0188] Furthermore, the hold icon and the icon have a special display mode (confirmation mode, e.g., rainbow color) that indicates that a special game will be played, and when the hold icon or the icon in the confirmation mode is displayed, a special sound (confirmation sound) may be output. The confirmation sound is longer than the fifth special winning sound, which has the highest expectation among the special winning sounds, and is longer than the specific winning sound. Also, the confirmation sound is louder than the fifth special winning sound and louder than the specific winning sound. The confirmation sound may be output repeatedly by looping predetermined sound data. If it is determined in the pre-determination that a special game will be played, the icon (hold icon or the icon) may be more likely to be in the confirmation mode after a hold winning than at the time of the hold winning. For example, the confirmation sound may be output more easily when the icon is displayed than when it is displayed as a hold icon. Also, if it is determined in the pre-determination that a special game will be played, the icon may be more likely to be in the confirmation mode and the confirmation sound may be output more easily in the first specific mode or the second specific mode than in normal mode. Furthermore, when the icon is displayed in a confirmed state, in addition to outputting a confirmation sound, effects such as illuminating a predetermined light-emitting means, vibrating the effect button 17 or other vibration means, operating a movable mechanism, operating a movable mechanism and illuminating the movable mechanism, illuminating a movable mechanism without operating it, or displaying a predetermined image on the screen may be performed.

[0189] The expected value of special winning sounds and specific winning sounds may differ depending on the performance mode. For example, in Mode 1, the expected value of the second special winning sound may be value 1, and the expected value of the specific winning sound may be value 2, which is greater than value 1. In Mode 2, the expected value of the second special winning sound may be value 3, which is greater than value 1, and the expected value of the specific winning sound may be value 4, which is greater than value 3. Furthermore, the expected value of special winning sounds may differ depending on the mode, while the expected value of specific winning sounds may be the same or approximately the same in all modes. For example, the expected value of the second special winning sound may be value 1 in Mode 1, value 3, which is greater than value 1 in Mode 2, while the expected value of specific winning sounds may be value 2, which is greater than value 1 in both Mode 1 and Mode 2. Conversely, the expected value of specific winning sounds may differ depending on the mode, while the expected value of special winning sounds may be the same or approximately the same in all modes. For example, the expected value of the second special winning sound may be the first value in both the first and second modes, while the expected value of the specific winning sound may be the third value, which is greater than the first value, in the first mode, and the fourth value, which is greater than the third value, in the second mode. Furthermore, the expected values ​​of the special winning sound and the specific winning sound may be reversed depending on the mode. For example, in the first mode, the expected value of the specific winning sound may be higher than that of the second special winning sound, and in the second mode, the expected value of the specific winning sound may be lower than that of the second special winning sound. Also, the expected values ​​of the special winning sound and the specific winning sound may differ depending on the settings made by the player. For example, the first mode described above may be a mode in which no settings have been made by the player, and the second mode described above may be a mode in which settings have been made by the player. Conversely, the first mode described above may be a mode in which settings have been made by the player, and the second mode described above may be a mode in which no settings have been made by the player.

[0190] The hold icon and the icon perform periodic movements. For example, the hold icon and the icon may always sway from side to side, or rotate in a certain direction. The hold icon and the icon perform periodic movements by repeatedly playing the icon image data corresponding to the hold icon and the icon's movements. The hold icon and the icon perform periodic movements at the same (or different) intervals. Special forms of the hold icon or the icon also perform periodic movements in the same way as the normal forms. However, special forms of the hold icon or the icon may perform periodic movements different from the normal forms. For example, the normal forms of the hold icon or the icon may perform periodic movements at a first interval, while special forms of the hold icon or the icon may perform periodic movements at a second interval that is shorter (or longer) than the first interval. Furthermore, blinking hold icons or the icon may perform periodic movements in the same way as the normal and special forms, or they may perform periodic movements different from the normal and special forms. For example, a blinking hold icon or the icon itself may perform periodic operation at a third cycle that is shorter (or longer) than the first and second cycles. Alternatively, a blinking hold icon or the icon itself may blink and emit light at a fourth cycle that is shorter (or longer) than the first, second, and third cycles.

[0191] Furthermore, a regular hold icon or such icon may perform periodic operation in a first cycle, a special hold icon or such icon may perform periodic operation in a second cycle, and a blinking hold icon or such icon may perform periodic operation in a third cycle. The periodic operation of an icon as used herein includes both the movement of the icon itself and the change in its color, pattern, size, etc., over time, even if the icon itself does not move.

[0192] (Adjusting volume and brightness) The gaming machine of this embodiment can adjust the volume and light intensity (adjust the production effect) using the cross key 19 and the volume and light intensity (adjust the production effect) using the changeover switch 22. For example, during the variation of the special symbol, the volume of 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 can be adjusted. Also, during the waiting period for customers (when neither the special symbol is varying nor the big win game is in progress), the volume of the production sound can be adjusted.

[0193] 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 intensity value using the cross key 19 and the changeover switch 22.

[0194] When a volume adjustment operation is performed using the cross key 19 during the waiting period for customers, a volume operation sound is output, and a volume gauge 720 indicating the volume value starts to be displayed. Each time a volume adjustment operation is performed using the cross key 19, the same volume operation sound is output, and the volume gauge 720 changes by "1". Note that the pitch of the volume operation sound may vary according to the volume. Also, the volume gauge 720 is displayed, for example, superimposed on the production symbol 701 on the right side of the screen. The volume gauge 720 is not superimposed on the small symbol 702 and the fourth symbol. The volume gauge 720 is hidden after a predetermined time (for example, 5 seconds) has elapsed since the volume adjustment operation was performed. On the other hand, when a volume adjustment operation is performed using the changeover switch 22 during the waiting period for customers, the volume operation sound is not output, and the volume gauge indicating the volume value is not started to be displayed. Note that when a volume adjustment operation is performed using the changeover switch 22 during the display of the volume gauge, the displayed volume gauge changes.

[0195] 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.

[0196] 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 special symbols are changing, the display of the volume gauge does not have to 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 does not have to 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 special symbols and is hidden after a predetermined time has elapsed (for example, 5 seconds) after the volume adjustment operation is performed. 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. Also, when the special symbols start changing and when they stop, the volume gauge 720 may be hidden and the output of the volume adjustment sound may be restricted. Furthermore, volume adjustment may be impossible when the special symbol starts to move and when it stops. 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. However, 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. Also, if volume adjustment is performed using the toggle switch 22 while the volume gauge is displayed, the displayed volume gauge 720 may not change.

[0197] 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.

[0198] 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.

[0199] 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.

[0200] 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.

[0201] 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.

[0202] 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.

[0203] 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.

[0204] 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.

[0205] 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.

[0206] (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".

[0207] 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.

[0208] 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.

[0209] 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.

[0210] 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.

[0211] 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 matching symbols, which are combinations of three of the same type of animation symbols that suggest a jackpot, are displayed, and multiple sets of matching symbols are displayed in a rotating manner. The probability of the full rotation reach animation occurring is lower than that of the SPSP reach animation.

[0212] Gaming machine 1 is capable of executing a series of variable animations in which the N-reach animation, SP-reach animation, and SPSP-reach animation are performed in sequence to announce a jackpot or a loss. Gaming machine 1 is also capable of executing a variable animation that develops from the N-reach animation to the SPSP-reach animation and announces a jackpot or a loss. Gaming machine 1 is also capable of executing a variable animation that develops from the N-reach animation to the SP-reach animation and announces a jackpot or a loss. Gaming machine 1 is also capable of executing a variable animation that develops from the variable display animation of the animation symbol 701 to the SP-reach animation or SPSP-reach animation and announces a jackpot or a loss without going through the N-reach animation. Gaming machine 1 is also capable of executing a variable animation that announces a jackpot or a loss from the N-reach animation. Gaming machine 1 is also capable of executing a variable animation that announces a jackpot from the variable display animation of the animation symbol 701 without going through any reach animations. When a jackpot is announced from an N-reach animation, and when a jackpot is announced without going through any reach animation, it may be easier to transition to a more advantageous state (second time-saving mode) after the special game than when a jackpot is announced via an SP-reach animation or an SPSP-reach animation.

[0213] In the following, when three different types of symbols 701 (for example, "142", "694", "118", etc.) stop and display without going through any reach animations, resulting in a loss, this is sometimes referred to as a "simple loss". Also, when the same type of symbols stop on the left and right after going through a reach animation, and a different symbol stops in the middle area, resulting in a loss, this is sometimes referred to as a "reach loss". Furthermore, simple losses and reach losses are sometimes collectively referred to simply as "loss". Also, when three of the same type of symbols 701 stop and display, either after going through a reach animation or without going through a reach animation, resulting in a big win or a small win, this is sometimes referred to as a "symbol match" or "big win".

[0214] (Operation performance) In this embodiment, during a variation animation, an action animation may be performed to prompt the player to operate, for example, the animation button 17. If the animation button 17 is operated during the action animation, an animation corresponding to the operation will be performed. The action animation can be performed at various timings during the variation animation. When the action animation is performed, the expectation level is higher than when it is not performed. Furthermore, the action animation may also be performed before the start of a jackpot game after the variation animation has ended or during a jackpot game. When the action animation is performed before the start of a jackpot game after the variation animation has ended or during a jackpot game, the expectation level of transitioning to a favorable state afterward may be higher than when the action animation is not performed.

[0215] The operation animations include a short-press animation that prompts the user to briefly press the animation button 17, a long-press animation that prompts the user to long-press the animation button 17, and a rapid-fire animation that prompts the user to repeatedly press the animation button 17. If the animation button 17 is briefly pressed (pressed and immediately released) during a short-press animation, an animation corresponding to that operation will be performed. Also, if the animation button 17 is long-pressed (held down) during a long-press animation, an animation corresponding to the duration of the long-press will be performed. For example, if the first animation is performed during the long-press period, and a predetermined period has elapsed since the long-press, the second animation will be performed. The first animation may be, for example, an animation in which an image gradually changes, and the second animation may be an animation performed after the image has changed. If the animation button 17 is repeatedly pressed (multiple short presses are performed in succession) during a rapid-fire animation, an animation corresponding to the rapid-fire will be performed. For example, if the animation button 17 is pressed each time it is pressed, the animation will change, and the animation will be executed after a predetermined number of presses have been made.

[0216] In the operation animation, an image resembling the animation button 17, an image resembling a hand operating the animation button 17, an image indicating the operation validity period, and an image indicating the operation method (for example, the words "Press" for a short press or "Press Long" for a long press) are displayed, and an illumination animation is performed to make the animation button 17 light up. The operation method may also be indicated by the movement pattern of the image resembling the animation button 17. Operation of the animation button 17 may be prompted by the periodic change in the display pattern of the image resembling the animation button 17. Operation of the animation button 17 may also be prompted by the periodic change in the illumination pattern of the animation button 17.

[0217] Furthermore, there are cases where the game does not explicitly prompt the player to operate the performance button 17, but instead uses effects that suggest operation. For example, instead of displaying an image resembling the performance button 17, the game may suggest operation of the performance button 17 by using a lighting effect that illuminates the button. Such effects that suggest operation are also sometimes referred to as "operation effects" in a broad sense.

[0218] Furthermore, in addition to the performance button 17, the gaming machine 1 may also be equipped with a second operating means (for example, a lever or button) that can be operated by the player, and an operation performance may be provided to prompt the player to operate the second operating means.

[0219] (proceeding performance) The gaming machine 1 of this embodiment is capable of performing progression sequences that move from a first state to a second or third state. For example, the progression sequence may be a sequence in which the background and objects move toward the player as the viewpoint moves in the depth direction of the screen, progressing from a first state to a second or third state. Alternatively, the progression sequence may be a sequence in which the viewpoint is fixed and the background and objects move toward the player as the viewpoint moves from the depth direction of the screen to the front, progressing from a first state to a second or third state. For example, the progression sequence may be a sequence in which a predetermined object (e.g., a background image, a panel image suggesting the sequence to be performed, glass, a screen, a door, a shutter, a character, a bullet or cannonball, an arrow, a rocket or other flying object, a hold icon, the icon, a sequence pattern, a button image modeled after a sequence button 17, etc.) moves toward the player, and the object cracks, breaks, explodes, or is destroyed, progressing from a first state (state before destruction) to a second state (state after destruction). Furthermore, the progression animation may be one in which the game progresses from the first state to the second state by the destruction of a predetermined object, without any movement of viewpoint or objects. Alternatively, the progression animation may be one in which a gauge increases or decreases.

[0220] The progression sequence includes a first mode, a second mode, and a third mode. The progression sequence of the first mode is a sequence in which an object progresses from a first state to a second state. For example, the progression sequence of the first mode may be a sequence in which a predetermined object is destroyed without cracking (becoming fragmented), thereby progressing from the initial state (first state) to the final state (destroyed state: second state).

[0221] The progression animation of the second mode is an animation in which the state progresses from the first state to the third state, and then further to the second state. For example, the progression animation of the second mode may be an animation in which a predetermined object progresses from an initial state (first state) through a cracked state (a state in the process of destruction: third state) to the final state (a destroyed state: second state). The third state (cracked state) in the progression animation of the second mode may have multiple modes depending on the degree of progression to the second state. For example, there may be third state A and third state B, with third state B being closer to the second state than third state A, for example, there may be more cracks or the area of ​​cracks may be wider. The probability of progressing to the second state in the progression animation may be higher in third state B than in third state A. Also, the expectation of a special game being played may be higher in third state B than in third state A. Note that the expectation may be the same for third state A and third state B. In addition, there may be three or more states in the third state.

[0222] Furthermore, the progression animation of the third mode is an animation in which the animation progresses from the first state to the third state and then ends without progressing to the second state. For example, the progression animation of the third mode may be an animation in which a predetermined object progresses from an initial state (first state) to a cracked state (third state) and ends in the third state without progressing to the second state (final state).

[0223] In the progression sequence, a predetermined sequence may be performed to create the expectation that the state will progress from the first state to the second or third state. For example, if the progression sequence is a sequence in which a predetermined object is destroyed, a predetermined sequence may be performed in which an attempt is made to destroy the predetermined object. For example, a predetermined sequence may be performed when a character appears. A first type of progression sequence may be performed in which the predetermined sequence is performed a first time (e.g., once or multiple times) to progress from the initial state (first state) to the second state (final state). Alternatively, a second type of progression sequence may be performed in which the predetermined sequence is performed a second time, more than the first time, to progress from the initial state (first state) through the third state (a state in which the predetermined object is cracked) to the second state (final state). A third type of progression sequence may be performed in which the predetermined sequence is performed a first or second time to progress from the initial state (first state) to the third state, but not to the second state (final state: destroyed state). The state may change each time the predetermined sequence is performed. For example, each time a predetermined effect is performed, the number of cracks in a predetermined object may increase, the area of ​​the cracks may expand, the size of the cracks may increase, or the predetermined object itself may enlarge or shrink.

