JP5856202B2 - Game machine - Google Patents

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JP5856202B2
JP5856202B2 JP2014024815A JP2014024815A JP5856202B2 JP 5856202 B2 JP5856202 B2 JP 5856202B2 JP 2014024815 A JP2014024815 A JP 2014024815A JP 2014024815 A JP2014024815 A JP 2014024815A JP 5856202 B2 JP5856202 B2 JP 5856202B2
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effect
reach
symbol
executed
hold
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JP2015150081A (en
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直幸 渡辺
直幸 渡辺
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京楽産業.株式会社
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  The present invention relates to a gaming machine such as a pachinko gaming machine played by a player.
  Some recent gaming machines, for example, pachinko gaming machines, have various effects to attract the player's interest (see, for example, Non-Patent Document 1).
"Pachinko winning guide", Guide Works Co., Ltd., issued on May 4, 2013, May 4, 2013 issue
  As can be seen from the description in the above non-patent documents, in the recent gaming machine field, the performance is very important and is an important factor that determines the value of the gaming machine. For this reason, there is always a demand for more innovative productions that do not make players feel bored.
  The present invention has been made in view of the above circumstances, and a main object thereof is to provide a gaming machine having a more innovative effect that does not make the player feel bored.
  In order to achieve the above object, one aspect of the present invention employs the following configuration. Note that reference numerals in parentheses, explanatory texts, step numbers, and the like indicate correspondence with embodiments described later in order to help understanding of one aspect of the present invention. It does not limit the range at all.
In one aspect of the present invention, the gaming machine has a configuration exemplified by, for example, a third example of a fifth embodiment described later. Specifically, the gaming machine (1)
Determination means (100, Si57) for determining whether or not to perform a special game (big hit game) advantageous to the player based on the determination information (a set of random numbers) acquired by establishing the start condition;
Production control means (400, 500, etc .; see FIG. 73, FIG. 74) for producing an effect for notifying the determination result based on the determination result by the determination means,
The production control means includes
The first specific effect (FIG. 84) that causes the second effect (reach effect) to be suggested that the possibility that the special game is likely to be performed after the first effect (the effect before reach) is performed once. First specific effect control means for performing (see)
Second specific effect control means for performing a second specific effect (see FIG. 93) for causing the second effect to be performed after the first effect is repeatedly performed a plurality of times;
Displayed when the first effect is performed by the first specific effect control means, or when the first effect before the last time is performed by the second specific effect control means. A first suggestion symbol (“banana” symbol alignment; a diagram indicating that the first effect is repeatedly performed in each of the first display region of the means and the second display region different from the first display region; 93) and a suggestion symbol capable of displaying any suggestion symbol of the second suggestion symbol ("reach" symbol alignment; see FIG. 93) suggesting that the second performance is performed. It has a suggestion design effect control means for effecting,
The suggestion design effect control means is:
When the first effect is performed by the first specific effect control means, the second suggestion symbol is displayed in one display area of the first display area and the second display area, and the other one is displayed. In the display area, the first suggestion design effect that does not display the first suggestion design is performed (see FIGS. 84 and 87 (1)),
When the first presentation is performed after the second time and before the last round by the second specific production control means, one of the first display area and the second display area is displayed. The second suggestion design is displayed by displaying the second suggestion design and displaying the first suggestion design in the other display area (see FIGS. 93 and 94).
Further, the effect control means includes a lose effect control means for performing a lose effect indicating that the special game is not performed after the first effect is performed once.
The suggestion symbol effect control means is configured to display the first suggestion symbol in both the first display area and the second display area when the first effect is performed by the lose effect control means. In addition, a third suggestion effect that does not display the second suggestion symbol may be performed (see FIG. 88).
  Further, when the second specific effect is executed by the second specific effect control means, the special means is used by the determination means than when the first specific effect is executed by the first specific effect control means. The possibility that it is determined that a game is to be performed may be high.
  ADVANTAGE OF THE INVENTION According to this invention, the game machine provided with the more novel production which does not make a player get tired can be provided.
Schematic front view showing an example of a pachinko gaming machine 1 according to an embodiment of the present invention The enlarged view which shows an example of the indicator 4 provided in the pachinko machine 1 of FIG. Partial plan view of the pachinko gaming machine 1 of FIG. The block diagram which shows an example of a structure of the control apparatus provided in the pachinko gaming machine 1 The figure for demonstrating an example of the jackpot breakdown of the special symbol lottery which concerns on this embodiment An example of a flowchart showing timer interrupt processing performed by the main control unit 100 The figure for demonstrating an example of the process regarding a normal symbol process An example of a detailed flowchart of the start port switch process in step Si2 of FIG. An example of a detailed flowchart of special symbol processing in step Si4 of FIG. The figure for demonstrating the example of the reach table in this embodiment The figure for demonstrating the example of the variable time table set in this embodiment The figure for demonstrating the example of the variable time table set in this embodiment The figure for demonstrating the example of the variable time table set in this embodiment The figure for demonstrating the example of the variable time table set in this embodiment An example of a detailed flowchart of the big prize opening process in step Si6 of FIG. An example of a detailed flowchart of the big prize opening process in step Si6 of FIG. FIG. 10 summarizes the switching timing of reach tables LT1 to LT4 in FIG. 10 and variable time table sets HT1 to HT4 in FIGS. In the first example of the first embodiment, an example of a flowchart showing the effect control process performed by the effect control unit 400 In the first example of the first embodiment, an example of a detailed flowchart showing the process of step Sq110 of the effect control process of FIG. The figure for demonstrating the example of the production pattern which concerns on the 1st example of 1st Embodiment. The figure for demonstrating an example of the production which concerns on the 1st example of 1st Embodiment. The figure for demonstrating the production | presentation shown in FIG. 21 in time series Schematic front view showing an example of a pachinko gaming machine 1 according to a second example of the first embodiment The block diagram which shows an example of a structure of the control apparatus provided in the pachinko game machine 1 which concerns on the 2nd example of 1st Embodiment. An example of a detailed flowchart showing the process of step Sq110 of the effect control process of FIG. 18 in the second example of the first embodiment. The figure for demonstrating an example of the production which concerns on the 2nd example of 1st Embodiment The figure for demonstrating the production | presentation shown in FIG. 26 in time series The figure for demonstrating the modification of the production | presentation shown in FIG. The figure for demonstrating the modification of the production | presentation shown in FIG. An example of a detailed flowchart showing the process of step Sq110 of the effect control process of FIG. 18 in the third example of the first embodiment. The figure for demonstrating an example of the production which concerns on the 3rd example of 1st Embodiment The figure for demonstrating the production | presentation shown in FIG. 31 in time series The figure for demonstrating the modification of the production | presentation shown in FIG. An example of a flowchart showing effect control processing performed by the effect control unit 400 in the first example of the second embodiment. In the first example of the second embodiment, an example of a detailed flowchart showing the process of step St105 of the effect control process of FIG. The figure for demonstrating the outline | summary of the alerting | reporting effect and hold display which concern on the 1st example of 2nd Embodiment. The figure for demonstrating the mode production which concerns on the 1st example of 2nd Embodiment. The figure for demonstrating the mode transition effect which concerns on the 1st example of 2nd Embodiment. The figure for demonstrating the mode transition effect which concerns on the 1st example of 2nd Embodiment. An example of a flowchart showing effect control processing performed by the effect control unit 400 in the second example of the second embodiment In the second example of the second embodiment, an example of a detailed flowchart showing the process of step Su202 of the effect control process of FIG. The figure for demonstrating the mode transition effect which concerns on the 2nd example of 2nd Embodiment. The figure for demonstrating the mode transition effect which concerns on the 3rd example of 2nd Embodiment. An example of a flowchart showing effect control processing performed by the effect control unit 400 in the first example of the third embodiment. In the first example of the third embodiment, an example of a detailed flowchart showing the process of step Sm110 of the effect control process of FIG. The figure for demonstrating the decoration symbol effect which concerns on the 1st example of 3rd Embodiment. The figure for demonstrating the temporary stop display aspect of the main symbol MI which concerns on the 1st example of 3rd Embodiment. The figure for demonstrating the stop display aspect of the sub symbol SI which concerns on the 1st example of 3rd Embodiment. The figure which shows an example which represented the decoration symbol effect in the time series in the case where a reach effect is performed as an expansion effect which concerns on the 1st example of 3rd Embodiment. Explanatory drawing of the decorative design effect in (2) of FIG. The figure which shows an example which represented the decoration symbol effect in the time series in the case where a chance eye expansion effect is performed as an expansion effect which concerns on the 1st example of 3rd Embodiment. Explanatory drawing of the decorative design effect in (2) of FIG. The figure which shows an example which represented the decoration symbol effect in the time series in the case where a pseudo | simulation continuous effect is performed as an expansion