[0224] In the progression sequence, there are cases where an operation sequence is performed and cases where no operation sequence is performed. When an operation sequence is performed in the progression sequence, one of the following is performed: rapid-fire operation sequence, short-press operation sequence, or long-press operation sequence. For example, when a rapid-fire operation sequence is performed in the progression sequence, each time the performance button 17 is pressed, a predetermined sequence is performed that attempts to destroy a predetermined object. Depending on the predetermined sequence, the cracks in the predetermined object may increase, the area of ​​the cracks may expand, the size of the cracks may increase, or the predetermined object itself may enlarge or shrink. When the performance button 17 is pressed a predetermined number of times, there are cases where the predetermined object is destroyed and the game progresses to the second state (final state), and cases where the predetermined object is not destroyed and the game does not progress to the second state. In response to the predetermined sequence performed in response to the pressing of the performance button 17, a vibration sequence may be performed in which the performance button 17 vibrates. When the vibration sequence is performed, the game may progress to the second state more easily than when the vibration sequence is not performed. Also, the progression sequence may be performed before the operation sequence. For example, a button image resembling the performance button 17 may be displayed, and a progression sequence may be performed in which the button image is destroyed. If the button image is destroyed during the progression sequence, an operation sequence may be performed. If an operation sequence is performed, the expectation level may be high. Conversely, if the button image is destroyed during the progression sequence, an operation sequence may not be performed, and if the button image is not destroyed during the progression sequence, an operation sequence may not be performed.

[0225] Furthermore, in the progression sequence, if a long-press operation is performed, pressing and holding the performance button 17 will cause the cracks in a predetermined object to increase, the area of ​​the cracks to expand, the size of the cracks to increase, or the predetermined object itself to expand or contract during the long-press. After a predetermined time has elapsed since the long-press, the predetermined object may be destroyed and the sequence may progress to the second state (final state), or the predetermined object may not be destroyed and the sequence may not progress to the second state. Depending on the increase in cracks or expansion of the crack area during the long-press of the performance button 17, a vibration effect may be performed in which the performance button 17 vibrates. If the vibration effect is performed, the sequence may progress to the second state more easily than if the vibration effect is not performed.

[0226] Furthermore, in the progression sequence, if a short-press operation is performed, there are two possibilities: either a predetermined object is destroyed and the sequence progresses to the second state (final state), or the predetermined object is not destroyed and the sequence does not progress to the second state. If the predetermined object is not destroyed, the sequence may end with a crack appearing on the object, or the sequence may end without a crack appearing on the object. If the predetermined object is destroyed and the sequence progresses to the second state in response to a short-press of the sequence button 17, a vibration sequence may be performed in which the sequence button 17 vibrates.

[0227] If no action is performed on the action button 17 during an action sequence, the action corresponding to the aforementioned action will be limited. For example, if the cracks of a predetermined object increase in response to pressing the action button 17 during a rapid-fire action, the cracks will not increase if the action button 17 is not pressed. Also, if the action button 17 is not held down during a long-press action, the cracks will not increase. If no action is performed during an action sequence, the action sequence will progress to a predetermined state and end as the operation validity period expires. For example, if an action sequence is performed that is determined to progress to the second state (final state), and the action button 17 is not pressed, the predetermined object will suddenly progress from a state where it is not cracked (a state where the cracks have not increased) to the second state (final state) at the time the operation validity period expires. If the action button 17 is operated on partway through an action sequence, but then the operation is stopped, the cracks of the predetermined object will progress partway, and the action sequence will progress to a predetermined state and end at the time the operation validity period expires. Furthermore, if no operation is performed during the operation animation, the animation may end without progressing to a predetermined state, depending on the elapsed operation validity period. For example, if an animation is performed that is determined to progress to the second state (final state), and the animation button 17 is not pressed, the animation may end without progressing to the second state (final state) when the operation validity period expires. In this case, other animations that would be executed when the animation progresses to the second state may be executed when the operation validity period expires. Alternatively, if an animation is performed that is determined to progress to the second state (final state), and the animation button 17 is not pressed, the animation may end without progressing to the second state (final state) when the operation validity period expires, and other animations that would be executed when the animation progresses to the second state may not be executed.

[0228] If the progression sequence reaches the second state (final state) (for example, if a predetermined object is destroyed), a change in the sequence occurs. That is, the manner of the sequence changes before and after the progression sequence. If the progression sequence reaches the second state, a predetermined sequence may be started. Also, for example, before the progression sequence is performed (or before the progression sequence is performed and progresses to the second state), a first background image may be displayed, and if the progression sequence reaches the second state, a second background image may be displayed. The second background image may be an image with a higher expectation level than the first background image. Also, before the progression sequence is performed (or before the progression sequence is performed and progresses to the second state), a first sequence symbol may be displayed, and if the progression sequence reaches the second state, a second sequence symbol may be displayed. Also, before the progression sequence is performed (or before the progression sequence is performed and progresses to the second state), an unclear image may be displayed, and if the progression sequence reaches the second state, a clear image may be displayed. Also, if the progression sequence reaches the second state, a suggestive image indicating development to a specific sequence may be displayed, and the sequence may develop to that specific sequence. Before the progression sequence is performed (or before the progression sequence is performed and the game progresses to the second state), the suggestive image may be displayed as an unclear image, or no image related to the suggestive image may be displayed at all. Also, before the progression sequence is performed (or before the progression sequence is performed and the game progresses to the second state), the hold icon of the first form or the icon may be displayed, and if the game progresses to the second state during the progression sequence, the hold icon of the second form, which has a higher expectation level than the first form, or the icon may be displayed. In addition, the various emphasis sequences described below may be performed before and after the progression sequence. For example, before the progression sequence is performed (or before the progression sequence is performed and the game progresses to the second state), the first emphasis sequence may be performed, and if the game progresses to the second state during the progression sequence, the second emphasis sequence, which has a higher expectation level than the first form, may be performed. Also, the form of the emphasis sequence described below may change before and after the progression sequence. For example, before the progression sequence is performed (or before the progression sequence is performed and the game progresses to the second state), the emphasis sequence of the first form may be performed, and if the game progresses to the second state during the progression sequence, the emphasis sequence of the second form, which has a higher expectation level than the first form, may be performed. Furthermore, if the game progresses to the second state during the progression sequence, a predetermined character may appear.Furthermore, before the progression sequence is performed (or before the progression sequence is performed and the game progresses to the second state), the first character may appear, and if the game progresses to the second state during the progression sequence, the second character may appear. Also, before the progression sequence is performed (or before the progression sequence is performed and the game progresses to the second state), a predetermined character may be displayed in the first form, and if the game progresses to the second state during the progression sequence, the predetermined character may be displayed in the second form.

[0229] If the progression sequence does not proceed to the second state (final state) (for example, if a predetermined object is not destroyed), such a change in the sequence will not occur, and a simple miss sequence will be performed afterward. Even if the progression sequence does not proceed to the second state, a sequence other than the simple miss sequence may be performed to continue the variation sequence, and a big win may be announced at the end. For example, if a predetermined sequence in the progression sequence attempts to destroy the animation symbols, and the progression sequence is in the third state (a state in between the final state), cracks will appear on the animation symbols. If the progression sequence has progressed to the third state, but does not proceed to the second state (final state), the animation symbols will not be destroyed, the cracks on the animation symbols will return to normal, and the progression sequence will end. After that, the variation sequence may continue by further varying the animation symbols that have returned to normal, or the animation symbols that have returned to normal may be displayed as stopped and a miss may be announced. There may be cases where the variation sequence continues by further varying the animation symbols that have returned to normal, and cases where the animation symbols that have returned to normal may be displayed as stopped and a miss may be announced. Such effects attempting to destroy the performance symbols may be performed during the reach performance. For example, an effect attempting to destroy the performance symbols displayed in the middle area may be performed. Alternatively, such effects may be performed before the reach performance. For example, after a performance symbol temporarily stops in the left area, an effect may be performed in the right area to determine whether the same or different type of performance symbol as in the left area will temporarily stop, and an effect attempting to destroy the performance symbol that has temporarily stopped or is about to temporarily stop in the right area may be performed. Furthermore, when a panel image suggesting development to a predetermined performance is displayed and the performance develops to that predetermined performance, an effect attempting to destroy the panel image may be performed as a predetermined effect in the progression performance. In this case, when the progression performance is progressing to the third state (a state intermediate to the final state), cracks will appear in the panel image. If the progression performance progresses to the third state and does not progress to the second state (final state), the panel image will not be destroyed, and the progression performance may end and the panel image may disappear without the cracks in the panel image returning to normal. After the progression animation ends and the panel image is removed, the losing result may be announced and the variation animation may end, or another animation may be performed and the variation animation may continue.

[0230] Also, when a progress performance is carried out using a stage symbol, a performance that attempts to destroy the stage symbol may be carried out, and there may be cases where the stage symbol is destroyed and a big win occurs, and cases where the stage symbol is not destroyed and is replaced by another stage symbol. Furthermore, a progress performance may be carried out using that other stage symbol.

[0231] The progress performance may be carried out at various timings of the variable performance. In one variable performance, there may be cases where multiple progress performances are carried out.

[0232] Also, when progressing to the second state in the progress performance, a specific performance with a high expectation level for the special game may be likely to be executed. Also, there are multiple modes with different expectation levels in the progress performance of the third aspect, and compared to the case where the progress performance of the third aspect A is carried out, when the progress performance of the third aspect B is carried out, it is easier to progress to the second state in the progress performance, and furthermore, each emphasized performance (symbol emphasis performance at the time of variable stop, emphasis performance related to the preview performance, emphasis performance related to the stage performance, pseudo consecutive emphasis performance, reach symbol emphasis performance, first accessory emphasis performance, emphasis performance related to the character, emphasis performance related to the object, emphasis performance related to the operation performance, second accessory emphasis performance, big win symbol emphasis performance) may be likely to be executed.

[0233] In addition, there may be multiple types of progression presentations. For example, the progression presentation may include a first progression presentation using a first object and a second progression presentation using a second object. For example, the first progression presentation may be a presentation in which the first object is destroyed and progresses from a first state to a second state (final state), and the second progression presentation may be a presentation in which the second object progresses from an unfinished state to a completed state and progresses from the first state to the second state. The first progression presentation using the first object and the second progression presentation using the second object may be executed simultaneously. For example, the execution period of the first progression presentation using the first object and the execution period of the second progression presentation using the second object may overlap. Also, after the first progression presentation using the first object, the second progression presentation using the second object may be performed in one variation presentation or over a plurality of variation presentations.

[0234] In addition, the first progression presentation and the second progression presentation may have different degrees of expectation of transitioning to an advantageous state thereafter. For example, the second progression presentation may have a higher degree of expectation than the first progression presentation.

[0235] Also, before the progression presentation is started, a precursor presentation suggesting the progression presentation may be performed. The precursor presentation may be a presentation performed in a manner that clearly allows recognition of the start of the progression presentation, or may be a presentation performed in a manner that makes it impossible or difficult to recognize the start of the progression presentation, or may be a presentation that implies that the progression presentation will be performed. The precursor presentation may be, for example, the brightness or darkness of a background image. For example, when a relatively bright first background is displayed, the possibility of performing the progression presentation may be low, and when a relatively dark second background is displayed, the possibility of performing the progression presentation may be high. The possibility of performing the progression presentation may differ depending on the mode of the precursor presentation. Also, the possibility of progressing to the second state (final state) in the subsequent progression presentation may differ depending on the mode of the precursor presentation.

[0236] Also, in the variable performance, a first progression performance is performed, and then a first performance is performed. After the first performance, a second progression performance may or may not be performed. When the second progression performance is performed, a second performance with a higher expectation level than the first performance may be performed.

[0237] When multiple progression performances are performed in the variable performance, the shorter the elapsed time from the start of the variation, the easier it is for the number of predetermined performances to be less (or more), and the longer the elapsed time from the start of the variation, the easier it is for the number of predetermined performances to be more (or less). For example, in the previous stage performance of the variable performance (for example, the stage before a specific performance with a high expectation level is executed), the number of predetermined performances may be easily less (or more). Also, for example, in the later stage performance of the variable performance (for example, the stage after a specific performance with a high expectation level is started), the number of predetermined performances may be easily more (or less). For example, in the previous stage performance of a certain variable performance, a first progression performance with a relatively small number of predetermined performances may be more easily executed than a second progression performance with a relatively large number. Also, in the later stage performance of a certain variable performance, a second progression performance with a relatively large number of predetermined performances may be more easily executed than a first progression performance with a relatively small number. Conversely, in the previous stage performance of a certain variable performance, the second progression performance may be more easily executed than the first progression performance, and in the later stage performance, the first progression performance may be more easily executed than the second progression performance.

[0238] Furthermore, the first progression sequence, which has fewer predetermined effects, may have a higher expectation level than the second progression sequence, which has more predetermined effects. Conversely, the second progression sequence may have a higher expectation level than the first progression sequence. Also, the expectation level (the expectation level of being notified of a big win or a small win in that variation sequence) may differ depending on the timing of when the first and second progression sequences are executed. For example, the expectation level may be higher (or lower) when the first progression sequence is performed in the later part of a variation sequence than when it is performed in the earlier part of the variation sequence. Also, the expectation level may be higher (or lower) when the second progression sequence is performed in the later part of a variation sequence than when it is performed in the earlier part of the variation sequence.

[0239] Furthermore, before or during the progression sequence, a progression suggestion sequence may be performed that hints at the sequence that will be performed after the progression sequence reaches the second state (final state). For example, the progression suggestion sequence may be a semi-transparent image of the image displayed when the progression sequence reaches the second state (final state) (e.g., the second background image), and this semi-transparent image may be displayed during the progression sequence or before the progression sequence begins. Alternatively, the progression suggestion sequence may be a part of the image displayed when the progression sequence reaches the second state (final state) (e.g., the second background image), and this part of the image may be displayed during the progression sequence or before the progression sequence begins. Alternatively, the progression suggestion sequence may be a silhouette of the image displayed when the progression sequence reaches the second state (final state), and this silhouette may be displayed during the progression sequence or before the progression sequence begins. Additionally, the progression suggestion sequence may be a sequence that hints at the sound that will be output when the progression sequence reaches the second state (final state). Furthermore, the progress indication effect may be performed using any of the following: images, sound, light effects using light-emitting means, or vibration effects using the effect button 17. There are multiple forms of progress indication effects, and the likelihood of the progress effect progressing to the second state (final state) may differ depending on the form of the progress indication effect. For example, the first form of progress indication effect is an effect that displays the image that will be displayed when the progress effect progresses to the second state in a semi-transparent manner, and the second form of progress indication effect is an effect that displays a part of the image that will be displayed when the progress effect progresses to the second state, and the progress effect may progress to the second state more easily when the second form of progress indication effect is performed than when the first form of progress indication effect is performed.

[0240] The performance control unit 130 decides whether or not to perform the above-mentioned progression performance based on the variation pattern. Specifically, the performance control unit 130 decides whether or not to perform the progression performance at each timing in the variation performance by performing a lottery using a random number for the performance based on the variation pattern.

[0241] (emphasis) In the gaming machine of this embodiment, emphasis effects may be performed. An emphasis effect is an effect that emphasizes a particular effect, and when it is performed, the expectation of transitioning to a state that is more advantageous to the player (for example, a state in which a special game is being played, or a game state that is more advantageous than a normal game state) increases compared to when it is not performed. An emphasis effect is an effect that draws the player's attention to a target effect and is an effect that appeals to the player (appealing effect). In this embodiment, there are multiple types of emphasis effects. For example, an emphasis image that emphasizes a target image may be displayed as an emphasis effect. An emphasis effect may be an image added to a target image, and includes effect images displayed around the target image, images displayed inside the target image, images superimposed on the target image, images displayed behind the target image, etc. Also, as an emphasis effect, the target image may be enlarged or reduced, the shape of the target image may be deformed, or the brightness of the target image may be changed. Furthermore, the emphasis effects are not limited to effects that display images, but may also include sound effects that output sound, light effects that cause light-emitting means (LEDs provided on the effect button device 16, launch handle 15, movable prop 73, frame lighting device 10, panel lighting device 74, etc.) to light up, vibration effects that cause the effect button 17 to vibrate, effects that generate wind, and so on.

[0242] The emphasis effects include, for example, emphasis effects related to corresponding displays (hold icons or the icons themselves), emphasis effects related to effect symbols, emphasis effects related to preview effects, emphasis effects related to operation effects, emphasis effects related to movable parts, emphasis effects related to characters, and emphasis effects related to objects.

[0243] (Emphasis on the display of correspondence) The emphasis effect related to the corresponding display is an emphasis effect that accompanies the display of the corresponding display and is performed based on the results of a pre-determination or special symbol determination. The emphasis effect related to the corresponding display may include highlighting the corresponding display by changing its size, such as by enlarging or shrinking it; making the corresponding display light up or having the characters included in the corresponding display perform an action; displaying effects on the corresponding display itself or around the corresponding display; displaying effects in the background of the corresponding display; or making the corresponding display crack or tear. Furthermore, the emphasis effect related to the corresponding display may include making a predetermined light-emitting means (e.g., frame lamp, board lamp, effect button 17) light up in a color of the same color as the effect or a predetermined color, or outputting a predetermined sound (the special winning sound, icon change sound, specific winning sound mentioned above), in conjunction with displaying an effect on the corresponding display. For example, the emphasis effect related to the corresponding display includes an icon emphasis effect performed on the corresponding display when a game ball enters the game or after a predetermined time has elapsed since the game ball entered. The icon emphasis effect may be performed when at least a part of the effect symbol is difficult to see, or when it is easy to see. Icon highlighting effects are more likely to be executed when the animation symbols are easily visible. Furthermore, icon highlighting effects may be executed even when at least a portion of the animation symbols are difficult to see. The highlighting effect for hold icons may be more likely to be executed when the animation symbols are easily visible than when at least a portion of the animation symbols are difficult to see. Also, the highlighting effect for said icons may be more likely to be executed when the animation symbols are easily visible than when at least a portion of the animation symbols are difficult to see. Furthermore, the highlighting effect for hold icons may be more likely to be executed when at least a portion of the animation symbols are difficult to see than when the animation symbols are easily visible. Also, the highlighting effect for said icons may be more likely to be executed when at least a portion of the animation symbols are difficult to see than when the animation symbols are easily visible.

[0244] Icon emphasis effects include effects that change the corresponding display to a special mode, effects that display effect images suggesting the level of expectation around (or superimposed on) the corresponding display in its normal mode, flashing mode, or special mode, and effects that display images suggesting effects to be performed in the fluctuations related to the corresponding display. There are multiple modes of icon emphasis effects, and the level of expectation differs depending on the mode of the icon emphasis effect. The corresponding display operates periodically in a first cycle, and the effect images displayed on the corresponding display may operate periodically in the same first cycle or a different second cycle.

[0245] For example, as an icon highlighting effect, an effect image may be displayed on the hold icon or the corresponding icon (corresponding display). The effect image may have multiple forms depending on the level of expectation. The corresponding display operates periodically, and the effect image also operates periodically along with it. There may be multiple forms of periodic operation for the corresponding display and the effect image, and the level of expectation may differ depending on the operation form.

[0246] Furthermore, as an icon highlighting effect, when a hold icon or the corresponding icon (corresponding display) changes from its normal state to a special state, an icon change sound (the same sound as the special winning sound) corresponding to the changed state may be output. For example, when a hold icon changes from a low-expectancy state (e.g., normal state, flashing state, blue, green) to a high-expectancy state (red, gold, etc.), an icon change sound corresponding to the changed state may be output. Also, when a hold icon changes from a low-expectancy state to a high-expectancy state, an effect image may be added to the hold icon for a moment, and then the effect image may be removed and the hold icon in the high-expectancy state may be displayed.

[0247] An icon change prompting animation (icon change suggestion animation) may be performed before the icon emphasis animation is performed, and the proportion of times the icon emphasis animation is performed may differ depending on the type of icon change prompting animation. The icon emphasis animation may be more likely to be performed when the second type of icon change prompting animation is performed than when the first type of icon change prompting animation is performed.

[0248] Furthermore, depending on the type of icon emphasis effect, the proportion of times a specific combination of symbols indicating a loss (a chance symbol) stops in the spin preceding the spin related to the held icon in which the icon emphasis effect is being performed will differ, and the type of symbol emphasis effect at the time of spin stop, as described later, will also differ. For example, when the first type of icon emphasis effect is performed, the specific combination of symbols of the first type is more likely to stop and the symbol emphasis effect at the time of spin stop of the first type will also be more likely to be performed. When the second type of icon emphasis effect is performed, the specific combination of symbols of the second type is more likely to stop and the symbol emphasis effect at the time of spin stop of the second type will also be more likely to be performed.

[0249] Furthermore, if certain conditions are met during a variation animation, the execution of the icon highlighting animation may be restricted. For example, the execution of the icon highlighting animation may be restricted during a reach animation in a variation animation. In addition, the execution of the icon highlighting animation may be restricted during certain highlighting animations among the various highlighting animations (for example, reach symbol highlighting animation, highlighting animation related to movable parts, highlighting animation related to characters, highlighting animation related to objects, and jackpot symbol highlighting animation).

[0250] (Special prize winning animation) The emphasis effects related to the corresponding display are effects performed when a game ball enters a prize, and include specific prize-winning effects that suggest a high expectation of a change in the symbols related to that prize. Specific prize-winning effects are performed when a specific result (hereinafter referred to as the specific pre-determination result) is obtained in the pre-determination. The specific pre-determination result is when a change pattern in which an effect with an expectation level greater than a predetermined value (for example, 30% or more) is pre-determined, for example, when a change pattern in which a specific SP reach effect, SPSP reach effect, or full rotation reach effect is pre-determined. There are multiple forms of specific prize-winning effects depending on the expectation level. The specific prize-winning effects will be described below. In the following, the target of the pre-determination will be referred to as the "pre-read target," and a pre-read target with a specific pre-determination result will be referred to as the "specific pre-read target."

[0251] When a specific winning animation is performed when a hold icon is added, the added hold icon may be displayed in a normal manner, a flashing manner, or a special manner. For example, when a hold icon is added in a normal manner when a hold is won, the specific winning animation may be performed. When a hold icon is added in a normal manner when a hold is won and the specific winning animation is performed, the icon may be more likely to change during the fluctuation of the specific pre-read target than when the hold icon is added in a special manner when a hold is won and the specific winning animation is performed.

[0252] When a special winning animation is performed, a hold icon of a relatively low probability is more likely to be displayed. For example, when a special winning animation is performed, a normal or flashing hold icon is more likely to be displayed than a red hold icon. Also, when a special winning animation is performed, a blue hold icon is more likely to be displayed than a red hold icon. When a normal or flashing hold icon is displayed when a special winning animation is performed, the icon is more likely to change to a special form (e.g., red or gold) in the pre-read target variation than when a normal or flashing hold icon is displayed without a special winning animation. Also, for example, when the final display form of the icon is red, and a special winning animation is performed when the final red icon is displayed (when a win is achieved), the hold icon is more likely to be displayed in a normal or flashing form than when a red hold icon is displayed. In other words, if a specific winning animation is performed when a reserved ball is won, the reserved ball icon is more likely to turn red during a specific pre-announcement target spin than when the reserved ball is won.

[0253] The specific winning performance includes a specific winning sound effect that outputs a specific winning sound when additional hold icons are displayed in response to the winning of a game ball. The specific winning sound is a sound that makes the player expect a special game to be played, and is louder and longer than the normal winning sound and the special winning sound. When the specific winning sound effect is executed, compared to when it is not executed, it is easier to execute enhanced effects related to the performance symbols (such as reach symbol enhancement effects, jackpot symbol enhancement effects, etc.), enhanced effects related to preview effects, enhanced effects related to movable accessories, enhanced effects related to operation effects, enhanced effects related to characters, and enhanced effects related to objects in the variation of the specific prediction target. There may be multiple modes for the specific winning sound effect according to the degree of expectation. For example, as the specific winning sound effect, there may be an effect where the first specific winning sound (for example, the expectation degree is 30%) is output, an effect where the second specific winning sound with a higher expectation degree than the first specific winning sound (for example, the expectation degree is 50%) is output, and an effect where the third specific winning sound (for example, the expectation degree is 100%) indicating that a special game is to be executed is output.

[0254] Also, for example, the hold icon may be additionally displayed in a special mode together with the specific winning sound effect. When the first specific winning sound is output as the specific winning sound effect, the hold icon is likely to be additionally displayed in the first special mode, and when the second specific winning sound with a higher expectation degree than the first specific winning sound is output as the specific winning sound effect, the hold icon may be more likely to be additionally displayed in the second special mode with a higher expectation degree than the first special mode.

[0255] When the hold icon is additionally displayed in a special mode together with the specific winning sound effect, the specific winning sound may be preferentially output over the special winning sound corresponding to the mode of the additionally displayed hold icon. For example, when the hold icon is additionally displayed in red together with the specific winning sound effect, the output of the fourth special winning sound corresponding to red may be restricted, and the specific winning sound may be output.

[0256] When a specific winning sound performance is carried out, the volume of other sounds may be decreased immediately before. The decrease in volume here includes reducing the volume from the current first volume to a second volume smaller than the first volume and setting the first volume to zero. For example, when a specific winning sound performance is carried out during the output of BGM in a variable performance, the volume of the BGM may be decreased and the specific winning sound may be output. When the output of the specific winning sound ends, the volume of the BGM is restored. Also, when a specific winning sound performance is carried out during the output of a predetermined performance sound (for example, a sound related to a voice performance of a dialogue preview) in a variable performance, the volume of the performance sound may be decreased and the specific winning sound may be output. When the output of the specific winning sound ends, the volume of the performance sound is restored.

[0257] When a specific winning sound performance as a specific winning performance at the time of additional display of the hold icon is not carried out, a normal winning sound or a special winning sound is output.

[0258] Also, the specific winning performance at the time of winning includes a specific winning light emission performance in which a light emitting means (LEDs such as the frame lighting device 10, the board lighting device 74, the performance button device 16, the firing handle 15, etc.) emits light when the hold icon is additionally displayed. For example, as the specific winning light emission performance, a performance in which at least a part of the performance button 17 emits light, a performance in which at least a part of the movable accessory 73 emits light, a performance in which at least a part of the frame lighting device 10 emits light, a performance in which at least a part of the game board emits light, a performance in which at least a part of the firing handle emits light, etc. may be carried out. The light emission mode when the movable accessory 73 emits light in the specific winning light emission performance is different from the light emission mode when the movable accessory 73 emits light in the accessory performance. Also, the light emission mode when the performance button 17 emits light in the specific winning light emission performance is different from the light emission mode when the performance button 17 emits light in the operation performance.

[0259] There may be multiple modes for the special winning animation depending on the level of expectation. For example, there may be a first special winning animation in which the light-emitting means is illuminated with a first light-emitting pattern (for example, with an expectation level of 30%), a second special winning animation in which the light-emitting means is illuminated with a second light-emitting pattern that has a higher expectation level than the first light-emitting pattern (for example, with an expectation level of 50%), and a third special winning animation in which the light-emitting pattern is illuminated with a third light-emitting pattern that suggests that a special game will be played (for example, with an expectation level of 100%).

[0260] Furthermore, the special winning animation includes a special winning vibration animation in which the animation button 17 and the launch handle 15 vibrate when the reserve icon is displayed. The special winning vibration animation may have multiple forms depending on the level of expectation, or it may have only one form.

[0261] Furthermore, the special winning animation may include a special winning animation in which the movable mechanism 73 (or a different movable mechanism than the movable mechanism 73) operates when the hold icon is displayed. When the special winning animation is executed, a special winning illumination animation is also executed in which the illumination means of the movable mechanism illuminates. In addition, an image that emphasizes the movable mechanism is displayed as the background of the movable mechanism on the first image display device, and this image makes it difficult to see, for example, the animation symbols.

[0262] Furthermore, the special winning animation may include a special winning illumination animation in which the light-emitting means of the movable mechanism illuminates without the movable mechanism itself moving. Furthermore, the special winning animation may also include a special winning image animation in which a specific image is displayed on the image display device 70 or 71 without the movable mechanism moving.