effect which concerns on the 1st example of 3rd Embodiment. Explanatory drawing of the decorative design effect in (2) of FIG. The figure which shows the other example which represented the decoration symbol effect in the time series in the case where a pseudo | simulation continuous effect is performed as an expansion effect which concerns on the 1st example of 3rd Embodiment. Explanatory drawing of the decorative design effect in (2) of FIG. An example of a detailed flowchart showing the process of step Sm110 of the effect control process of FIG. 44 in the second example of the third embodiment. The figure for demonstrating the example of the production pattern which concerns on the 2nd example of 3rd Embodiment. The figure for demonstrating the chance eye-catching effect which concerns on the 2nd example of 3rd Embodiment. An example of a flowchart showing the effect control process performed by the effect control unit 400 in the first example of the fourth embodiment. In the first example of the fourth embodiment, an example of a detailed flowchart showing the process of step Sw110 of the effect control process of FIG. The figure for demonstrating the decoration design which concerns on the 1st example of 4th Embodiment The figure for demonstrating the outline | summary of the button operation instruction | indication effect which concerns on the 1st example of 4th Embodiment. The figure for demonstrating the example of the production pattern which concerns on the 1st example of 4th Embodiment. The figure for demonstrating the detail of the button operation instruction | indication effect which concerns on the 1st example of 4th Embodiment. The figure for demonstrating the detail of the button operation instruction | indication effect which concerns on the 1st example of 4th Embodiment. The figure for demonstrating the outline | summary of the button operation instruction | indication effect which concerns on a modification. In the second example of the fourth embodiment, an example of a detailed flowchart showing the process of step Sw110 of the effect control process of FIG. The figure for demonstrating the example of the production pattern which concerns on the 2nd example of 4th Embodiment. The figure for demonstrating the detail of the reach production which concerns on the 2nd example of 4th Embodiment The figure for demonstrating the detail of the reach production which concerns on the 2nd example of 4th Embodiment The figure for demonstrating the example of the production pattern which concerns on the 3rd example of 4th Embodiment. An example of a flowchart showing an effect control process performed by the effect control unit 400 in the first example of the fifth embodiment. In the first example of the fifth embodiment, an example of a detailed flowchart showing the process of step Sa110 of the effect control process of FIG. The figure for demonstrating the example of the effect image displayed on the image display part 6 in the alerting | reporting effect which alert | reports the result of a special symbol lottery in the 1st example of 5th Embodiment. The figure for demonstrating the example of a dot pattern in the 1st example of 5th Embodiment. The figure for demonstrating the example of the stop timing of a dot symbol reel in the 1st example of 5th Embodiment. The figure for demonstrating the example of the stop timing of a dot symbol reel in the 1st example of 5th Embodiment. The figure for demonstrating the example of the stop timing of a dot design reel The figure for demonstrating the example which suggests the production | presentation pattern (or / and the decoration stop pattern of a decoration design reel) of a notification effect by the combination of the stop mode between dot design reels in the 1st example of 5th Embodiment. The figure for demonstrating the example which suggests the production | presentation pattern (or / and the decoration stop pattern of a decoration design reel) of a notification effect by the combination of the stop mode between dot design reels in the 1st example of 5th Embodiment. The figure for demonstrating the example which suggests the production | presentation pattern (or / and the decoration stop pattern of a decoration design reel) of a notification effect by the combination of the stop mode between dot design reels in the 1st example of 5th Embodiment. The figure for demonstrating the 2nd example of 5th Embodiment The figure for demonstrating the 2nd example of 5th Embodiment The figure for demonstrating the 2nd example of 5th Embodiment The figure for demonstrating the 2nd example of 5th Embodiment The figure for demonstrating the 2nd example of 5th Embodiment The figure for demonstrating the 2nd example of 5th Embodiment The figure for demonstrating the 3rd example of 5th Embodiment The figure for demonstrating the 3rd example of 5th Embodiment The figure for demonstrating the 3rd example of 5th Embodiment The figure for demonstrating the 3rd example of 5th Embodiment The figure for demonstrating the 4th example of 5th Embodiment The figure for demonstrating the 4th example of 5th Embodiment The figure for demonstrating the 5th example of 5th Embodiment The figure for demonstrating the 5th example of 5th Embodiment The figure for demonstrating the 5th example of 5th Embodiment The figure for demonstrating the 5th example of 5th Embodiment The figure for demonstrating the 5th example of 5th Embodiment An example of a flowchart showing effect control processing performed by the effect control unit 400 in the first example of the sixth embodiment An example of a detailed flowchart showing the process of step Sf109 of the effect control process of FIG. 100 in the first example of the sixth embodiment. The figure for demonstrating the prefetch continuous notice effect by the 1st example of 6th Embodiment. The figure for demonstrating the prefetch continuous notice effect by the 1st example of 6th Embodiment. The figure for demonstrating the prefetch continuous notice effect by the 1st example of 6th Embodiment. The figure for demonstrating the prefetch continuous notice effect by the 1st example of 6th Embodiment. The figure for demonstrating the prefetch continuous notice effect by the 1st example of 6th Embodiment. Time chart for explaining pre-reading continuous notice effect according to the first example of the sixth embodiment over time The figure for demonstrating the 2nd example of 6th Embodiment The figure for demonstrating the 2nd example of 6th Embodiment The figure for demonstrating the 2nd example of 6th Embodiment The figure for demonstrating the 2nd example of 6th Embodiment The figure for demonstrating the 2nd example of 6th Embodiment The figure for demonstrating the 3rd example of 6th Embodiment The figure for demonstrating the 3rd example of 6th Embodiment The figure for demonstrating the 3rd example of 6th Embodiment The figure for demonstrating the 3rd example of 6th Embodiment The figure for demonstrating the 3rd example of 6th Embodiment The flowchart which shows an example of the effect control process performed by the effect control part 400 in the 1st example of 7th Embodiment. The flowchart which shows an example of the effect control process performed by the effect control part 400 in the 1st example of 7th Embodiment. In the first example of the seventh embodiment, an example of a detailed flowchart of the process of step Si104 of FIG. The figure for demonstrating the low reliability fixed fluctuation | variation range in the 1st example of 7th Embodiment. The figure for demonstrating the low reliability fixed fluctuation | variation range in the 1st example of 7th Embodiment. The figure for demonstrating the low reliability fixed fluctuation | variation range in the 1st example of 7th Embodiment. The figure for demonstrating the low reliability fixed fluctuation | variation range in the 1st example of 7th Embodiment. The figure for demonstrating the low reliability fixed fluctuation | variation range in the 1st example of 7th Embodiment. The figure for demonstrating the low reliability fixed fluctuation | variation range in the 1st example of 7th Embodiment. The figure for demonstrating the low reliability fixed fluctuation | variation range in the 1st example of 7th Embodiment. The figure for demonstrating the low reliability fixed fluctuation | variation range in the 1st example of 7th Embodiment. The figure for demonstrating an example of the prefetch notice performed in the round effect in jackpot game in the 1st example of 7th Embodiment. Example of reach table for explaining the reach table in the first example of the seventh embodiment The figure for demonstrating the 2nd example of 7th Embodiment The figure for demonstrating the 2nd example of 7th Embodiment
  Hereinafter, a pachinko gaming machine 1 according to an embodiment of the present invention will be described with reference to the drawings as appropriate. Hereinafter, the pachinko gaming machine 1 may be simply referred to as a gaming machine 1.
[Schematic configuration of pachinko gaming machine 1]
Hereinafter, a schematic configuration of the pachinko gaming machine 1 according to an embodiment of the present invention will be described with reference to FIGS. FIG. 1 is a schematic front view showing an example of a gaming machine 1 according to an embodiment of the present invention. FIG. 2 is an enlarged view showing an example of the display 4 provided in the gaming machine 1. FIG. 3 is a partial plan view of the gaming machine 1.
  In FIG. 1, a gaming machine 1 is a pachinko gaming machine configured to pay out a winning ball when a gaming ball launched by a player's operation wins a prize, for example. This gaming machine 1 includes a game board 2 on which game balls are launched, and a frame member 5 surrounding the game board 2. The frame member 5 is configured to be openable and closable with respect to the main part of the gaming machine 1 around a hinge provided on the shaft support side. And the lock part 43 is provided in the predetermined position (for example, edge part on the opposite side to a shaft support side) which becomes the front side of the frame member 5, and the frame member 5 is unlocked by unlocking the lock part 43. Can be opened.
  A game area 20 for playing a game with a game ball is formed on the front surface of the game board 2. In the gaming area 20, a rail member (from which a game ball launched from below (the launching device 211; see FIG. 4) rises along the main surface of the game board 2 and forms a path toward the upper position of the gaming area 20 ( (Not shown) and a guide member (not shown) for guiding the raised game ball to the right side of the game area 20.
  In addition, the game board 2 is provided with an image display unit 6 that displays images for various effects at positions that are easily visible to the player. The image display unit 6 notifies the player of the result of the special symbol lottery (big hit lottery), for example, by displaying a decorative symbol according to the progress of the game by the player, the appearance of a character, the appearance of an item, etc. Or a reserved image showing the number of times the special symbol lottery is held. The image display unit 6 is configured by a liquid crystal display device, an EL (Electro Luminescence) display device, or the like, but any other display device may be used. Furthermore, a movable accessory 7 and a board lamp 8 used for various effects are provided on the front surface of the game board 2. The movable accessory 7 is configured to be movable with respect to the game board 2, and produces an effect by performing a predetermined operation in accordance with the progress of the game or in accordance with the operation of the player. The board lamp 8 emits light according to the progress of the game, thereby performing various effects by light.