[0263] Furthermore, the special winning sound effect may not be performed when the hold icon is added, but may be performed at a predetermined timing thereafter. When the hold icon or the icon changes to the first special form, the first special winning sound may be more likely to be output, and when the hold icon or the icon changes to the second special form, the second special winning sound may be more likely to be output.

[0264] Furthermore, the above-mentioned special winning animation may not be performed when the reserve icon is added, but may be performed at a predetermined timing thereafter. For example, when a reserve has a specific pre-judgment result, the execution of the special winning animation may be restricted, and the special winning animation may be performed at the start of the variation of the pre-read target that has the specific pre-judgment result.

[0265] The special winning animation can be performed in any of the following modes: Normal Mode, First Special Mode, or Second Special Mode. The form of the special winning animation may be the same in any of these modes. Alternatively, the form of the special winning animation may differ depending on the animation mode. For example, in Normal Mode, the first form of the special winning animation may be more likely to occur, while in the First Special Mode or Second Special Mode, the second form of the special winning animation may be more likely to occur. Furthermore, the form of the special winning animation may differ depending on the level of expectation.

[0266] Multiple types of special winning animations may be performed simultaneously. For example, the special winning sound animation and the special winning light animation may be performed simultaneously. When the special winning sound animation and the special winning light animation are performed simultaneously, they may start and end at the same time. Alternatively, they may start and end simultaneously, with the special winning sound animation ending first, followed by the special winning light animation. In other words, the special winning sound animation may end before the special winning light animation. Conversely, the special winning sound animation and the special winning light animation may start and end simultaneously, with the special winning light animation ending before the special winning sound animation. Furthermore, when the special winning sound animation and the special winning light animation are performed simultaneously, the special winning light animation may continue even after the special winning sound animation has ended. For example, the light-up effect upon winning a specific prize may continue until a predetermined timing in the variation of a specific pre-read target (for example, at the start of the variation or at the start of the reach effect).

[0267] Furthermore, when the specific winning sound effect and the specific winning light effect are executed simultaneously, either the specific winning sound effect or the specific winning light effect may start executing first. For example, the specific winning sound effect may start while the specific winning light effect is in progress. Also, the specific winning light effect may start while the specific winning sound effect is in progress. When either the specific winning sound effect or the specific winning light effect starts executing first, the specific winning sound effect and the specific winning light effect may end simultaneously, or the effect that started first may end first, or the effect that started first may end later.

[0268] The manner of the special winning sound effect (type of sound) may differ depending on the performance mode, while the manner of the special winning light effect (light color, light pattern) may be common to multiple performance modes. For example, in normal mode, the first type of special winning sound effect and the first type of special winning light effect may be executed more easily, while in the first or second special mode, the second type of special winning sound effect and the first type of special winning light effect may be executed more easily. The manner of the special winning sound effect may be common to multiple performance modes, and the manner of the special winning light effect may be common to multiple performance modes. Furthermore, while the manner of the special winning sound effect may be common to multiple performance modes, the manner of the special winning light effect may differ depending on the performance mode. For example, in normal mode, the first type of special winning sound effect and the first type of special winning light effect may be executed more easily, while in the first or second special mode, the first type of special winning sound effect and the second type of special winning light effect may be executed more easily.

[0269] Furthermore, the specific winning sound effect, the specific winning light effect, and the specific winning vibration effect may occur simultaneously. In this case, the specific winning sound effect, the specific winning light effect, and the specific winning vibration effect may start and end simultaneously. Also, the specific winning sound effect, the specific winning light effect, and the specific winning vibration effect may start and end at different times. For example, the specific winning sound effect and the specific winning light effect may end later (or earlier) than the specific winning vibration effect. Any of these effects may end later. Also, the probability that the specific winning sound effect and the specific winning light effect occur simultaneously may be higher (or lower) than the probability that the specific winning sound effect and / or the specific winning light effect and the specific winning vibration effect occur simultaneously.

[0270] Furthermore, the specific winning sound effect, the specific winning light effect, the specific winning vibration effect, and the specific winning mechanism effect may be performed simultaneously. In this case, the specific winning sound effect, the specific winning light effect, the specific winning vibration effect, and the specific winning mechanism effect may start and end simultaneously. The specific winning sound effect, the specific winning light effect, the specific winning vibration effect, and the specific winning mechanism effect may start and end at different times. For example, the specific winning mechanism effect may end after (or before) the specific winning sound effect, the specific winning light effect, and the specific winning vibration effect. Any of these effects may end later.

[0271] The specific winning performance can be executed during the execution of the variable performance. The variable performance includes a first period (e.g., before the reach performance) and a second period after the first period (e.g., during the SP reach performance or the SPSP reach performance). The specific winning performance may be more likely to be executed in the first period than in the second period. In the second period, the execution of the specific winning performance may be restricted. For example, even if there is a reserved winning with a specific pre-judgment result, the execution of the specific winning performance may be restricted in the second period. Also, for example, during an operation performance that prompts an operation on the performance button 17 in the variable performance, the execution of the specific winning performance may be restricted. Also, during an emphasis performance related to the operation performance, the execution of the specific winning performance may be restricted. For example, when the variable performance includes a first operation performance and a second operation performance performed after the first operation performance, the execution of the specific winning performance is not restricted during the first operation performance, and the execution of the specific winning performance may be restricted during the second operation performance. Also, the execution of the specific winning performance may be restricted during the reach performance. Also, the execution of the specific winning performance may be restricted during the reach symbol emphasis performance. Also, the specific winning performance is not restricted during the first preview performance, and the specific winning performance may be restricted during the second preview performance with a higher expectation level than the first preview performance. Also, during an emphasis performance related to the preview performance, the execution of the specific winning performance may be restricted. Also, the specific winning performance may be restricted during a predetermined period before a notification performance that notifies whether it is a big win (or a small win) at the end of the reach performance. Also, the execution of the specific winning performance may be restricted during the big win notification performance that notifies a big win (or a small win). Also, the execution of the specific winning performance may be restricted during the big win symbol emphasis performance. Also, after the big win notification performance is started, the execution of the specific winning performance may be restricted. Also, after the big win notification performance ends, the execution of the specific winning performance may be restricted. Also, during a specific notification that warns the player (e.g., a left hit notification that prompts a left hit when the player accidentally makes a right hit, a notification that warns that the door is open, etc.), the execution of the specific winning performance may be restricted. Note that the specific winning performance may be configured to be executable even during the execution of each of the performances exemplified here.

[0272] Furthermore, during the execution of certain effects in the variable effects, the execution of specific winning effects may be restricted. For example, during the execution of a confirmation effect that suggests a special game will be played (such as a premium announcement), the execution of specific winning effects may be restricted. However, even during the execution of a confirmation effect that suggests a special game will be played, the execution of specific winning effects does not have to be restricted.

[0273] Furthermore, the execution of specific winning animations may be restricted during a predetermined period immediately preceding a notification animation that indicates whether or not a special game will be played. Also, the execution of specific winning animations may be restricted during an operation animation that takes place immediately preceding a notification animation that indicates whether or not a special game will be played. Furthermore, the execution of specific winning animations may be restricted during an emphasis animation related to an operation animation that takes place immediately preceding a notification animation. Also, the execution of specific winning animations may be restricted for a predetermined period (for example, 0.5 seconds) after the animation symbols have stopped displaying.

[0274] If there is a pending ball with a specific pre-judgment result, and a pending ball win occurs with a new specific pre-judgment result, the execution of the second specific win animation may be restricted. For example, if there are two pending balls, and the specific win animation (first specific win animation) is executed when the third pending ball wins, and then the fourth pending ball win has a specific pre-judgment result that would result in the execution of the specific win animation (second specific win animation), the execution of the second specific win animation may be restricted. In this case, the second specific win animation may be canceled without being executed, or it may be executed later. For example, the second specific win animation may be performed at the start of the variation animation related to the fourth pending ball. That is, if there is a pending ball win that would result in the execution of the specific win animation twice in a row, the second specific win animation may not be executed at the time of that pending ball win, but may be executed during the variation animation related to that pending ball (the variation of the symbols related to the judgment information from which the second specific pre-judgment result was obtained).

[0275] Furthermore, for example, if there is a first reserve in which a variation pattern in which a specific effect (e.g., an SP Reach effect or an SPSP Reach effect) is executed has been predetermined, and a second reserve has been awarded for which a specific predetermined result has been obtained, the execution of the specific award-winning effect related to the second reserve award may be restricted. In this case, regardless of whether or not the specific award-winning effect was executed when the first reserve was awarded, the execution of the specific award-winning effect related to the second reserve award may be restricted.

[0276] Furthermore, if there are two consecutive instances of reserved balls that yield a specific pre-judgment result (for example, if reserved ball 2 has a specific pre-judgment result that executes a specific ball-winning animation, and reserved ball 3 also has a specific pre-judgment result that executes a specific ball-winning animation), the specific ball-winning sound animation will be executed for the second specific ball-winning animation, but the reserved ball icon change animation may be restricted. That is, the specific ball-winning sound animation will be executed when reserved ball 3 wins, but the execution of the reserved ball icon change animation for reserved ball 3 may be restricted. In this case, reserved ball 3 may change from its normal state to a flashing state. Also, for reserved ball 3, the probability of changing to a flashing state upon winning may be higher than the probability of changing to a special state.

[0277] Furthermore, if multiple non-consecutive reserved balls have specific pre-judgment results (for example, if reserved ball 2 has a specific pre-judgment result that executes a specific winning animation, and reserved ball 4 also has a specific pre-judgment result that executes a specific winning animation), the specific winning sound animation will be executed for the second specific winning animation, but the reserved ball icon change animation may be restricted. That is, the specific winning sound animation will be executed when reserved ball 4 wins, but the execution of the reserved ball icon change animation for reserved ball 4 may be restricted. In this case, reserved ball 4 may change from its normal state to a flashing state. Also, for reserved ball 4, the probability of changing to a flashing state upon winning may be higher than the probability of changing to a special state.

[0278] Furthermore, if there are two consecutive pending wins with a specific pre-judgment result, the second specific win animation may be executed. If the second specific win animation is executed while the first specific win animation is running, the running first specific win animation may be overwritten by the new second specific win animation. For example, if a pending win with a specific pre-judgment result occurs while the first specific win sound animation is running (while the first specific win sound is being output), the first specific win sound animation may be stopped (the output of the first specific win sound may be stopped), and the second specific win sound animation (output of the second specific win sound) may be executed. Also, if a pending win with a specific pre-judgment result occurs while the first specific win light animation is running, the first specific win light animation may be stopped, and the second specific win light animation may be executed. In other words, for both the specific win sound animation and the specific win light animation, the running first specific win animation may be overwritten by the second specific win animation. Even if a vibration effect is performed in addition to (or instead of) a specific winning sound effect and a specific winning light effect, the first specific winning vibration effect that is currently being performed may be overwritten by the second specific winning vibration effect.

[0279] Furthermore, if multiple non-consecutive pending balls have a specific pre-judgment result, the second specific winning animation may be prioritized and executed while the first specific winning animation is running. For example, if a pending ball win with a specific pre-judgment result occurs while the first specific winning sound animation is running (while the first specific winning sound is being output), the first specific winning sound animation may be stopped and the second specific winning sound animation (output of the second specific winning sound) may be executed. Also, if a pending ball win with a specific pre-judgment result occurs while the first specific winning light animation is running, the first specific winning light animation may be stopped and the second specific winning light animation may be executed.

[0280] Furthermore, if there are pending results with multiple consecutive or non-consecutive specific pre-determination results, the first specific winning sound effect may be overwritten by the second specific winning sound effect, while the first specific winning light effect may not be overwritten by the second specific winning light effect. For example, if the first specific winning sound is output as the first specific winning sound effect, and the first or second specific winning sound is output as the second specific winning sound effect while the first specific winning sound is being output, the output of the first specific winning sound related to the first specific winning sound effect may be stopped, and the first or second specific winning sound related to the second specific winning sound effect may be output. On the other hand, if the first specific winning light effect is executed as the first specific winning light effect, and the first or second specific winning light effect is executed as the second specific winning light effect, the first specific winning light effect related to the first specific winning light effect may be continued.

[0281] Conversely, the first specific winning sound effect may not be overwritten by the second specific winning sound effect, while the first specific winning light effect may be overwritten by the second specific winning light effect. For example, if the first specific winning sound is output as the first specific winning sound effect, and the first specific winning sound or the second specific winning sound is output as the second specific winning sound effect while the first specific winning sound is being output, the output of the first specific winning sound related to the first specific winning sound effect may be continued, while the output of the first specific winning sound or the second specific winning sound related to the second specific winning sound effect may be restricted. On the other hand, if the first type of special winning light-up effect is executed as the first special winning light-up effect, and the first or second type of special winning light-up effect is executed as the second special winning light-up effect while the first type of special winning light-up effect is being executed, the first type of special winning light-up effect related to the first special winning light-up effect may be stopped and the first or second type of special winning light-up effect related to the second special winning light-up effect may be executed.

[0282] If there are pending results with consecutive or non-consecutive specific pre-judgment results, the first specific winning sound effect and / or specific winning light effect may be overwritten by the second specific winning sound effect and / or specific winning light effect, while the first specific winning vibration effect may not be overwritten by the second specific winning vibration effect. For example, the first specific winning sound effect may be overwritten by the second specific winning sound effect, while the first specific winning vibration effect and specific winning light effect may not be overwritten by the second specific winning vibration effect and specific winning light effect. Alternatively, the first specific winning light effect may be overwritten by the second specific winning light effect, while the first specific winning vibration effect and specific winning sound effect may not be overwritten by the second specific winning vibration effect and specific winning sound effect.

[0283] Furthermore, the vibration effect for the first time a specific prize is won may be overwritten by the vibration effect for the second time a specific prize is won, while the sound effect and / or light effect for the first time a specific prize is won may not be overwritten by the sound effect and / or light effect for the second time a specific prize is won. For example, the vibration effect and sound effect for the first time a specific prize is won may be overwritten by the vibration effect and sound effect for the second time a specific prize is won, while the light effect for the first time a specific prize is won may not be overwritten by the light effect for the second time a specific prize is won. Also, the vibration effect and light effect for the first time a specific prize is won may be overwritten by the vibration effect and light effect for the second time a specific prize is won, while the sound effect for the first time a specific prize is won may not be overwritten by the sound effect for the second time a specific prize is won.