  In the game area 20, a game nail and a windmill (both not shown) that change the falling direction of the game ball are arranged. Further, in the game area 20, various bonuses related to winning and lottery are arranged at predetermined positions. In FIG. 1, the first start port 21, the second start port 22, the gate 25, the big winning port 23, and the normal winning port 24 are arranged on the game board 2 as an example of various prizes related to winning and lottery. It is installed. In addition, the game area 20 is provided with a discharge port 26 through which game balls that have not been won in any of the game areas of the game balls launched into the game area 20 are discharged out of the game area 20. .
  The first start port 21 and the second start port 22 are awarded when a game ball enters, respectively, and a special symbol lottery (big hit lottery) is started. The first start port 21 operates a predetermined special electric accessory (large winning port 23) and / or a predetermined special symbol display (first special symbol display 4a described later). It is a winning opening related to winning a game ball. Further, the second start opening 22 operates the special electric accessory and / or a predetermined special symbol display device (second special symbol display device 4b described later), and wins related to winning a game ball. The mouth. When the game ball passes through the gate 25, the normal symbol lottery (the open / close lottery of the electric tulip 27 described below) starts. The lottery is not started even if a game ball wins the normal winning opening 24.
  The 2nd starting port 22 is provided in the lower part of the 1st starting port 21, and is equipped with the electric tulip 27 in the vicinity of the entrance of a game ball as an example of a normal electric accessory. The electric tulip 27 has a pair of wings imitating tulip flowers, and the pair of wings opens and closes left and right by driving an electric tulip opening / closing unit 112 (for example, an electric solenoid) described later. When the pair of blade portions are closed, the electric tulip 27 is in a closed state in which the game ball does not enter the second start port 22 because the opening width guided to the entrance of the second start port 22 is extremely narrow. On the other hand, the electric tulip 27 is in an open state in which the game ball can easily enter the second starting port 22 because the opening width guided to the inlet of the second starting port 22 increases when the pair of wings open to the left and right. . When the electric tulip 27 passes through the gate 25 and the normal symbol lottery is won, the pair of blades opens for a specified time (for example, 0.10 seconds) and opens and closes for a specified number of times (for example, once). To do.
  The big winning opening 23 is located at the lower center of the second starting opening 22 and is opened according to the result of the special symbol lottery. The big prize opening 23 is normally in a closed state so that no game balls can enter, but depending on the result of the special symbol lottery, it protrudes from the main surface of the game board 2 and is in an open state. The game ball is easy to enter. For example, the special winning opening 23 repeats a round that is in an open state until a predetermined condition (for example, 29.5 seconds elapses or a winning of 10 game balls) is satisfied a predetermined number of times (for example, 16 times).
  Further, on the lower right side of the game board 2, a display 4 for displaying the results of the special symbol lottery and the normal symbol lottery described above and the number of reserved items is arranged. Details of the display 4 will be described later.
  Here, the payout of prize balls will be described. When a game ball enters (wins) the first start port 21, the second start port 22, the big winning port 23, and the normal winning port 24, a predetermined number per game ball is determined according to the place where the game ball has won. The prize ball is paid out. For example, when one game ball is won at the first start port 21 and the second start port 22, three prize balls are awarded, and when one game ball is won at the big prize port 23, thirteen prize balls are given to the normal prize slot 24. When one game ball is won, ten prize balls are paid out. Even if it is detected that the game ball has passed through the gate 25, there is no payout of the prize ball in conjunction with it.
  The frame member 5 on the front surface of the gaming machine 1 is provided with a handle 31, a lever 32, a stop button 33, a take-out button 34, a speaker 35, a frame lamp 36, an effect button 37, an effect key 38, a dish 39, and the like. Yes.
  When the player touches the handle 31 and performs an operation to rotate the lever 32 clockwise, the launching device 211 (100 per minute) with a hitting force according to the operation angle (for example, 100 per minute). 4) electrically fires the game ball. The tray 39 (see FIG. 3) is provided so as to protrude in front of the gaming machine 1 and temporarily stores game balls supplied to the launching device 211. In addition, the above-described prize balls are paid out to the plate 39. The game balls stored in the tray 39 are supplied to the launching device 211 one by one by a supply device (not shown) at a timing linked with the operation by the player's lever 32.
  The stop button 33 is provided on the lower side surface of the handle 31, and even when the player touches the handle 31 and rotates the lever 32 in the clockwise direction, the game ball is released by being pressed by the player. Is temporarily stopped. The take-out button 34 is provided on the front surface in the vicinity of the position where the tray 39 is provided, and when the player presses it, the game balls accumulated in the tray 39 are dropped into a box (not shown).
  The speaker 35 and the frame lamp 36 respectively notify the gaming state and situation of the gaming machine 1 and perform various effects. The speaker 35 performs various effects using music, voice, and sound effects. In addition, the frame lamp 36 performs various effects by light depending on a pattern by lighting / flashing or a difference in emission color.
  Next, the display 4 provided in the gaming machine 1 will be described with reference to FIG. In FIG. 2, the display 4 includes a first special symbol display 4a, a second special symbol display 4b, a first special symbol hold indicator 4c, a second special symbol hold indicator 4d, a normal symbol indicator 4e, and a normal symbol indicator 4e. A symbol hold display 4f and a game status display 4g are provided.
  The first special symbol display 4a is displayed with the display symbol varying corresponding to the winning of the game ball at the first starting port 21. For example, the first special symbol display 4a is composed of a 7-segment display device, and when a game ball is won at the first starting port 21, the special symbol is displayed in a variable manner, and then the lottery result is displayed. Further, the second special symbol display 4b is displayed with the display symbols varying corresponding to the winning of the game ball at the second starting port 22. For example, the second special symbol display 4b is similarly composed of a 7-segment display device, and when a game ball wins at the second starting port 22, the special symbol is displayed in a variable manner and then stopped and the lottery result is displayed. To do. In the normal symbol display 4e, the display symbol is changed and displayed in response to the game ball passing through the gate 25. For example, the normal symbol display 4e is constituted by an LED display device, and when a game ball passes through the gate 25, the normal symbol is variably displayed and then stopped and displayed.
  The first special symbol hold indicator 4c displays the number of times that the special symbol lottery is held when a game ball wins at the first start port 21. The second special symbol hold indicator 4d displays the number of times that the special symbol lottery is held when the game ball wins at the second start port 22. The normal symbol hold display 4f displays the number of times the normal symbol lottery is held. For example, the first special symbol hold indicator 4c, the second special symbol hold indicator 4d, and the normal symbol hold indicator 4f are each composed of LED display devices arranged in a row, and the number of times of hold is displayed according to the lighting mode. The
  The game state display 4g displays the game state (normal game state, short time state, etc.) at the time when the gaming machine 1 is turned on.
  Next, an input device provided in the gaming machine 1 will be described with reference to FIG. In FIG. 3, the gaming machine 1 is provided with an effect button 37 and an effect key 38 as an example of an input device.
  The effect button 37 and the effect key 38 are provided for the player to input the effect. The effect button 37 is provided on the side of the upper surface of the tray 39 protruding forward of the gaming machine 1. The production key 38 has a center key and four direction keys arranged in a substantially cross shape, and is provided on the upper side of the plate 39 adjacent to the production button 37. The effect button 37 and the effect key 38 are each pressed by the player to perform a predetermined effect. For example, the player can enjoy a predetermined effect by pressing the effect button 37 at a predetermined timing. Further, the player can select one of a plurality of images displayed on the image display unit 6 by operating the four direction keys of the effect key 38. Further, the player can input the selected image as information by operating the center key of the effect key 38.
  In addition, on the back side of the gaming machine 1, a ball tank for storing game balls for payout and a payout device (payout drive unit 311) for paying out the game balls to the tray 39 are provided, and various substrates are attached. ing. For example, a main board, a sub board, and the like are disposed on the rear surface of the game board 2. Specifically, a main control board on which a main control unit 100 (see FIG. 4) that performs internal lottery and determination of winning is configured is disposed on the main board. The sub-board includes a firing control board 200 (see FIG. 4) configured to control a launching device 211 that launches a game ball to the upper part of the game area 20, and a payout control unit 300 that controls the payout of a prize ball. A payout control board configured with an effect control board configured with an effect control section 400 for overall control of effects, an image control board configured with an image acoustic control section 500 for controlling effects with images and sounds, and various types The lamp control board etc. in which the lamp control part 600 which controls the effect by the lamp (frame lamp 36, panel lamp 8) and the movable accessory 7 are arranged. In addition, on the rear surface of the gaming board 2, the power source of the gaming machine 1 is switched on / off, and 24V (volt) AC power supplied to the gaming machine 1 is converted into DC power of various voltages. A switching power supply is provided for outputting the direct current power to the various substrates described above.
[Configuration of control device of pachinko gaming machine 1]
Next, with reference to FIG. 4, a control device that performs operation control and signal processing in the gaming machine 1 will be described. FIG. 4 is a block diagram showing an example of the configuration of the control device provided in the gaming machine 1.
  4, the control device of the gaming machine 1 includes a main control unit 100, a launch control unit 200, a payout control unit 300, an effect control unit 400, an image sound control unit 500, a lamp control unit 600, and the like.
  The main control unit 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, and a RAM (Random Access Memory) 103. The CPU 101 performs arithmetic processing when performing various controls related to the number of payout prize balls, such as internal lottery and determination of winning. The ROM 102 stores programs executed by the CPU 101 and various data. The RAM 103 is used as a working memory for the CPU 101. Hereinafter, main functions of the main control unit 100 will be described.
  The main control unit 100 performs a special symbol lottery (big hit lottery) when a game ball wins at the first starting port 21 or the second starting port 22, and effects control is performed on determination result data indicating whether or not the special symbol lottery is won. Send to part 400.
  The main control unit 100 controls the opening time when the blade portion of the electric tulip 27 is opened, the number of times the blade portion is opened and closed, and the opening / closing time interval at which the blade portion is opened and closed. Further, the main control unit 100 executes the special symbol lottery execution suspension number when the game ball wins the first start port 21, the special symbol lottery execution suspension number when the game ball wins the second start port 22, In addition, the number of execution suspensions of the normal symbol lottery when the game ball passes through the gate 25 is managed, and data related to the number of suspensions is sent to the effect control unit 400.
  The main control unit 100 controls the opening / closing operation of the special winning opening 23 according to the result of the special symbol lottery. For example, the main controller 100 repeats a predetermined number of rounds (for example, 29.5 seconds have passed or 10 game balls have been won) in which the big winning opening 23 projects and inclines and opens. (16 times). Further, the main control unit 100 controls the opening / closing time interval at which the special winning opening 23 opens and closes.
  The main control unit 100 changes the game state in accordance with the progress of the game, and according to the progress of the game, the winning probability of the special symbol lottery, the execution interval of the special symbol lottery (the special symbol is variably displayed on the display 4) In other words, it may be said that it is a time to stop and display), and the opening / closing operation of the electric tulip 27 is changed.
  When a game ball wins the first start port 21, the second start port 22, the big winning port 23, and the normal winning port 24, the main control unit 100 determines a predetermined amount per game ball according to the place where the game ball has won. The payout control unit 300 is instructed to pay out a number of prize balls. Even if the main control unit 100 detects that the game ball has passed through the gate 25, the main control unit 100 does not instruct the payout control unit 300 to pay out the prize ball in conjunction therewith. When the payout control unit 300 pays out a prize ball according to an instruction from the main control unit 100, information on the number of prize balls paid out from the payout control unit 300 is sent to the main control unit 100. Then, the main control unit 100 manages the number of paid-out prize balls based on the information acquired from the payout control unit 300.
  In order to realize the above-described functions, the main control unit 100 includes a first start port switch 111a, a second start port switch 111b, an electric tulip opening / closing unit 112, a gate switch 113, a big prize opening switch 114, a big prize opening opening / closing. 115, normal winning opening switch 116, display 4 (first special symbol display 4a, second special symbol display 4b, first special symbol hold indicator 4c, second special symbol hold indicator 4d, normal symbol display 4e, a normal symbol hold display 4f, and a game status display 4g) are connected.
  The first start port switch 111 a detects that a game ball has won the first start port 21 and sends a detection signal to the main control unit 100. The second start port switch 111 b detects that a game ball has won the second start port 22 and sends a detection signal to the main control unit 100. The electric tulip opening / closing unit 112 opens and closes the pair of blade portions of the electric tulip 27 in accordance with a control signal sent from the main control unit 100. The gate switch 113 detects that a game ball has passed through the gate 25 and sends a detection signal to the main control unit 100. The big prize opening switch 114 detects that the game ball has won the big prize opening 23 and sends a detection signal to the main control unit 100. The special prize opening / closing unit 115 opens and closes the special prize opening 23 in accordance with a control signal sent from the main control unit 100. The normal winning port switch 116 detects that a game ball has won the normal winning port 24 and sends a detection signal to the main control unit 100.
  In addition, the main control unit 100 displays the result of a special symbol lottery started by winning a game ball at the first starting port 21 (hereinafter sometimes referred to as a first special symbol lottery) on the first special symbol display 4a. indicate. The main control unit 100 displays on the second special symbol display 4b the result of the special symbol lottery started by the winning of the game ball to the second starting port 22 (hereinafter sometimes referred to as the second special symbol lottery). . The main control unit 100 displays the number of times the first special symbol lottery is on hold on the first special symbol hold display 4c. The main control unit 100 displays the number of holdings for which the second special symbol lottery is held on the second special symbol holding display 4d. The main control unit 100 displays the result of the normal symbol lottery started by passing the game ball to the gate 25 on the normal symbol display 4e. The main control unit 100 displays the number of times of holding the normal symbol lottery on the normal symbol hold display 4f. Further, the main control unit 100 displays the gaming state at that time on the gaming state display 4g when the gaming machine 1 is turned on.
  The launch control unit 200 includes a CPU 201, a ROM 202, and a RAM 203. The CPU 201 performs arithmetic processing when performing various controls related to the launching device 211. The ROM 202 stores programs executed by the CPU 201 and various data. The RAM 203 is used as a working memory for the CPU 201.
  When the lever 32 is in the neutral position, the lever 32 is in a firing stop state without outputting a signal. When the player is rotated clockwise by the player, the lever 32 outputs a signal corresponding to the rotation angle to the firing control unit 200 as a hitting ball firing command signal. The launch control unit 200 controls the launch operation of the launch device 211 based on the hit ball launch command signal. For example, the launch control unit 200 controls the operation of the launch device 211 so that the speed at which the game ball is launched increases as the rotation angle of the lever 32 increases. When the signal indicating that the stop button 33 is pressed is output, the launch control unit 200 stops the operation of the launch device 211 firing the game ball.
  The payout control unit 300 includes a CPU 301, a ROM 302, and a RAM 303. The CPU 301 performs a calculation process when controlling the payout of the payout ball. The ROM 302 stores programs executed by the CPU 301 and various data. A RAM 303 is used as a working memory for the CPU 301.
  The payout control unit 300 controls payout of the payout ball based on the command sent from the main control unit 100. Specifically, the payout control unit 300 acquires from the main control unit 100 a command for paying out a predetermined number of prize balls according to the place where the game ball has won. Then, the payout driving unit 311 is controlled so as to pay out the number of prize balls specified by the command. Here, the payout drive unit 311 is configured by a drive motor or the like that sends out a game ball from a game ball storage unit (ball tank).
  The effect control unit 400 includes a CPU 401, a ROM 402, a RAM 403, and an RTC (real time clock) 404. In addition, the effect control unit 400 is connected to the effect button 37 and the effect key 38, and acquires operation data output from the effect button 37 and the effect key 38 in response to an operation pressed by the player. The CPU 401 performs a calculation process when controlling the effect. The ROM 402 stores programs executed by the CPU 401 and various data. The RAM 403 is used as a working memory for the CPU 401. The RTC 404 measures the current date and time.
  The production control unit 400 sets production contents based on data indicating the special symbol lottery result and the like sent from the main control unit 100. In addition, when the effect button 37 or the effect key 38 is pressed by the player, the effect control unit 400 may set the effect content according to the operation input or the detection result.
  The image sound control unit 500 includes a CPU 501, a ROM 502, and a RAM 503. The CPU 501 performs arithmetic processing when controlling the image and sound expressing the content of the effect. The ROM 502 stores programs executed by the CPU 501 and various data. The RAM 503 is used as a working memory for the CPU 501.
  The image sound control unit 500 controls the image displayed on the image display unit 6 and the sound output from the speaker 35 based on the command sent from the effect control unit 400. Specifically, in the ROM 502 of the image sound control unit 500, a decorative symbol image for notifying a player of a special symbol lottery result, a character or item for displaying a notice effect or a pre-read notice effect for the player, etc. , Image data for displaying on the image display unit 6 a reserved image indicating that the special symbol lottery is reserved for the player, various background images, and the like are stored. The ROM 502 of the image sound control unit 500 stores various types of sound data such as music and sound output from the speaker 35 in synchronization with the image displayed on the image display unit 6 or independently of the displayed image. It is remembered. The CPU 501 of the image sound control unit 500 selects and reads out the data corresponding to the command sent from the effect control unit 400 from the image data and sound data stored in the ROM 502. The CPU 501 performs image processing for background image display, decorative symbol image display, character / item display, and the like using the read image data, and performs various processes corresponding to commands sent from the effect control unit 400. Perform production display. Then, the CPU 501 displays the image indicated by the image processed image data on the image display unit 6. In addition, the CPU 501 performs sound processing using the read sound data, and outputs the sound indicated by the sound processing sound data from the speaker 35.