[0284] Furthermore, if the second special winning animation occurs while the first special winning animation is in progress, the second special winning animation may begin after the first special winning animation has finished. In this case, the start timing of the second special winning animation will be later than the start timing of the normal special winning animation (when a reserved ball is won). For example, the output of the special winning sound related to the first special winning sound animation may begin after the output of the special winning sound related to the first special winning sound animation has finished. Also, the second special winning light animation may begin after the first special winning light animation has finished. Also, the second special winning vibration animation may begin after the first special winning vibration animation has finished.

[0285] Furthermore, if a specific winning animation occurs twice in a row, the second specific winning sound animation will occur after the first specific winning sound animation and specific winning light animation, but the second specific winning light animation does not need to occur.

[0286] Furthermore, if two consecutive reserved ball entries occur during the reel spin, and both reserved ball entries have a specific pre-determined result, the specific winning animation may be executed in accordance with the first reserved ball entry, while the execution of the specific winning animation in accordance with the second reserved ball entry may be restricted. In this case, the restricted specific winning animation may be executed after the spin related to the first reserved ball has finished. Also, if the first reserved ball that triggered the execution of the specific winning animation is a jackpot, the restricted specific winning animation in accordance with the second reserved ball entry may be executed after the jackpot game. However, if the first reserved ball that triggered the execution of the specific winning animation is a jackpot, the restricted specific winning animation in accordance with the second reserved ball entry does not have to be executed after the jackpot game. In other words, the restricted specific winning animation in accordance with the second reserved ball entry may be canceled.

[0287] When there is a reserved ball with a specific pre-judgment result, and a reserved ball with a specific pre-judgment result is awarded after a reserved ball that is a simple miss, the following control may be performed. For example, assuming that reserved balls 1 to 4 are consumed in order (special symbol judgment), let's assume that reserved ball 1 is a simple miss, reserved ball 2 is a reserved ball with a specific pre-judgment result, reserved ball 3 is a simple miss, and reserved ball 4 is a reserved ball with a specific pre-judgment result. In this case, when reserved ball 2 is awarded, the first specific award performance and reserved ball icon change performance related to reserved ball 2 are executed, and when reserved ball 4 is awarded, the second specific award performance and reserved ball icon change performance related to reserved ball 4 can be executed independently. While the variation performance related to reserved ball 1 is being executed, the first pre-judgment performance that targets reserved ball 2 for pre-judgment is executed, but the first pre-judgment performance is not overwritten by the second pre-judgment performance that targets reserved ball 4 for pre-judgment. For example, if, while a variation effect related to Reserve 1 is being executed, a specific winning light effect is executed as a first pre-determination effect in response to the winning of Reserve 2, and while this specific winning light effect is continuing, if Reserve 4, which has a specific pre-determination result, wins, the specific winning light effect corresponding to the winning of Reserve 4 will not be executed. Also, for example, if a continuous effect is performed in multiple variation effects on the image display device (70 or 71) as a first pre-determination effect that targets Reserve 2 for pre-determination, this continuous effect will not be overwritten by a second pre-determination effect that targets Reserve 4 for pre-determination.

[0288] Furthermore, while the first pre-determination animation, which targets pending 2, is being executed, the second pre-determination animation, which targets pending 4, may be executed, and the first and second pre-determination animations may be executed simultaneously. Also, while the first pre-determination animation, which targets pending 2, is being executed, the second pre-determination animation, which targets pending 4, may be executed, and the first pre-determination animation may be overwritten by the second pre-determination animation.

[0289] Furthermore, the special winning animations may be performed without the restrictions described above. For example, if there is a reserved ball for which a specific pre-judgment result for performing a special winning animation has been obtained, and a new reserved ball win occurs for which a new specific pre-judgment result has been obtained, the second special winning animation (special winning sound animation, special winning light animation, and special winning vibration animation) may be performed without restriction. Moreover, if a reserved ball win occurs for which a specific pre-judgment result for performing a third special winning animation has been obtained, the third special winning animation may be performed without restriction.

[0290] Furthermore, the special winning animation may be executed without restriction at any time during the variation animation. For example, the special winning animation may be executed during the reach animation in the variation animation. Also, the special winning animation may be executed during the premium animation in the variation animation. Also, the special winning animation may be executed during the notification animation that announces whether or not it is a big win (or small win) in the variation animation. Also, the special winning animation may be executed during the notification animation that announces a big win (or small win) in the variation animation. Also, the special winning animation may be executed even after the notification animation that announces a big win (or small win) in the variation animation has started. Also, the special winning animation may be executed during the operation animation immediately preceding the notification animation in the variation animation. Also, the special winning animation may be executed during the special notification that warns the player.

[0291] Furthermore, the likelihood of specific winning animations appearing and the expected value when they are performed may be changed based on the player's input. For example, during customer waiting, the player may be directed to a customization screen where settings related to the animations can be configured in response to an operation on the animation button 17 or other means of operation. On this customization screen, customization settings may be made to change the likelihood of specific winning animations appearing and the expected value when they are performed (specific winning sound animation, specific winning light animation, and specific winning vibration animation, etc.). For example, ON / OFF settings may be made for each of the specific winning sound animation, specific winning light animation, and specific winning vibration animation. If ON is set, the specific winning animation can be performed if there is a reserved winning ball for which a specific pre-judgment result has been obtained. If OFF is set, the execution of the specific winning animation is restricted even if there is a reserved winning ball for which a specific pre-judgment result has been obtained. Furthermore, the player may be able to set the expected value when each of the specific winning sound animation, specific winning light animation, and specific winning vibration animation appears. Furthermore, during the variation animation, customization settings may be made that change the likelihood of a specific winning animation appearing or the expected value, without going through the customization screen, in response to an operation on the animation button 17 or other means of operation.

[0292] Furthermore, customization settings may be applied not only to specific winning animations but also to other animations. For example, the ease of executing the reel stopping symbol emphasis animation may differ depending on whether customization settings are enabled or disabled. The ease of executing emphasis animations related to movable parts may also differ depending on whether customization settings are enabled or disabled. In addition, the ease of executing emphasis animations related to characters and objects may differ depending on whether customization settings are enabled or disabled.

[0293] Furthermore, there are multiple settings for the special winning animation, and the expected outcome when the special winning animation is performed, as well as the type of animation performed afterward, may differ depending on the setting. For example, if setting A is set by the player, when the special winning animation is performed, the probability of a win notification animation occurring is the first expected outcome, and the first win notification animation (for example, a win notification animation for matching 7 symbols) is more likely to occur, while the second win notification animation (a win notification animation other than the first win notification animation) may be less likely to occur. Alternatively, if setting A is set, when the special winning animation is performed, the possibility of the second win notification animation occurring is 0%, and if it is a big win, the first win notification animation may always occur. Furthermore, if setting B is set, when a specific winning animation is performed, the first and second winning notification animations can be performed, and the probability of the first or second winning notification animation being performed may be lower (or higher) than the probability of the first animation.

[0294] A specific winning sound effect may be performed along with a specific winning light effect. The specific winning light effect may be such that, during the first period from the time of the reserved ball entry, the light-emitting means illuminates in a first cycle, and during the second period after the first period, the light-emitting means illuminates in a second cycle that is longer than the first cycle. The illumination in the second cycle may be performed only for a predetermined period (e.g., 5 seconds) from the time of the reserved ball entry, or it may be performed until a predetermined timing in the pre-read target's variation (e.g., at the start of the variation or at the start of the reach effect). Alternatively, the specific winning light effect may be such that, during the first period from the time of the reserved ball entry, a periodic light-emitting effect is performed in which the light-emitting means illuminates periodically, and during the second period after the first period, a continuous light-emitting effect is performed in which the light-emitting means illuminates continuously. The continuous light-emitting effect may be performed only for a predetermined period (e.g., 5 seconds) from the time of the reserved ball entry, or it may be performed until a predetermined timing in the pre-read target's variation (e.g., at the start of the variation or at the start of the reach effect).

[0295] Furthermore, the special winning light-up effect may be a continuous light-up effect in which the light-emitting means continuously illuminates during the first period from the time of winning, and a periodic light-up effect in which the light-emitting means periodically illuminates during the second period following the first period. In this case, the periodic light-up effect may be performed for a predetermined period (for example, 5 seconds), or it may be performed until a predetermined timing in the pre-read target's variation (for example, at the start of the variation or at the start of the reach effect).

[0296] The specific winning sound data related to the specific winning sound effect and the specific winning light pattern data related to the specific winning light effect are stored in advance. When the specific winning sound effect is executed, the specific winning sound data is played only once, and when the specific winning light effect is executed, the specific winning light pattern data may be played repeatedly multiple times.

[0297] During the first mode (for example, normal mode), a first specific winning sound can be output as a specific winning sound effect, and during the second mode (for example, the first specific mode or the second specific mode), a second specific winning sound may be output as a specific winning sound effect. In addition, during the first mode, the first specific winning sound may be output as a specific winning sound effect, and the specific winning light effect may continue even after a reserved winning combination. For example, when the first mode is set, the specific winning light effect may continue until the specific pre-read target changes. On the other hand, during the second mode, the second specific winning sound may be output as a specific winning sound effect, and the specific winning light effect may be performed only for a predetermined period when a reserved winning combination occurs, and may not continue until the specific pre-read target changes.

[0298] Furthermore, during the first mode, there may be cases where a first specific winning sound is output as a specific winning sound effect, and cases where a second specific winning sound different from the first specific winning sound (the same or different sound as the specific winning sound in the second mode described above) is output. The manner of the lighting effect when a specific win occurs may be the same whether the first specific winning sound is output or the second specific winning sound is output.

[0299] Furthermore, if multiple pre-announcement effects overlap, an effect with a predetermined level of expectation or higher (for example, an SP Reach or an SPSP Reach) may be guaranteed to occur during the pre-announcement target variation. For example, if a predetermined pre-announcement image is displayed on the image display device 70 or 71 in addition to a specific winning sound effect and a specific winning light effect, an effect with a predetermined level of expectation or higher may be guaranteed during the pre-announcement target variation.

[0300] Furthermore, when a specific winning sound effect and a specific winning light effect are performed, the hold icon related to the specific pre-read target may be displayed in a special shape, in a normal manner, or in a special manner. A hold icon with a special shape may also have a normal manner and a special manner, and when a specific winning sound effect and a specific winning light effect are performed, the hold icon with a special shape may be more likely to change to the special manner.

[0301] Furthermore, if a specific winning sound effect and a specific winning light effect are performed, a special light effect with a high expectation level may be more likely to be performed during the pre-read target variation. The special light effect is an effect in which the frame lighting device 10 and the panel lighting device 74 light up in a special manner.

[0302] Furthermore, as a special winning effect, in addition to the special winning sound effect and the special winning light effect, a pre-announcement image effect may be performed in which a predetermined pre-announcement image is continuously displayed on the image display device 70 or 71 until the specific pre-announcement target variation, and a pre-announcement sound effect may be performed in which a predetermined sound is continuously output until the specific pre-announcement target variation. For example, when a special symbol is in the process of variation and there is a reserve 1, if a new reserve win (a win for reserve 2) occurs with a specific pre-judgment result, the special winning effect is performed in accordance with the win for reserve 2. Furthermore, if a third reserve win (a win for reserve 3) occurs with a specific pre-judgment result during the variation of the same special symbol, the second special winning effect may be performed in accordance with the win for reserve 3. In this case, in the second special winning effect, only the special winning sound effect may be performed, and the special winning light effect, pre-announcement image effect, and pre-announcement sound effect related to the second special winning effect may not be performed. In this case, the special winning light effect, pre-announcement image effect, and pre-announcement sound effect related to the first special winning effect are performed continuously. After the special symbol rotation ends and while the special symbol related to Reserve 1 is rotating, the performance mode of the pre-announcement image effect related to the first special winning effect may change to a mode with a higher expectation level. Also, while the special symbol related to Reserve 1 is rotating, the pre-announcement sound effect may also change to a mode with a higher expectation level. On the other hand, the special winning light effect related to the first special winning effect that is performed continuously may not change to a mode with a higher expectation level, and the possibility of it changing may be 0%. In other words, the pre-announcement image effect and pre-announcement sound effect among the special winning effect may be configured to easily change to a mode with a higher expectation level afterward, while the special winning light effect among the special winning effect may be configured to not easily (or not) change to a mode with a higher expectation level afterward.

[0303] Furthermore, if a reserved ball with a specific pre-judgment result is received during a reach animation in a specific pre-read target that triggered the execution of a specific winning animation, the specific winning animation may be performed in response to that reserved ball. Even at the end of a reach animation in a specific pre-read target, if a reserved ball with a specific pre-judgment result is received, the specific winning animation may be performed in response to that reserved ball. For example, if a reach fails at the end of a reach animation in a specific pre-read target, and after the reach fails the animation, the animation symbols become difficult to see and a predetermined image is displayed on the entire screen, and then the animation symbols become visible again, the specific winning animation may be performed in response to a new reserved ball while the predetermined image is being displayed. Also, for example, when a jackpot is announced at the end of a reach animation in a specific pre-read target, the specific winning animation may be performed in response to a new reserved ball.

[0304] Furthermore, for example, when the first reserved ball is won, if a specific winning sound effect, a specific winning light effect, and a specific winning mechanism effect are performed simultaneously as specific winning effect effects, and then, after these effects have finished and before the variation of the specific pre-read target that triggered the execution of the specific winning effect effects begins, a second reserved ball with a specific pre-determined result occurs, the execution of the specific winning effect effects (specific winning sound effect, specific winning light effect, and specific winning mechanism effect) based on the second reserved ball may be restricted. In this case, the restricted specific winning effect effects may be executed at the start of the variation of the pre-read target that was restricted. In other words, the timing of the execution of the specific winning effect effects may be shifted from when the reserved ball is won to when the variation related to that reserved ball begins.