  The lamp control unit 600 includes a CPU 601, a ROM 602, and a RAM 603. The CPU 601 performs arithmetic processing when controlling the light emission of the panel lamp 8 and the frame lamp 36 and the operation of the movable accessory 7. The ROM 602 stores programs executed by the CPU 601 and various data. The RAM 603 is used as a working memory for the CPU 601.
  The lamp control unit 600 controls the lighting / flashing of the panel lamp 8 and the frame lamp 36 and the emission color based on the command sent from the effect control unit 400. The lamp controller 600 controls the operation of the movable accessory 7 based on the command sent from the effect controller 400. Specifically, the ROM 602 of the lamp control unit 600 stores lighting / flashing pattern data and emission color pattern data (emission pattern data) for the panel lamp 8 and the frame lamp 36 according to the production contents set by the production control unit 400. ) Is stored. The CPU 601 selects and reads out the light emission pattern data stored in the ROM 602 corresponding to the command sent from the effect control unit 400. Then, the CPU 601 controls the light emission of the panel lamp 8 and the frame lamp 36 based on the read light emission pattern data. In addition, the ROM 602 stores operation pattern data of the movable accessory 7 corresponding to the effect contents set by the effect control unit 400. The CPU 601 selects and reads out the operation pattern data stored in the ROM 602 corresponding to the command sent from the effect control unit 400. Then, the CPU 601 controls the operation of the movable accessory 7 based on the read operation pattern data.
[Outline of gaming state in this embodiment]
Next, the gaming state of the gaming machine 1 in this embodiment will be described. The gaming state of the gaming machine 1 includes at least a high probability state, a low probability state, an electric support state, a non-electric support state, a short-time state, a non-short-time state, and a big hit gaming state. The low probability state is a gaming state in which the winning probability of the special symbol lottery is set to a normal low probability (for example, 1/300), and the high probability state is that the winning probability of the special symbol lottery is lower than the low probability state. The gaming state is set to a high probability (for example, 1/50). In the non-electric support state, the winning probability of the normal symbol lottery is a normal low probability (for example, 1/10), and even if the normal symbol lottery is won, the electric tulip 27 is short (for example, 0.10 seconds). Is a game state in which the release control is performed only once), and therefore, it is a game state in which it is difficult for a game ball to enter the second start port 22. In the electric support state, the winning probability of the normal symbol lottery is higher than the non-electric support state (for example, 10/10), and when the normal symbol lottery is won, the electric tulip 27 is long (for example, 2.00 seconds). 3), the electric tulip 27 is frequently opened for a long period of time, and it is easy for the game balls to enter the second start port 22 frequently (winning). A gaming state. The non-short-time state is a gaming state in which the execution time of the special symbol lottery is a normal predetermined time (for example, 4 seconds when the number of holdings is four), and the short-time state is a non-short time state in which the execution time of the special symbol lottery is non- It is a gaming state that is shorter than the short time state (for example, 3 seconds when the number of holds is 4). The jackpot game state is a game state in which a jackpot game is executed in which a special symbol lottery is won (winning) and the jackpot 23 is opened. In the present embodiment, the electric support state and the short-time state are controlled at the same time. However, in this gaming state, the gaming ball is likely to win a prize at the second starting port 22, so that the gaming ball is mostly Many special symbol lotteries can be executed in a short time without decreasing. In the following, a gaming state that is controlled to a low-probability state, a non-electric support state, and a non-short-time state is referred to as a normal gaming state, and a gaming state that is controlled to a high-probability state, an electric support state, and a short-time state is a probabilistic gaming state. A gaming state controlled in a highly accurate state, a non-electric support state, and a non-short-time state is called a latent gaming state.
[Outline of the jackpot game in this embodiment]
Next, an outline of the jackpot game of the special symbol lottery in the present embodiment will be described with reference to FIG. FIG. 5 is a diagram for explaining an example of the jackpot breakdown of the special symbol lottery according to the present embodiment. (1) in FIG. 5 shows the jackpot breakdown of the special symbol lottery by winning the game ball to the first starting port 21, and (2) in FIG. 5 shows the special symbol lottery by winning the game ball to the second starting port 22. The breakdown of jackpot is shown. As shown in (1) of FIG. 5, the jackpot breakdown of the special symbol lottery by winning the game ball to the first starting port 21 is that the winning probability of the jackpot A is 10% and the winning probability of the jackpot B is 40%. Yes, the winning probability for jackpot C is 25%, and the winning probability for jackpot D is 25%. As shown in (2) of FIG. 5, the jackpot breakdown of the special symbol lottery by winning the game ball to the second starting port 22 is that the winning probability of the jackpot A is 70% and the winning probability of the jackpot B is 30%. %. Below, with reference to (3) of FIG. 5, the big hit game at the time of winning each big hit AD is demonstrated.
  When the jackpot game that is executed when winning the jackpot A is started, after a predetermined opening time has elapsed, the big winning opening 23 is changed from the closed state to the open state (hereinafter simply referred to as “R”) There is a round game). In 1R, when 10 game balls are won in the big prize opening 23 or when the opening time is 29.5 seconds, the big prize opening 23 is changed from the open state to the closed state, and the 1R round game is ended. Then, after an interval period (for example, 2 seconds) between rounds is provided, the 2R round game is started after the grand prize opening 23 is opened as in the case of 1R, and the big prize opening 23 is closed. The 2R round game ends. Thereafter, similarly, a total of 16 round games are executed by opening and closing the big prize opening 23 with an interval period in between. Then, when the predetermined ending time has elapsed, the big hit game ends. Therefore, the player can obtain a total of about 2000 prize balls during this jackpot game. Thereafter, the gaming state is from the end of the big hit game until the end of 78 rotations (that is, from when the special symbol lottery is executed 78 times until the special symbol is variably displayed 78 times on the display 4 and then stopped). During this period, the game state is controlled to be probable.
  When the big hit game executed when the big win B is won, after a predetermined opening time has elapsed, a total of four round games are executed by opening and closing the big prize opening 23 with an interval period in between. Then, when the predetermined ending time has elapsed, the big hit game ends. Therefore, the player can obtain a total of about 500 prize balls during this jackpot game. Thereafter, the gaming state is controlled to the probability variation gaming state from the end of the big hit game until the end of 78 rotations.
  When the big hit game executed when the big hit C is won is started, the big winning opening 23 is changed from the closed state to the open state after a predetermined opening time, and the time is extremely long (for example, 0.1 second). A round in which the winning opening 23 is changed from the open state to the closed state is executed a predetermined number of times (for example, four times) with the interval period interposed therebetween. Then, when the predetermined ending time has elapsed, the big hit game ends. That is, during the jackpot game, the big prize opening 23 is opened only momentarily, so that the game ball rarely enters the big prize opening 23, and the player substantially does not enter during the big hit game. You cannot get a prize ball. Thereafter, the gaming state is controlled to the probability variation gaming state from the end of the big hit game until the end of 78 rotations.
  When the big hit game executed when the big hit D is won, the big winning opening 23 is changed from the closed state to the open state after a predetermined opening time, and the time is extremely long (for example, 0.1 second). A round in which the winning opening 23 is changed from the open state to the closed state is executed a predetermined number of times (for example, four times) with the interval period interposed therebetween. Then, when the predetermined ending time has elapsed, the big hit game ends. That is, during the jackpot game, the big prize opening 23 is opened only momentarily, so that the game ball rarely enters the big prize opening 23, and the player substantially does not enter during the big hit game. You cannot get a prize ball. Thereafter, the gaming state is controlled to the latent gaming state from the end of the big hit game until the end of 78 rotations.
  In this embodiment, the time-short state does not coexist in the low-probability state, so the time-short state is a probability-changing gaming state. Further, in the present embodiment, when a special symbol lottery is not won (that is, when it is a loss), a “small hit” is provided for winning with a predetermined probability (for example, 1/200). When this “small hit” is won, the effect is as if the big hit D is won as the small hit game, and the big winning opening 23 is controlled to open and close as in the case of the big win D. The This makes it possible to give the player a sense of expectation that even if it is actually “small hit”, the big hit D may have been won (per latent), and the interest of the game can be improved.
  Below, the process which the pachinko game machine 1 performs in this embodiment is demonstrated concretely.
[Main operation of main control unit]
FIG. 6 is a flowchart illustrating an example of timer interrupt processing performed by the main control unit 100. Hereinafter, a timer interrupt process performed in the main control unit 100 will be described with reference to FIG. The main control unit 100 repeatedly executes a series of processes shown in FIG. 6 at regular time intervals (for example, 4 milliseconds) during a normal operation except for special cases such as when the power is turned on or when the power is turned off. Note that the processing performed by the main control unit 100 described based on the flowcharts of FIG. 6 and the subsequent steps is executed based on a program stored in the ROM 102.
  First, in step Si1, the CPU 101 of the main control unit 100 executes a random number update process for updating various random numbers such as a jackpot random number, a design random number, a reach random number, and a variation pattern random number. Here, the big hit random number is a random number for determining whether or not a special symbol lottery is won or lost (that is, performing a special symbol lottery). The symbol random number is a random number for determining the type of jackpot when the special symbol lottery is won. The jackpot random number and the design random number are used in the process of step Si57 in FIG. 9 described later. The reach random number is a random number for determining whether or not to perform reach production. The variation pattern random number is a random number for determining the variation time of the special symbol. Here, the variation time of the special symbol is equal to the execution time of the notification effect performed in synchronization with the variation of the special symbol. The reach random number and the fluctuation pattern random number are used in the process of step Si58 in FIG. 9 described later. In the random number update process of step Si1, the big hit random number, the design random number, the reach random number, the variation pattern random number, etc. are respectively added and updated by one. That is, it is counted up. Each random number is acquired in the start port switch (SW) process in step Si2 and the gate switch (SW) process in step Si3, and is used in the special symbol process in step Si4 and the normal symbol process in step Si5 described later. Note that the counter that performs the process of step Si1 is typically a loop counter, and returns to 0 again after reaching the set maximum random number (for example, 299).
  Next, in step Si2, the CPU 101 monitors the state of the first start port switch 111a and the second start port switch 111b, and when either switch is turned on (the first start port switch 111a or the second start port switch 111b). When a game ball detection signal is output from the mouth switch 111b), a start opening switch that performs processing related to the number of holdings U1 of the first special symbol lottery, the number of holdings U2 of the second special symbol lottery, and processing for obtaining various random numbers. Execute the process. Details of the start port switch process will be described later with reference to FIG.
  Next, in step Si3, the CPU 101 monitors the state of the gate switch 113, and when the gate switch 113 is turned on (when the game ball detection signal is output from the gate switch 113), the normal symbol lottery is suspended. It is determined whether the number is less than the upper limit (for example, 4), and if it is determined that the number of holds is less than the upper limit, a gate switch process is performed to obtain a random number used for the normal symbol process in step Si5 described later. To do.
  Next, in step Si4, the CPU 101 executes the first special symbol lottery or the second special symbol lottery, and after the special symbols are variably displayed on the first special symbol display 4a or the second special symbol display 4b, these are displayed. A special symbol process for displaying a stop symbol indicating the lottery result or transmitting various commands to the effect control unit 400 is executed. This special symbol process will be described later in detail with reference to FIG.
  Next, in step Si5, the CPU 101 executes a normal symbol process for determining whether or not the random number acquired in the gate switch process in step Si3 matches a predetermined hit random number. Then, the CPU 101 stops and displays the normal symbol indicating the determination result after the normal symbol is variably displayed on the normal symbol display 4e. FIG. 7 is a diagram for explaining an example of processing related to normal symbol processing. As shown in FIG. 7, the CPU 101 sets the normal symbol variation time to be stopped and displayed after variably displaying the normal symbol to 10 seconds in the normal gaming state, and to 0 in the electric support state (probable variation gaming state in FIG. 17). Reduce to 5 seconds. Further, the CPU 101 sets the probability that the normal symbol displayed on the normal symbol display 4e becomes a predetermined winning symbol (that is, the winning probability of the normal symbol lottery) is set to a low probability (1/10) in the normal gaming state. In the electric support state, it is raised to a high probability (10/10).
  Next, in step Si6, when it is determined that the special symbol lottery is won in the special symbol processing in step Si4 (when a big hit is made), the CPU 101 controls the big prize opening / closing part 115 to control the big prize opening 23. To perform a predetermined opening / closing operation or to execute a special winning opening process for transmitting various commands related to a so-called big hit game effect or the like to the effect control unit 400. By this process, the big hit game (special game) is progressed, and the player can acquire a prize ball. In addition, the CPU 101 transmits a command indicating the set gaming state to the effect control unit 400. Thereby, the production control unit 400 can recognize the gaming state being set. This special winning opening process will be described later in detail with reference to FIGS. 15 and 16.
  Next, in step Si7, the CPU 101 performs electric driving when the normal symbol displayed on the normal symbol display 4e by the normal symbol processing in step Si5 is a predetermined winning symbol (that is, when the normal symbol lottery is won). An electric tulip process for operating the tulip 27 is executed. At that time, as shown in FIG. 7, the CPU 101 controls the electric tulip 27 to be opened for an extremely short period (once every 0.10 seconds) in the normal gaming state, and the electric tulip 27 is extended for a long period (2. Open control for 3 times 00 seconds). In addition, when the electric tulip 27 is controlled to be in the open state, a game ball can be won at the second start port 22, and when the game ball wins at the second start port 22, a second special symbol lottery is performed. Will be.
  Next, in step Si8, the CPU 101 executes prize ball processing for managing the number of winning game balls and controlling the payout of prize balls according to the prize.
  Next, in step Si9, the CPU 101 executes various commands and effects set in the RAM 103 in the start opening switch process in step Si2, the special symbol process in step Si4, the big winning opening process in step Si6, the prize ball process in step Si8, and the like. Output processing for outputting information necessary for the production control unit 400 or the payout control unit 300 is executed.
[Start-up switch processing]
FIG. 8 is an example of a detailed flowchart of the start port switch process in step Si2 of FIG. Hereinafter, the start port switch process in step Si2 in FIG. 6 will be described with reference to FIG.
  First, in step Si21, the CPU 101 of the main control unit 100 receives a game ball in the first start port 21 and turns on the first start port switch 111a based on the presence or absence of a detection signal from the first start port switch 111a. It is determined whether or not. If the determination in step Si21 is YES, the process proceeds to step Si22. If this determination is NO, the process proceeds to step Si27.
  In step Si22, the CPU 101 reads the upper limit value Umax1 (“4” in the present embodiment) of the first special symbol lottery number from the ROM 102, and the first special symbol lottery number U1 stored in the RAM 103 is the upper limit value. It is determined whether or not the value is less than Umax1. If the determination in step Si22 is YES, the process proceeds to step Si23, and if this determination is NO, the process proceeds to step Si27.
  In step Si23, the CPU 101 updates the value of the holding number U1 stored in the RAM 103 to a value obtained by adding 1. Thereafter, the process proceeds to step Si24.
  In step Si24, the CPU 101 acquires a set of random numbers (big hit random number, symbol random number, reach random number, and variation pattern random number) used for the first special symbol lottery etc., and each set of the acquired random numbers (game information; game information; Determination information) is stored in the RAM 103 in chronological order. Each time the value of the holding number U1 of the first special symbol lottery is subtracted by 1 in the process of step Si56 in FIG. 9 to be described later, the random number set stored in the RAM 103 is one set in order from the earliest storage time. Deleted one by one. From this, for example, when the value of the number of holdings U1 of the first special symbol lottery is “3”, the last three random number sets obtained by the processing of the last three steps Si24 are stored in the RAM 103 in time series order. It will be stored. Thereafter, the process proceeds to step Si25.
  In step Si25, the CPU 101 performs a preliminary determination process. Specifically, the CPU 101 acquires a random number set such as a big hit random number acquired in the process of the latest step Si24 and stored in the RAM 103 (that is, a random number set such as a big hit random number for the first special symbol lottery stored most recently. ) And whether or not the result of the first special symbol lottery using the jackpot random number is a jackpot based on whether or not the jackpot random number or the like matches a predetermined value or the like stored in the ROM 102 and reach effect Whether or not to execute is determined in advance. That is, the determination necessary for executing the pre-reading notice effect is determined in advance prior to the processing of steps Si57 and Si58 in FIG. Thereafter, the process proceeds to step Si26.
  In step Si26, the CPU 101 sets, in the RAM 103, a first hold number increase command for notifying that the hold number of the first special symbol lottery has increased by one. Here, the first hold number increase command includes information (hereinafter referred to as “preliminary determination information”) indicating the result of the preliminary determination performed in the process of step Si25. Thereafter, the process proceeds to step Si27.
  In step Si27, the CPU 101 determines based on the presence / absence of a detection signal from the second start port switch 111b whether a game ball has won the second start port 22 and the second start port switch 111b has been turned on. To do. If the determination in step Si27 is YES, the process proceeds to step Si28, and if this determination is NO, the process proceeds to step Si3 (gate switch process) in FIG.
  In step Si28, the CPU 101 reads the upper limit value Umax2 ("4" in the present embodiment) of the number of second special symbol lotteries held from the ROM 102, and the upper limit is the second special symbol lottery pending number U2 stored in the RAM 103. It is determined whether or not the value is less than Umax2. If the determination in step Si28 is YES, the process proceeds to step Si29, and if this determination is NO, the process proceeds to step Si3 (gate switch process) in FIG.
  In step Si29, the CPU 101 updates the value of the holding number U2 stored in the RAM 103 to a value obtained by adding 1. Thereafter, the process proceeds to step Si30.
  In step Si30, the CPU 101 acquires a set of random numbers (big hit random number, symbol random number, reach random number, and variation pattern random number) used for the second special symbol lottery etc., and sets each of the acquired random numbers in time series. They are stored in the RAM 103 in order. Note that each time the value of the second special symbol lottery holding number U2 is decremented by 1 in the process of step Si54 in FIG. 9 described later, the random number set stored in the RAM 103 is one set in order from the earliest storage time. Deleted one by one. For this reason, for example, when the value of the holding number U2 of the second special symbol lottery is “3”, the last three random number sets acquired by the processing of the last three steps Si30 are stored in the RAM 103 in chronological order. It will be stored. Thereafter, the process proceeds to step Si31.