[0305] (Emphatic presentation related to gradual staging) The highlighting performance related to the step performance is a performance that highlights the step performance. The step performance includes a plurality of steps and is a performance with different degrees of expectation according to the steps. The step performance is a performance with an increasing degree of expectation step by step and is a performance that can change from the first degree of expectation to the second degree of expectation. For example, the step performance may include the first to the third steps, showing the first degree of expectation when the first step is completed, showing the second degree of expectation higher than the first degree of expectation when the second step is completed, and showing the third degree of expectation higher than the second degree of expectation when the third step is completed. Note that in the step performance, the degree of expectation may decrease step by step. For example, the step performance may be a pseudo - continuous preview performance (hereinafter referred to as pseudo - continuous) that pseudo - variably changes the performance symbols a plurality of times. The pseudo - continuous is a performance in which at least one of the three performance symbols that have started to change is temporarily stopped and then the three performance symbols are re - changed. For example, after temporarily stopping at least one of the three performance symbols, the pseudo - continuous symbol suggesting the pseudo - continuous may be temporarily stopped and the three performance symbols may be re - changed. Also, without temporarily stopping at least one of the three performance symbols that have started to change, the pseudo - continuous symbol may be temporarily stopped and the three performance symbols may be restarted to change again.

[0306] Also, the step performance may be a performance that changes the display mode (size, color, pattern, etc.) of the image step by step. In this case, the highlighting performance related to the step performance may be an effect image displayed around the image that changes step by step, a sound output along with the display of the image, a light emission performance, a vibration performance, etc. Also, the step performance is a performance that displays a plurality of images step by step. For example, it may be a performance that displays the first image as the first step, the second image as the second step, and the third image as the third step. In this case, the highlighting performance related to the step performance may be an effect image added to each image, a sound output along with the display of the image, a light emission performance, a vibration performance, etc. For example, a white effect may be displayed in the first step, a blue effect may be displayed in the second step, a green effect may be displayed in the third step, and a red effect may be displayed in the fourth step.

[0307] For example, if the staged effect is a pseudo-consecutive effect in which the effect symbols change multiple times in a pseudo-consecutive effect, the emphasis effect related to the staged effect is a pseudo-consecutive effect that emphasizes the pseudo-consecutive effect. The pseudo-consecutive effect may be performed, for example, when the pseudo-consecutive effect symbols stop, or when the pseudo-consecutive effect symbols stop and the three effect symbols change again. The pseudo-consecutive effect may be an effect that displays an effect image around the pseudo-consecutive effect symbols, a sound output when the pseudo-consecutive effect symbols stop, a light effect using a light-emitting means performed when the pseudo-consecutive effect symbols stop, or a vibration effect performed when the pseudo-consecutive effect symbols stop. The pseudo-consecutive effect may also be an image that emphasizes the display of the number of pseudo-consecutive effects that indicate that a pseudo-consecutive effect is taking place. For example, when the second pseudo-change in a pseudo-consecutive effect begins, a blue effect may be displayed on the pseudo-consecutive effect symbols, and the same blue effect may be displayed on the screen during the second pseudo-change. Additionally, when the third pseudo-spin in a pseudo-consecutive sequence begins, a red effect may be displayed on the pseudo-consecutive sequence symbols, and the same red effect may be displayed on the screen during the third pseudo-spin.

[0308] Furthermore, if the staged effect is an effect that changes the display manner of an image in stages, the emphasis effect related to the staged effect may be an effect image displayed around the image corresponding to each stage. For example, in the first stage, a predetermined image may be displayed in white, or a white effect may be displayed around the predetermined image. In the second stage, a predetermined image may be displayed in blue, or a blue effect may be displayed around the predetermined image. In the third stage, a predetermined image may be displayed in green, or a green effect may be displayed around the predetermined image. In the fourth stage, a predetermined image may be displayed in red, or a red effect may be displayed around the predetermined image.

[0309] If emphasis is placed on a staged presentation, it may indicate a high probability that the presentation will progress to the next stage. For example, if emphasis is placed on a staged presentation during the first stage, it may suggest that the presentation will progress to the second stage. Furthermore, if emphasis is placed on a staged presentation during the first stage, it may suggest that the presentation will progress to the second stage, and then further suggest that there is a high probability of progressing to the third stage.

[0310] Furthermore, in the Nth stage of the staged performance, there are cases where an emphasis performance related to the performance symbols is performed, cases where the emphasis performance is not performed and a miss is announced, and cases where the performance proceeds to the N+1th stage and an emphasis performance related to the performance symbols is performed, and the emphasis performance in the Nth stage and the emphasis performance in the N+1th stage may differ in their performance characteristics. In addition, there are multiple characters, including a first character and a second character with a higher expectation level than the first character, and characters can be displayed in each stage of the staged performance, and the second character may appear more frequently in the N+1th stage than in the Nth stage of the staged performance.

[0311] (Emphatic presentation related to the visual design) An emphasis effect related to a performance symbol is an effect that emphasizes the performance symbol. An emphasis effect related to a performance symbol may include, for example, an effect that displays an effect image that suggests the level of expectation around (or superimposed on) the performance symbol, an effect that changes the display manner (size or color) of the performance symbol itself, an effect that animates an image inside the performance symbol (for example, at least part of a character), or an effect that changes the brightness of the performance symbol. An emphasis effect related to a performance symbol may also include an effect that operates a movable mechanism 73 so as to overlap or not overlap the display area of ​​the performance symbol, an illumination effect that illuminates a light-emitting means in synchronization with the movement of the performance symbol, an effect that outputs a predetermined sound in synchronization with the movement of the performance symbol, or a vibration effect that vibrates the performance button device 16 or the launch handle 15 in synchronization with the movement of the performance symbol. For example, emphasis effects related to the performance symbols may include changing the size of the performance symbols, such as enlarging or shrinking them; making the performance symbols light up or having characters included in the performance symbols perform actions; displaying effects on or around the performance symbols; displaying effects in the background of the performance symbols; or making the performance symbols crack or tear. Furthermore, emphasis effects related to the performance symbols may include making predetermined light-emitting means (e.g., frame lamps, panel lamps, performance buttons 17) light up in a color of the same color as the effect or a predetermined color, or outputting a predetermined sound, in conjunction with displaying an effect on the performance symbols.

[0312] Emphasis effects related to the performance symbols include emphasis effects on the symbols at the start of the performance symbol's movement, emphasis effects on the symbols at the stop of the movement, emphasis effects to build anticipation for a reach, emphasis effects on the reach symbols, and emphasis effects on the jackpot symbols when the performance symbols are displayed in a manner that indicates a jackpot or a minor win.

[0313] The symbol emphasis effect at the start of a spin is an effect that displays the symbol in a manner different from the usual at the start of a spin of the symbol, and is an effect that suggests a high level of expectation for the current spin or a subsequent spin. For example, the symbol emphasis effect at the start of a spin may include an effect displayed on the symbol that is about to spin, an effect displayed on the background image, an effect that causes a predetermined light-emitting means (e.g., frame lamp, panel lamp, or spin button 17) to light up in a color of the same color as the effect or a predetermined color in conjunction with the display of the effect, an effect that causes the light-emitting means to light up at a predetermined period, or an effect that outputs a predetermined sound. The symbol emphasis effect at the start of a spin is performed based on the result of a special symbol judgment or a pre-judgment. There are multiple forms of the symbol emphasis effect at the start of a spin depending on the level of expectation. For example, there may be a first form of the symbol emphasis effect at the start of a spin and a second form of the symbol emphasis effect at the start of a spin that has a higher level of expectation than the first form. A vibration effect that causes the spin button 17 to vibrate may be performed in conjunction with the symbol emphasis effect at the start of a spin. When the second mode of the symbol emphasis effect at the start of a variation is performed, the vibration effect may be more likely to occur than when the first mode of the symbol emphasis effect at the start of a variation is performed. Depending on the mode of the symbol emphasis effect at the start of a variation, sound may be output, or a light-emitting effect may be performed by illuminating a light-emitting means.

[0314] The symbol emphasis effect at the start of a spin can be performed in any of the following modes: normal mode, first specific mode, or second specific mode. The ease with which the symbol emphasis effect at the start of a spin can be performed may differ depending on the performance mode. For example, the symbol emphasis effect at the start of a spin may be easier (or harder) to perform in normal mode than in the first specific mode or the second specific mode.

[0315] The reel stopping symbol emphasis effect is an effect that emphasizes the reel symbols in a manner different from the usual when multiple reel symbols stop moving (when multiple reel symbols temporarily stop), and is performed when a specific combination of reel symbols indicating a loss (e.g., a chance symbol) stops. The reel stopping symbol emphasis effect is an effect that suggests a high expectation level in the current or subsequent reel movement, and is performed based on the results of a pre-determination or special symbol determination. For example, when three reel symbols temporarily stop and a loss is announced, the reel stopping symbol emphasis effect may include displaying an effect on at least one of the three reel symbols, displaying an effect on the background image, illuminating a predetermined light-emitting means (e.g., frame lamp, panel lamp, effect button 17) in a color of the same color as the effect or a predetermined color in conjunction with the display of the effect, illuminating the light-emitting means at a predetermined period, or outputting a predetermined sound. There are multiple forms of the reel stopping symbol emphasis effect depending on the expectation level. For example, there may be a first type of symbol emphasis effect when the reels stop, and a second type of symbol emphasis effect when the reels stop, which has a higher expectation level than the first type. When the first chance symbol stops, the first type of symbol emphasis effect when the reels stop is performed, and when the second chance symbol, which has a higher expectation level than the first chance symbol, stops, the second type of symbol emphasis effect when the reels stop is performed. A vibration effect may be performed in conjunction with the symbol emphasis effect when the reels stop, causing the effect button 17 to vibrate. When the second type of symbol emphasis effect when the reels stop is performed, the vibration effect may be performed more easily than when the first type of symbol emphasis effect when the reels stop is performed. In addition, along with the symbol emphasis effect when the reels stop, a sound corresponding to the expectation level may be output, or a light effect may be performed, causing the light-emitting means to light up. Note that the execution of the symbol emphasis effect when the reels stop may be restricted while the effect symbols are displayed stopped.

[0316] The symbol emphasis effect when the reels stop can be performed in any of the following modes: normal mode, first specific mode, or second specific mode. The ease with which the symbol emphasis effect when the reels stop can be performed may differ depending on the performance mode. For example, the symbol emphasis effect when the reels stop can be performed more easily (or more difficultly) in normal mode than in the first specific mode or the second specific mode.

[0317] The reach-enhancing effect is an effect performed on the symbols during a reach-enhancing effect that creates anticipation as to whether or not two symbols of the same type will temporarily stop. For example, the reach-enhancing effect may include effects such as displaying an effect on the symbols that are about to temporarily stop before a reach is established, displaying an effect on the background image, illuminating a predetermined light source (e.g., frame lamp, panel lamp, effect button 17) in a color of the same color as the effect or a predetermined color in conjunction with the display of the effect, illuminating the light source at a predetermined interval, or outputting a predetermined sound. For example, when the 3 symbols are temporarily stopped in the left area, and the 3 symbols are slowly moving from the top to the bottom of the main screen in the right area, creating anticipation as to whether or not the 3 symbols will stop in the right area, an effect image is displayed on the 3 symbols before they stop in the right area, a predetermined sound is output, and the light source flashes. When the 3 symbols temporarily stop in the right area, the effect image is erased, and a reach is established. Furthermore, if a reach-enhancing effect is performed that makes the audience anticipate whether or not the same performance symbols will temporarily stop in the left and right areas simultaneously, as a reach-enhancing effect, an effect image may be displayed for the two performance symbols before they stop in the left and right areas, a predetermined sound may be output, and a light-emitting means may light up at a predetermined interval.

[0318] The reach-enhancing effect may be executed in any of the following modes: normal mode, first specific mode, or second specific mode. The ease of executing the reach-enhancing effect may differ depending on the performance mode. For example, the reach-enhancing effect may be easier (or harder) to execute in the first specific mode or second specific mode than in normal mode. The ease of executing the reach-enhancing effect may also be the same in normal mode and in the first specific mode or second specific mode. Furthermore, if a specific winning effect is performed, the reach-enhancing effect may be easier to execute in the spins of the specific pre-read target than if the effect were not performed. In the first specific mode or second specific mode, if a specific winning effect is performed, the reach-enhancing effect may be easier to execute in the spins of the specific pre-read target than if the effect were not performed, and in normal mode, the rate at which the reach-enhancing effect is executed may be the same whether or not a specific winning effect is performed. The proportion of times a reach-enhancing performance is executed when a specific winning animation occurs in the first specific mode or the second specific mode may be higher than the proportion of times a reach-enhancing performance is executed when a specific winning animation occurs in normal mode.

[0319] Furthermore, in the reach-teasing animation, an animation may be performed that creates anticipation that at least one of the left or right animation symbols will vibrate and move slowly before stopping. In the reach-teasing animation, an operation animation may be performed that displays a button image resembling the animation button 17, and the button image may be made to flash, as well as an illumination animation that makes the animation button 17 flash or light up. Furthermore, the same reach-teasing emphasis animation may be performed for the first animation symbol (for example, symbol 2) and the second animation symbol (for example, symbol 4), while different reach-teasing emphasis animations may be performed for the first animation symbol (for example, symbol 2) and the third animation symbol (for example, symbol 7). Such anticipation animations may be more easily performed in the first specific mode or the second specific mode than in the normal mode. Furthermore, in the first specific mode or the second specific mode, the same reach-teasing emphasis animation may be performed for the first animation symbol, the second animation symbol, and the third animation symbol. On the other hand, in normal mode, the same reach-enhancing effect may be performed for the first and second performance symbols, while different reach-enhancing effects may be performed for the first and third performance symbols. Conversely, in normal mode, the same reach-enhancing effect may be performed for the first, second, and third performance symbols, while in the first specific mode or the second specific mode, the same reach-enhancing effect may be performed for the first and second performance symbols, while different reach-enhancing effects may be performed for the first and third performance symbols.

[0320] The reach symbol emphasis effect is an emphasis effect performed on the reach symbol. For example, the reach symbol emphasis effect may include effects such as displaying an effect on at least one of two identical effect symbols that have temporarily stopped on the left and right, displaying an effect on the background image, illuminating a predetermined light-emitting means (e.g., frame lamp, panel lamp, effect button 17) in a color of the same color as the effect or a predetermined color in conjunction with the display of the effect, illuminating the light-emitting means at a predetermined period, or outputting a predetermined sound. The reach symbol emphasis effect includes a first reach symbol emphasis effect and a second reach symbol emphasis effect. The first reach symbol emphasis effect is an effect that emphasizes the identical effect symbols (reach symbols) that have temporarily stopped on the left and right when a reach is established. The first reach symbol emphasis effect may include, for example, an effect that displays an effect image spanning the left and right reach symbols when a reach is established, or an effect that displays an effect image on each of the left and right reach symbols. Furthermore, the first reach symbol emphasis effect may be an effect that outputs a predetermined reach establishment sound, an effect that uses a predetermined light-emitting means, or a vibration effect that vibrates the effect button 17. The second reach symbol emphasis effect is an effect that emphasizes the reach symbols during the reach effect after a reach has been established. For example, the second reach symbol emphasis effect may be an effect that displays an effect image indicating the level of expectation on the reach symbols that have temporarily stopped on the left and right during the reach effect, an effect that changes the reach symbols to other reach symbols with a higher level of expectation, an effect that illuminates a predetermined light-emitting means, a vibration effect that vibrates the effect button 17, etc. The duration for which the effect symbols are emphasized in the second reach symbol emphasis effect may be longer than that of the first reach symbol emphasis effect.