  In step Si31, the CPU 101 performs a preliminary determination process. Specifically, the CPU 101 acquires a random number set such as a big hit random number acquired in the process of the latest step Si30 and stored in the RAM 103 (that is, a random number set such as a big hit random number for the second special symbol lottery stored most recently. ) And whether or not the result of the second special symbol lottery using the jackpot random number is a jackpot based on whether or not the jackpot random number or the like matches a predetermined value or the like stored in the ROM 102 and reach effect Whether or not to execute is determined in advance. That is, the determination necessary for executing the pre-reading notice effect is determined in advance prior to the processing of steps Si57 and Si58 in FIG. Thereafter, the process proceeds to step Si32.
  In step Si32, the CPU 101 sets, in the RAM 103, a second hold number increase command for notifying that the hold number of the second special symbol lottery has increased by one. Here, the second pending number increase command includes information (preliminary determination information) indicating the result of the preliminary determination performed in the process of step Si31. Thereafter, the process proceeds to step Si3 (gate switch process) in FIG. The first hold number increase command set in step Si26 and the second hold number increase command set in step Si32 are transmitted to the effect control unit 400 by the output process of step Si9 in FIG.
[Special symbol processing]
FIG. 9 is an example of a detailed flowchart of the special symbol process in step Si4 of FIG. Below, the special symbol process in step Si4 of FIG. 6 is demonstrated using FIG.
  First, in step Si51, the CPU 101 of the main control unit 100 determines that the current state of the gaming machine 1 is a big hit game (a big hit game state) based on information stored in the RAM 103 (typically information by a flag). Alternatively, it is determined whether or not a small hit game is being played. That is, it is determined whether or not the big hit game (special game) executed when the special symbol lottery is won or the small hit game when the small hit is won. If the determination in step Si51 is YES, the process proceeds to step Si5 (normal symbol process) in FIG. 6, and if this determination is NO, the process proceeds to step Si52.
  In step Si52, the CPU 101 determines whether or not the special symbol change display is being performed by the first special symbol display 4a or the second special symbol display 4b. If the determination in step Si52 is YES, the process proceeds to step Si61, and if this determination is NO, the process proceeds to step Si53.
  In step Si53, the CPU 101 determines whether or not the holding number U2 stored in the RAM 103 is 1 or more (that is, whether or not the second special symbol lottery is held). If the determination in step Si53 is YES, the process proceeds to step Si54. If this determination is NO, the process proceeds to step Si55.
  In step Si54, the CPU 101 updates the hold count U2 stored in the RAM 103 to a value obtained by subtracting one. At that time, the CPU 101 reads out the random number set stored in the RAM 103 from the random number set acquired in step Si30 in FIG. Thereafter, the process proceeds to step Si57.
  On the other hand, in step Si55, the CPU 101 determines whether or not the holding number U1 stored in the RAM 103 is 1 or more (that is, whether or not the first special symbol lottery is held). If the determination in step Si55 is YES, the process moves to step Si56, and if this determination is NO, there is no special symbol lottery to be executed, so the process is step Si5 in FIG. 6 (normal symbol processing). Move on.
  In step Si56, the CPU 101 updates the hold count U1 stored in the RAM 103 to a value obtained by subtracting one. At that time, the CPU 101 reads out the random number set stored in the RAM 103 from the random number set acquired in step Si24 of FIG. Thereafter, the process proceeds to step Si57.
  The second special symbol lottery is executed in preference to the first special symbol lottery by the processes of steps Si53 to Si56.
  In step Si57, the CPU 101 executes a big hit determination process for determining whether the special symbol lottery is a big hit or a loss. Specifically, when the process of step Si57 is executed following the process of step Si54, the CPU 101 matches the jackpot random number read from the RAM 103 in the process of step Si54 with the jackpot winning value stored in the ROM 102. Whether the result of the second special symbol lottery is a big hit or a loss is determined based on whether or not to do so. On the other hand, when the process of step Si57 is executed subsequent to the process of step Si56, the CPU 101 determines whether or not the big hit random number read from the RAM 103 in the process of step Si56 matches the big win winning value stored in the ROM 102. Based on this, it is determined whether the result of the first special symbol lottery is a big hit or a loss. When the result of the special symbol lottery is determined to be lost, the CPU 101 sets a lost symbol indicating that the special symbol lottery has been lost in the RAM 103 as a special symbol stop symbol in the setting information. On the other hand, when the CPU 101 determines that the result of the special symbol lottery is a big hit, which of the predetermined values stored in the ROM 102 matches the symbol random number read from the RAM 103 together with the big hit random number used for this determination? Based on this, the type of jackpot of this time is determined. The probable gaming state and the CPU 101 sets, in the RAM 103, information on the jackpot symbol representing the jackpot and the type of jackpot as information on the stop symbol of the special symbol in the setting information. Thereafter, the process proceeds to step Si58.
  In step Si58, the CPU 101 executes a variation pattern selection process. Specifically, in the normal gaming state, the CPU 101 uses the reach table LT1 which will be described later with reference to FIG. 10A and the variable time table set HT1 which will be described later with reference to FIG. The reach table, which will be described later with reference to FIG. 10 (2), during the period from 1 rotation to 10 rotations (that is, after the special symbol lottery is executed 1 to 10 times) after the big hit game is completed Using the variable time table set HT2, which will be described later with reference to LT2 and FIG. 12, in the period from 11 rotations to 50 rotations (that is, until the special symbol lottery is executed 11 to 50 times) after entering the probability variation gaming state. The reach table LT3, which will be described later with reference to FIG. 10 (3), and the variable time table set HT3, which will be described later with reference to FIG. In the period from 51 to 78 rotations (that is, until the special symbol lottery is executed 51 to 78 times), the reach time table LT4 described later with reference to FIG. 10 (4) and the variation time described later with reference to FIG. The variation pattern selection process is executed using the table set HT4. Note that the reach tables LT1 to LT4 and the variable time table sets HT1 to HT4 are switched and set by the process of step Si64 described later. In the following, the reach tables LT1 to LT4 may be simply referred to as LT1 to LT4, and the variable time table sets HT1 to HT4 may be simply referred to as HT1 to HT4.
  FIG. 10 is a diagram for explaining an example of a reach table used in the gaming machine 1. The reach table is a table for determining whether or not to execute the reach effect in the notification effect for notifying the lottery result when the special symbol lottery is lost. In the present embodiment, when a special symbol lottery is won, a reach effect is always performed in the notification effect. Here, the reach effect is an effect that, when the remaining one of a plurality of decorative symbol sequences is stopped in the notification effect, for example, becomes a specific symbol state that notifies the jackpot, and typically the right and left decorative symbols. When the line stops at the same symbol (for example, 7) and the remaining central decorative symbol line stops at the same symbol (for example, 7), the effect is a doublet (for example, 777). In addition, as will be apparent from the description below, in this embodiment, when it is determined that the reach is to be performed using the reach table, the effect of reaching the reach in the notification effect and then losing as the reach is not established (hereinafter, after reaching the reach) There may be a case where the reach is not achieved). That is, in this embodiment, the reach failure after reach reach in the notification effect can be considered as a kind of reach effect. Here, reach reach is an effect for expecting the reach to be established (that is, an effect of encouraging reach establishment). Typically, the left decorative symbol sequence is the right decorative symbol that has already stopped. In order to expect to stop at the same decorative design as the decorative design of the row, it is stopped after the fluctuation speed becomes slow (that is, the motion is slowed down and then stopped).
  First, as shown in FIG. 10 (1), in the normal gaming state LT1, random numbers 0 to 29 are assigned to “with reach”, and random numbers 30 to 299 are assigned to “without reach”. That is, LT1 is a table that determines that the reach effect is executed at 30/300 (10%) and the reach effect is not executed at 270/300 (90%) when the special symbol lottery is lost in the normal gaming state. is there.
  Next, as shown in FIG. 10 (2), in the LT2 for 1 to 10 rotations in the probability variation gaming state, random numbers 0 to 89 are assigned to “with reach” and random numbers 90 to 299 to “without reach”. Is assigned. In other words, LT2 executes a reach effect at 90/300 (30%) and does not execute a reach effect at 210/300 (70%) when the special symbol lottery is lost in 1 to 10 rotations in the probability variation gaming state. It is a table to be determined.
  Next, as shown in FIG. 10 (3), the random numbers 0 to 59 are assigned to “with reach” and the random numbers 60 to 299 are set to “without reach” in the LT 3 for 11 to 50 rotations in the probability variation gaming state. Is assigned. In other words, LT3 executes the reach effect at 60/300 (20%) and does not execute the reach effect at 240/300 (80%) when the special symbol lottery is lost in 11 to 50 rotations in the probability variation gaming state. It is a table to be determined.