[0321] The reach symbol emphasis effect can be performed in any of the following modes: normal mode, first specific mode, and second specific mode. The ease of performing the reach symbol emphasis effect may differ depending on the performance mode. For example, the reach symbol emphasis effect may be easier (or harder) to perform in the first specific mode or second specific mode than in normal mode. The rate at which the reach symbol emphasis effect is performed when a reach is established may be the same in normal mode and in the first specific mode or second specific mode. The rate at which the reach symbol emphasis effect is performed when a reach is established may also be the same in normal mode and in the first specific mode or second specific mode. Furthermore, if a specific winning effect is performed, the reach symbol emphasis effect may be easier to perform in the pre-read target variation than if the effect was not performed. The rate at which the reach symbol emphasis effect is performed when a specific winning effect is performed in the first specific mode or second specific mode may be the same as the rate at which the reach symbol emphasis effect is performed when a specific winning effect is performed in normal mode, or the former may be lower (or higher) than the latter.

[0322] In the reach symbol emphasis effect, the sound indicating a successful reach may correspond to the reach symbols that temporarily stop on the left and right. For example, when symbol 2 temporarily stops in the left and right areas as a reach symbol, a first reach sound may be output. The first reach sound may be the voice of the character corresponding to the character image that makes up symbol 2. Also, when symbol 3 temporarily stops in the left and right areas as a reach symbol, a second reach sound may be output. The second reach sound may be the voice of the character corresponding to the character image that makes up symbol 3.

[0323] The jackpot symbol emphasis effect includes an effect that emphasizes three identical symbols (matching symbols) when a jackpot or minor win occurs and three identical symbols suggesting that a special game will be played are displayed in a visible state. The jackpot symbol emphasis effect also includes an effect that emphasizes special symbols (for example, one special symbol or a combination of special symbols indicating a jackpot or minor win that are not matching symbols) when a jackpot or minor win occurs. For example, the jackpot symbol emphasis effect may include an effect that displays an effect image around or superimposed on at least one of the three identical symbols suggesting that a special game will be played, or an effect that enlarges or reduces the symbols suggesting that a special game will be played. Furthermore, the jackpot symbol emphasis effect may include, in addition to displaying a symbol that suggests a special game is about to be played, outputting a predetermined jackpot sound, illuminating a predetermined light-emitting means (e.g., frame lamps, panel lamps, effect button 17), illuminating the light-emitting means at a predetermined interval, or vibrating the effect button 17.

[0324] The jackpot symbol emphasis effect may be performed multiple times. For example, the jackpot symbol emphasis effect may include a first jackpot symbol emphasis effect and a second jackpot symbol emphasis effect performed after the first jackpot symbol emphasis effect. The first jackpot symbol emphasis effect may be an effect that emphasizes at least some of the multiple effect symbols that make up the matching symbols. For example, the first jackpot symbol emphasis effect may include an effect that enlarges or reduces at least some of the multiple effect symbols that make up the matching symbols, displays an effect on at least one of the multiple effect symbols, illuminates a predetermined light-emitting means (e.g., frame lamp, panel lamp, effect button 17) in conjunction with the display of the effect, illuminates the light-emitting means at a predetermined cycle, outputs a predetermined sound, or vibrates the effect button 17. The second jackpot symbol emphasis effect may be an effect that emphasizes each of the multiple effect symbols that make up the matching symbols. For example, the second jackpot symbol emphasis effect may include displaying an effect on each of the multiple effect symbols that make up the matching symbols without enlarging or reducing each of them, illuminating a predetermined light-emitting means (e.g., frame lamps, panel lamps, effect button 17) in conjunction with the display of the effect, illuminating the light-emitting means at a predetermined interval, outputting a predetermined sound, or vibrating the effect button 17. Furthermore, if a vibration effect is performed in conjunction with the first jackpot symbol emphasis effect, and then the second jackpot symbol emphasis effect is performed, the vibration effect may or may not be performed. If a vibration effect is performed when the second jackpot symbol emphasis effect is performed, the vibration pattern may or may not be the same as the vibration pattern when the first jackpot symbol emphasis effect is performed. Furthermore, when the first jackpot symbol emphasis effect is performed, a predetermined light-emitting means illuminates in a first light-emitting pattern, and when the second jackpot symbol emphasis effect is performed, the predetermined light-emitting means may continue to illuminate in the first light-emitting pattern, or it may illuminate in a second light-emitting pattern different from the first light-emitting pattern. The first light-emitting pattern may be a light-emitting pattern that causes the light-emitting means to illuminate in a first cycle, and the second light-emitting pattern may be a light-emitting pattern that causes the light-emitting means to illuminate in a second cycle.

[0325] The first and / or second jackpot symbol emphasis effects can have multiple forms, and depending on the form of the jackpot symbol emphasis effect, it may suggest the possibility of transitioning to a state advantageous to the player afterward. For example, the possibility of transitioning to a state advantageous to the player may be higher when the second form of the jackpot symbol emphasis effect is performed than when the first form of the jackpot symbol emphasis effect is performed.

[0326] Furthermore, after the first jackpot symbol emphasis effect and / or the second jackpot symbol emphasis effect is performed, the effect symbols that suggest a special game will be played may change again, and a re-draw effect may be performed to change the type of symbol combination. In the re-draw effect, multiple sets of three identical effect symbols are displayed (for example, "333", "444", "555", etc.), and the effect makes the player anticipate which type of symbol combination will stop, and makes the player anticipate whether or not a favorable special game will be played. In the re-draw effect, a jackpot symbol emphasis effect may be performed on the effect symbols that have stopped. When a symbol combination stops in the re-draw effect, the form of the jackpot symbol emphasis effect may differ depending on the type of symbol that stops. For example, in the re-draw animation, if even-numbered symbols stop in a matching pattern, the first type of jackpot symbol emphasis animation may be performed; if odd-numbered symbols stop in a matching pattern, the second type of jackpot symbol emphasis animation may be performed; and if the 7 symbol stops in a matching pattern, the third type of jackpot symbol emphasis animation may be performed. Furthermore, after the first and second jackpot symbol emphasis animations have been performed, a re-draw animation may be performed, and the third and fourth jackpot symbol emphasis animations may be performed on the symbols that stopped in the re-draw animation. The first and second jackpot symbol emphasis animations performed before the re-draw animation and the third and fourth jackpot symbol emphasis animations performed after the re-draw animation may be performed in similar manner in part. For example, the first and third jackpot symbol highlighting effects may include effects that enlarge or reduce the effect symbols and display similar effect images. Also, the second and fourth jackpot symbol highlighting effects may include effects that display similar effect images without enlarging or reducing the effect symbols. Furthermore, after the first jackpot symbol highlighting effect is performed, the second jackpot symbol highlighting effect may not be performed, a re-draw effect may be performed, and then the third and fourth jackpot symbol highlighting effects may be performed.

[0327] The jackpot symbol highlighting effect can be performed in any of the following modes: Normal Mode, First Specific Mode, and Second Specific Mode. The ease of performing the jackpot symbol highlighting effect may differ depending on the performance mode. For example, when symbols align, the jackpot symbol highlighting effect may be less likely (or easier) to perform in First Specific Mode or Second Specific Mode than in Normal Mode. Also, when symbols align, the jackpot symbol highlighting effect may be less likely (or easier) to perform in Second Specific Mode than in First Specific Mode. Furthermore, when symbols align, the execution rate of the jackpot symbol highlighting effect may be the same in Normal Mode and in First Specific Mode or Second Specific Mode. Also, the proportion of times the jackpot symbol highlighting effect is performed without the reach symbol highlighting effect may be higher in First Specific Mode or Second Specific Mode than in Normal Mode. Also, the proportion of times the jackpot symbol highlighting effect is performed without the reach symbol highlighting effect may be higher in Second Specific Mode than in First Specific Mode. Furthermore, if a specific winning animation is performed, the jackpot symbol emphasis animation may be more likely to be performed in the pre-read target variation than if the animation were not performed. If a specific winning animation is performed in normal mode, the jackpot symbol emphasis animation may be performed with the first probability, and if a specific winning animation is performed in the first specific mode or the second specific mode, the jackpot symbol emphasis animation may be performed with the second probability, which is higher than the first probability. Furthermore, if a specific winning animation is performed in the first specific mode, the jackpot symbol emphasis animation may be performed with the third probability, and if a specific winning animation is performed in the second specific mode, the jackpot symbol emphasis animation may be performed with the fourth probability, which is higher (or lower) than the third probability.

[0328] Depending on the type of jackpot symbol emphasis effect, the proportion of each mode to which the player transitions after the special game may differ. For example, if the jackpot symbol emphasis effect of the first type is performed, it may be suggested that the player is more likely to transition to the normal mode than to the first specific mode after the special game. Also, if the jackpot symbol emphasis effect of the second type is performed, it may be suggested that the player is more likely to transition to the first specific mode than to the normal mode after the special game. Also, if the jackpot symbol emphasis effect of the third type is performed, it may be suggested that the player will transition to the first specific mode after the special game. Also, if the jackpot symbol emphasis effect of the fourth type is performed, it may be suggested that the player will transition to the second specific mode after the special game.

[0329] Furthermore, even if odd-numbered symbols or 7 symbols do not line up during the big win (or small win) notification sequence, the first promotion sequence may be performed at the start of the special game, which may result in a transition to the first specific mode or the second specific mode after the special game. For example, at the start of the special game, one of the following images may be displayed as an image indicating the start of the special game: a first image suggesting a high probability of transitioning to normal mode after the special game, a second image suggesting a high probability of transitioning to the first specific mode after the special game, or a third image suggesting a transition to the second specific mode after the special game. The first promotion sequence may be a sequence in which the image indicating the start of the special game changes, for example, from the first image to the second image or the third image (or from the second image to the third image). In addition, the first promotion sequence may display odd-numbered symbols or 7 symbols, and a big win symbol emphasis sequence may be performed to highlight the matching symbols. Furthermore, the first promotion sequence may be performed via a progression sequence. For example, in response to the destruction of a predetermined object, the image indicating the start of a special game may change to a second or third image, or an odd-numbered symbol combination or a 7 symbol combination may be displayed, along with a jackpot symbol emphasis sequence that highlights the symbol combination.

[0330] Furthermore, even if odd-numbered symbols or 7 symbols do not stop in the big win (or small win) notification animation, a second promotion animation may be performed during the special game, which may lead to a transition to the first specific mode or the second specific mode after the special game. For example, during the special game, one of the following images may be displayed: a first image suggesting a high probability of transitioning to normal mode after the special game, a second image suggesting a high probability of transitioning to the first specific mode after the special game, or a third image suggesting a transition to the second specific mode after the special game. The second promotion animation may be an animation during the special game in which, for example, the first image changes to the second or third image (or from the second image to the third image), or it may be an animation in which the second or third image is displayed without the first image being displayed during the special game. In addition, during the second promotion animation, an odd-numbered symbol combination or a 7 symbol combination may be displayed, along with a big win symbol emphasis animation that highlights the combination of symbols. Furthermore, for example, the second promotion sequence may be performed via a progression sequence, and depending on the destruction of a predetermined object, the first image may change to the second or third image, the second image may change to the third image, or an odd-numbered symbol or a set of sevens may be displayed, along with a jackpot symbol emphasis sequence that highlights the matching symbols.

[0331] Furthermore, even if odd-numbered symbols or 7 symbols do not line up during the big win (or small win) notification sequence, the game may transition to the first or second specific mode after the special game by performing a third promotion sequence at the end of the special game. At the end of the special game, one of the following images may be displayed: a first image suggesting the start of normal mode, a second image suggesting the start of the first specific mode, or a third image suggesting the start of the second specific mode, and the game may transition to the mode corresponding to the displayed image. The third promotion sequence may be a sequence that changes from the first image to the second or third image (or from the second image to the third image) at the end of the special game, or it may be a sequence that displays the second or third image without displaying the first image at the end of the special game. In addition, the third promotion sequence may display odd-numbered symbols or 7 symbols lined up, and a big win symbol emphasis sequence may be performed to highlight the matching symbols. Furthermore, for example, the third promotion sequence may be performed via a progression sequence, and depending on the destruction of a predetermined object, the first image may change to the second or third image, the second image may change to the third image, or an odd-numbered symbol or a set of sevens may be displayed, along with a jackpot symbol emphasis sequence that highlights the matching symbols.

[0332] Furthermore, before the jackpot symbol emphasis effect, an operation effect prompting the user to operate an operation means (for example, the effect button 17) may be performed, and if the user operates during the operation validity period of the operation effect, the jackpot symbol emphasis effect may be performed. In the operation effect, it is possible to reduce the brightness of the first light-emitting means (for example, the light-emitting means of the effect bontan 17) and the second light-emitting means (for example, the light-emitting means of the frame lighting device 10), and depending on the operation, it may be possible to perform a first light-emitting effect that illuminates the first light-emitting means and a second light-emitting effect that illuminates the second light-emitting means as a jackpot symbol emphasis effect. The first light-emitting effect may be performed for a predetermined first time and then terminated, and the second light-emitting effect may be performed for a predetermined second time that is longer than the first predetermined time and then terminated. The brightness of the first light-emitting means may be reduced first and the brightness of the second light-emitting means may be reduced later. Conversely, the brightness of the second light-emitting means may be reduced first and then terminated. Furthermore, the brightness of both the first light-emitting means and the second light-emitting means may be reduced simultaneously.

[0333] (Emphatic effects related to preview sequences) Emphasis effects related to pre-announcement effects are effects that emphasize pre-announcement effects that are performed at various timings in the variation effect. Pre-announcement effects are effects that suggest the level of expectation and can be performed when the effect symbols are visible or when they are difficult to see. Pre-announcement effects can be performed at any timing, for example, before a reach is established, during an N reach, during an SP reach, or during an SPSP reach. Pre-announcement effects may include effects that display a pre-announcement image, dialogue pre-announcements in which characters speak lines (text and sound effects), group pre-announcements, step-up pre-announcements, cut-in effects in which an image is displayed interrupting the execution of a specific effect, etc. Furthermore, pre-announcement effects may include effects that suggest the possibility of a special game being played and effects that suggest a special game is being played (so-called premium effects).

[0334] Emphasis effects related to preview effects may include, for example, displaying a frame image surrounding the preview image, or displaying a frame image that is more anticipated than usual (for example, a gold frame image, a red frame image). Furthermore, emphasis effects related to preview effects may include effect images displayed around or superimposed on the preview image. Also, emphasis effects related to preview effects may include effects that enlarge or reduce the preview image, or effects that change the brightness of the preview image. Additionally, emphasis effects related to preview effects may include sounds output in conjunction with the display of the preview image, lighting effects that illuminate predetermined light-emitting means, or vibration effects that vibrate the effect button 17 or handle. Furthermore, emphasis effects related to preview effects may include effects that display the text of the dialogue in a manner that is more anticipated than usual, effects that display effects on the text of the dialogue, or effects that output dialogue sounds that are more anticipated than usual. Finally, emphasis effects related to preview effects may include effects that display effects in group previews, effects that display specific characters or objects in group previews, or sounds, lighting effects, vibration effects, etc., that are output in conjunction with the display of group previews. Furthermore, in the case of a cut-in preview, the emphasis effect may be an effect that displays an effect on the cut-in image, an effect that displays the color of the cut-in image in a color that is more promising than usual, an effect that displays a specific character or outputs the character's voice along with the display of the cut-in image, a lighting effect that illuminates a predetermined light-emitting means, a vibration effect that vibrates the effect button 17, etc.

[0335] The character used in the dialogue announcement may be the same as character A used in the character animation. The display time of character A in the dialogue announcement is shorter than the display time of character A in the character animation. Also, in the variation animation of 1, if character A appears in the dialogue announcement and character A also appears in the character animation, the emphasis animation related to the animation symbols (for example, the emphasis animation for the winning symbols) is more likely to be performed than if character A appears in the dialogue announcement in the variation animation of 1.

[0336] When an emphasis effect related to corresponding display is executed, an emphasis effect related to a preview effect is more likely to be executed than when it is not executed. For example, when an effect image is displayed for a hold icon, a caption preview is more likely to be performed in a variable effect corresponding to the hold icon than when it is not displayed, and a character effect and / or a voice effect with a higher degree of expectation than normal may be performed in the caption preview. Also, for example, when a specific winning sound effect is executed along with the additional display of a hold icon, a caption preview is more likely to be performed in a variable effect corresponding to the hold icon than when it is not executed, and a character effect and / or a voice effect with a higher degree of expectation than normal may be performed in the caption preview.

[0337] In addition, when an emphasis effect related to a performance symbol is being performed, the emphasis effect related to the preview effect may be restricted. Also, when an emphasis effect related to the preview effect is performed when the performance symbol is easily visible, the emphasis effect related to the performance symbol may be restricted.

[0338] Also, the preview image and the emphasis image related to the preview image when the performance symbol is difficult to view may be larger than the preview image and the emphasis image related to the preview image when the performance symbol is easily visible. Also, an emphasis effect related to the preview effect may be more likely to be executed when the performance symbol is difficult to view than when it is easily visible.

[0339] It may be easier to change the performance mode when the first emphasis effect is performed than when the second emphasis effect is performed. For example, it may be easier to change the performance mode when an emphasis effect related to corresponding display is executed than when a variable stop time symbol emphasis effect is executed. Also, even for the same emphasis effect, the ease of mode change may vary depending on the mode. For example, it may be easier (or more difficult) to change the performance mode when an emphasis effect related to corresponding display is executed in the first specific mode than when it is executed in the normal mode.

[0340] A first light-emitting effect, a second light-emitting effect, and a third light-emitting effect can be performed, and the third light-emitting effect may be more likely to be performed when the first and second light-emitting effects are performed than when the second light-emitting effect is performed without the first light-emitting effect. For example, the first light-emitting effect may be an effect in which a predetermined light-emitting effect lights up in response to a hold icon or a change in said icon, the second light-emitting effect may be an effect in which a predetermined light-emitting effect lights up in a reach symbol emphasis effect, and the third light-emitting effect may be an effect in which a predetermined light-emitting effect lights up in a jackpot symbol emphasis effect.

[0341] (Emphasis on the operation and presentation) Emphasis effects related to operation effects are effects that emphasize the operation effects. Emphasis effects related to operation effects may include, for example, emphasizing a button image that mimics the effect button 17 by changing the size of the button image, such as by enlarging or shrinking it; making the button image light up or move the button image; displaying effects on the button image itself or around the button image; displaying effects in the background of the button image; or effects that make the button image itself crack or tear. For example, an emphasis effect related to operation effects is an effect that emphasizes a button image that prompts the player to operate the effect button 17, and may be an effect that changes the display manner of the button image, or an effect that displays the button image in a manner that has a higher expectation level than the normal manner (e.g., white, first size, first shape) (e.g., red, second size larger than the first size, second shape). Furthermore, emphasis effects related to operation effects may include a lighting effect that is performed together with the display of the button image and causes a predetermined lighting means (e.g., frame lamp, panel lamp, lighting means of the effect button 17) to light up. The level of expectation may differ depending on the manner of the lighting effect. Furthermore, the emphasis effects related to the operation may include a vibration effect that vibrates the effect button 17 along with the display of the button image. The vibration effect may have multiple vibration patterns depending on the level of expectation. In addition, the emphasis effects related to the operation may include an effect that outputs a predetermined sound along with the display of the button image. The output sound may have multiple types depending on the level of expectation.

[0342] Furthermore, as an emphasis effect related to the operation, an effect may be performed in which a button image resembling the effect button 17 operates periodically. For example, the button image may move up and down, repeatedly enlarge and shrink, or blink. Also, as an emphasis effect related to the operation, an effect may be performed in which the effect button 17 blinks or lights up in a specific light pattern. The button image may operate periodically in a first cycle, and the effect button 17 may change periodically or light up continuously in a second cycle.

[0343] Furthermore, an operation suggestion animation may be performed before the operation animation is performed. For example, the operation suggestion animation may be an animation that makes the user anticipate whether an image resembling the animation button 17 will change from an unclear state to a clear state. If it changes to a clear state, the operation animation will be performed; if it does not change to a clear state, the operation animation will not be performed. Alternatively, the operation suggestion animation may be an animation that makes the user anticipate whether two images resembling the animation button 17 will move and overlap to complete an image resembling the animation button 17. If the image resembling the animation button 17 is completed, the operation animation will be performed; if the image resembling the animation button 17 is not completed, the operation animation will not be performed. Alternatively, the operation suggestion animation may be an animation that makes the user anticipate whether an image resembling the animation button 17 will move and stop in the center of the main screen. If the image resembling the animation button 17 stops in the center of the main screen, the operation animation will be performed; if the image resembling the animation button 17 does not stop in the center of the main screen, the operation animation will not be performed. During such an operation suggestion animation, an emphasis animation related to the operation suggestion animation may be performed. For example, as an operation suggestion animation, an animation may be performed that makes the user expect an image resembling the animation button 17 to stop in the center of the screen, and as an emphasis animation related to the operation suggestion animation, an animation may be performed in which the animation button 17 changes periodically. In this case, the image resembling the animation button 17 does not have to change periodically. Also, the period during which the animation button 17 changes periodically in the emphasis animation related to the operation suggestion animation may be shorter (or longer) than the period during which the animation button 17 changes periodically in the operation animation performed after the operation suggestion animation.

[0344] Furthermore, for example, as an emphasis effect related to operation effects, there may be a first button image that mimics an operation means (for example, a white button image that mimics the effect button 17) and a second button image that mimics an operation means (for example, a red button image that mimics the effect button 17, or an image that mimics another operation means that has a higher expectation than the effect button 17), and the first display (for example, the action of the button image, the display of a text image prompting button operation, the action of the text image, etc.) can be repeated while the first button image is displayed. Similarly, the second display (for example, the action of the button image, the action of the text image, etc.) can be repeated while the second button image is displayed. The number of repetitions of the first display during the operation validity period while the first button image is displayed and the number of repetitions of the second display during the operation validity period while the second button image is displayed may be different or the same.

[0345] Furthermore, when a short-press operation is performed, if a button image resembling the performance button 17, an image indicating the operation validity period, and an image indicating the operation method are displayed, an emphasis effect related to the short-press operation may be performed, which displays an image that emphasizes at least a part of these images. In addition, as an emphasis effect related to the short-press operation, sound effects corresponding to the operation mode, lighting effects that illuminate the performance button 17 in a first lighting pattern, vibration effects that vibrate the performance button 17 in a first vibration pattern, etc., may be performed.

[0346] Furthermore, when a long-press operation is performed, if a button image resembling the performance button 17, an image indicating the operation validity period, and an image indicating the operation method are displayed, an emphasis effect related to the long-press operation may be performed, which displays an image that emphasizes at least a part of these images. The emphasis effect related to the long-press operation is a different form from the emphasis effect related to the short-press operation. Note that a part of the emphasis effect related to the long-press operation may be the same form as a part of the emphasis effect related to the short-press operation. As an emphasis effect related to the long-press operation, sound effects corresponding to the operation mode, lighting effects that cause the performance button 17 to light up in a first or second lighting pattern, vibration effects that cause the performance button 17 to vibrate in a first or second vibration pattern, etc., may be performed.

[0347] Furthermore, when a rapid-fire button press animation is performed, if a button image resembling the animation button 17, an image indicating the validity period of the operation, and an image indicating the operation method are displayed, an emphasis animation for the rapid-fire button press animation may be performed, which displays an image that emphasizes at least a part of these images. The emphasis animation for the rapid-fire button press animation is a different form from the emphasis animation for the short-press and long-press operations. Note that a part of the emphasis animation for the rapid-fire button press animation may be the same form as a part of the emphasis animation for the short-press and long-press operations. As an emphasis animation for the rapid-fire button press animation, sound effects corresponding to the operation mode, lighting effects that illuminate the animation button 17 in a first lighting pattern, a second lighting pattern, or a third lighting pattern, vibration effects that vibrate the animation button 17 in a first vibration pattern, a second vibration pattern, or a third vibration pattern, etc., may be performed.

[0348] Furthermore, the manner of emphasis effects related to short-press operations, long-press operations, and rapid-fire operations may differ depending on the performance mode. If the first mode (for example, normal mode) is set, the emphasis effects related to short-press operations, long-press operations, and rapid-fire operations of the first manner may be executed. If the second mode (for example, first specific mode) is set, the emphasis effects related to short-press operations, long-press operations, and rapid-fire operations of the second manner may be executed. Furthermore, if the third mode (for example, second specific mode) is set, the emphasis effects related to short-press operations, long-press operations, and rapid-fire operations of the third manner may be executed. Note that at least one manner of the emphasis effects related to short-press operations, long-press operations, and rapid-fire operations may be the same between normal mode and first specific mode. Furthermore, in the first specific mode and the second specific mode, at least one of the following types of emphasis effects—short-press operation effect, long-press operation effect, and rapid-press operation effect—may be the same.

[0349] Furthermore, the gaming machine may be equipped with a second operating means separate from the performance button 17, and a second operation performance may be performed to prompt operation of the second operating means, and an emphasis performance may be performed regarding the second operation performance. The emphasis performance regarding the second operation performance prompting operation of the second operating means may have a higher expectation level than the emphasis performance regarding the first operation performance prompting operation of the performance button 17.

[0350] Furthermore, while the first button image is displayed, the first display (e.g., button image operation, text image operation, etc.) can be repeatedly executed in the first cycle, and while the second button image is displayed, the second display (e.g., button image operation, text image operation, etc.) can be repeatedly executed in a second cycle different from the first cycle.

[0351] The first button image may be displayed when the first mode (e.g., normal mode; first stage) is set, and the second button image may be displayed when the second mode (e.g., first specific mode or second specific mode; second stage) is set. Furthermore, the first and second button images may be displayed when the same mode is set.

[0352] Furthermore, during the operation animation, it may be possible to execute a first display th...

Claims

[Claim 1] A gaming machine capable of performing special games that are advantageous to the player, A determination means for determining the determination information, Based on the determination result of the determination means, a game control means controls the progress of the game and transmits a predetermined command, A storage means for storing the aforementioned determination information, A pre-determination means that pre-determines the determination information before the determination by the determination means, The game includes a performance control means that controls the performance based on commands from the aforementioned game control means, The aforementioned performance control means is It is possible to perform a variation effect that changes the identification display and then stops it. It is possible to display a corresponding display for the aforementioned determination information. Based on the result of the prior determination or the determination result of the determination means, the first emphasis effect related to the corresponding display can be executed. In the aforementioned variation effect, a preview effect suggesting the possibility of the special game can be executed on the side of the background image that is in front of it. There are times when a second emphasis effect, which is different from the background image and emphasizes the aforementioned preview effect, is performed, and times when the second emphasis effect is not performed. It is possible to display the identification mark in a special manner that suggests the possibility of special games being played, In response to the display of the identification display in the special embodiment, a third emphasis effect can be performed to emphasize the identification display in the special embodiment. It is possible to display a specific identification indicator that suggests a special game is being played. When temporarily suspending the aforementioned specific identification display, a fourth emphasis effect can be performed to emphasize the said specific identification display. When the aforementioned specific identification display is stopped, the fourth emphasis effect is not performed. It is possible to perform a progression animation for a predetermined object that allows it to progress from the first state to the second state. Before the aforementioned presentation is performed, the first image can be displayed, and after the aforementioned presentation is performed, the second image can be displayed. When the aforementioned progression effect is performed, the second emphasis effect can be executed. When the first emphasis effect is performed, the second emphasis effect is more likely to be performed than when the first emphasis effect is not performed. A gaming machine in which the fourth emphasis effect is more likely to be executed when the first emphasis effect, the second emphasis effect, and the third emphasis effect are executed than when the first emphasis effect is not executed but the second emphasis effect and the third emphasis effect are executed.

Citation Information

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