  Next, as shown in FIG. 10 (4), the random number 0-89 is assigned to “with reach” and the random numbers 90 to 299 are set to “without reach” in the LT4 for 51 to 78 rotations in the probability variation gaming state. Is assigned. In other words, LT4 executes the reach effect at 90/300 (30%) and does not execute the reach effect at 210/300 (70%) when the special symbol lottery is lost in 51 to 78 rotations in the probability variation gaming state. It is a table to be determined.
  Here, the random numbers 0 to 299 of LT1 to LT4 all correspond to the reach random number (0 to 299) acquired in the process of step Si24 or Si30 in FIG.
  FIGS. 11-14 is a figure for demonstrating the example of the variable time table set used with the game machine 1. FIG. The variation time table set is a table set used to determine a special symbol variation time, which is a time from when a special symbol is variably displayed on the display 4 until it is stopped and displayed, for each special symbol lottery. The special symbol variation time is synchronized with the notification effect execution time, and is the same time as the notification effect execution time.
  First, the normal gaming state HT1 will be described with reference to FIG. As shown in FIG. 11, HT1 includes a big hit variation time table, a reach variation time variation table, and a non-reach variation time table.
  The jackpot variation time table that composes HT1 consists of special symbol variation times of “30 seconds”, “60 seconds”, and “90 seconds”. The special symbol lottery is won (big hit) and the reach effect is executed in the notification effect. It is a table used when notifying that a big hit has been made. One of “30 seconds”, “60 seconds”, and “90 seconds” is determined as the special symbol variation time by the large hit variation time table. This determination is made by changing the random number of the fluctuation pattern (any one of 0 to 299) acquired in the process of step Si24 or Si30 in FIG. 8 and “30 seconds” “60 seconds” of this jackpot fluctuation time table. This is performed by collating with predetermined random numbers (not shown) respectively assigned to “90 seconds”. Here, the type of notification effect to be executed when the special symbol variation time is determined to be “30 seconds” by the big hit variation time table constituting the HT1, is a type that makes a big hit after the reach is established ( Hereinafter referred to as type F). In addition, the type of notification effect to be executed when the special symbol variation time is determined to be “60 seconds” by the jackpot variation time table that constitutes HT1, after the reach is established, the SP reach is developed. This is a big hit type (hereinafter referred to as type G). In addition, the type of notification effect to be executed when the special symbol variation time is determined to be “90 seconds” by the jackpot variation time table that constitutes HT1, after reaching reach and developing into SP reach. This type is a big hit after the development of SPSP reach (hereinafter referred to as type H). The SP reach is generally called super reach or special reach, and is an effect that is expected to be a big hit. For example, the SP reach is an effect of a moving image in which the main character gets 5 oval. In addition, SPSP reach is generally called super super reach or special special reach, and is an effect that further develops from the SP reach production, and that is expected to win even more than the SP reach production. Is the production of moving images to get a thousand boxes.
  The variability table for loss with reach that constitutes HT1 consists of special symbol variation times of “12 seconds”, “30 seconds”, “60 seconds”, and “90 seconds”. It is a table used when notifying that it has lost after performing an effect. One of “12 seconds”, “30 seconds”, “60 seconds”, and “90 seconds” is determined as the special symbol variation time by the reach variation loss variation time table. Note that this determination is made by using the variation pattern random number (any one of 0 to 299) acquired in the process of step Si24 or Si30 in FIG. 8 and “12 seconds” and “30 seconds” of this jackpot variation time table. ”“ 60 seconds ”and“ 90 seconds ”are performed by collating with random numbers (not shown) respectively assigned. Here, the type of notification effect to be executed when the special symbol variation time is determined to be “12 seconds” by the reach variation time table for HT1 is not established after reaching the reach. (That is, a reach failure after reaching reach: hereinafter referred to as type B). Further, the type of notification effect that is executed when the special symbol variation time is determined to be “30 seconds” by the reach variation loss time table that constitutes HT1, is a type that loses after reach is established. (Hereinafter referred to as type C). In addition, the type of notification effect to be executed when the special symbol variation time is determined to be “60 seconds” by the reach variation loss time table that constitutes HT1, and is developed to SP reach after the reach is established. This is a type that loses after being performed (hereinafter referred to as type D). In addition, the type of notification effect to be executed when the special symbol variation time is determined to be “90 seconds” by the reach variation loss time table that constitutes HT1, the reach is established and the SP reach is developed. It is a type that loses after developing to SPSP reach afterwards (hereinafter referred to as type E).
  HT1's non-reach loss variation time table consists of special symbol variation times of “4 seconds”, “8 seconds”, “9 seconds”, and “10 seconds”, and loses the special symbol lottery to reach in the notification production. It is a table used when notifying that it has lost without performing an effect. One of “4 seconds”, “8 seconds”, “9 seconds”, and “10 seconds” is determined as the special symbol variation time by the reach variation time table for loss. Specifically, when the total number of the first and second special symbol lotteries is 0 or 1, “10 seconds” is determined as the special symbol variation time, and when this total is 2, “9 seconds” is determined. When the total is 3, “8 seconds” is determined as the special symbol variation time. When the total is 4 or more, “4 seconds” is determined as the special symbol variation time. Here, it is executed when the special symbol fluctuation time is determined to be “4 seconds”, “8 seconds”, “9 seconds”, or “10 seconds” by the fluctuation time table for unreachable loss constituting HT1. The notification production type is a type that immediately loses without performing reach or reach (hereinafter referred to as type A).
  Here, as shown in FIG. 11, in the normal gaming state HT1, the probability that the lost variation time table is used at the time of a loss is the reach of the normal gaming state LT1 in FIG. 10 (1). The probability of using the non-reach fluctuation time table at the time of losing is 90%, which is the same as the probability of non-reach of LT1 for the normal gaming state in FIG. 10 (1). In addition, as shown in FIG. 11, in the HT1 for the normal gaming state, the breakdown of the 10% probability that the variation time table for reaching and losing is used at the time of losing is 5% when the special symbol variation time is “12 seconds”. The special symbol variation time “30 seconds” is 3%, the special symbol variation time “60 seconds” is 2%, and the special symbol variation time “90 seconds” is 1%.
  Next, HT2 for 1 to 10 rotations in the probability variation gaming state will be described with reference to FIG. As shown in FIG. 12, HT2 is composed of a big hit fluctuation time table, a reachable loss fluctuation time table, and a non-reach loss fluctuation time table.
  The jackpot variation time table constituting HT2 is the same as the jackpot variation time table constituting HT1 described with reference to FIG.
  The variability table for losing that constitutes HT2 consists of special symbol variation times of “12 seconds”, “30 seconds”, “60 seconds”, and “90 seconds”. It is a table used when notifying that it has lost after performing an effect. One of “12 seconds”, “30 seconds”, “60 seconds”, and “90 seconds” is determined as the special symbol variation time by the reach variation loss variation time table. Note that this determination is made by using the variation pattern random number (any one of 0 to 299) acquired in the process of step Si24 or Si30 in FIG. 8 and “12 seconds” and “30 seconds” of this jackpot variation time table. ”“ 60 seconds ”and“ 90 seconds ”are performed by collating with random numbers (not shown) respectively assigned. Here, similarly to the variation time table for reach loss that constitutes HT1, the special symbol variation time “12 seconds” of the variation time table for reach loss that constitutes HT2 corresponds to the type B of the notification effect, and HT2 The special symbol variation time “30 seconds” of the configured variation time table with reach corresponds to the notification effect type C, and the special symbol variation time “60 seconds” of the variation time table with reach that configures HT2 is notified. Corresponding to the effect type D, the special symbol variation time “90 seconds” of the reachable loss variation time table constituting the HT2 corresponds to the notification effect type E.
  HT2's non-reach loss variation time table consists of special symbol variation times of “3 seconds”, “4 seconds”, “5 seconds”, and “10 seconds”. It is a table used when notifying that it has lost without performing an effect. One of “3 seconds”, “4 seconds”, “5 seconds”, and “10 seconds” is determined as the special symbol variation time by the reach variation loss time table. Specifically, when the total number of the first and second special symbol lotteries is 0 or 1, “10 seconds” is determined as the special symbol variation time, and when this total is 2, “5 seconds” is determined. When the total is 3, “4 seconds” is determined as the special symbol variation time. When the total is 4 or more, “3 seconds” is determined as the special symbol variation time. Here, it is executed when the special symbol variation time is determined to be “3 seconds”, “4 seconds”, “5 seconds”, or “10 seconds” by the unreachable loss variation time table constituting HT2. The type of notification effect is type A.
  Here, as shown in FIG. 12, in the HT2 for 1 to 10 rotations in the probability variation gaming state, the probability that the reachable variation time table for reach is used at the time of a loss is the probability of the probability variation gaming state in FIG. 10 (2). The probability of LT2 for 1 to 10 rotations is 30%, which is the same as the probability of reaching, and the probability of using the variable time table for losing without reach at the time of a loss is 1 to 10 rotations in the probability variation gaming state of FIG. It is 70% which is the same as the non-reach probability of LT2. In addition, as shown in FIG. 12, in the HT2 for 1 to 10 rotations in the probability variation gaming state, the breakdown of the 30% probability that the reachable variation time table with reach is used at the time of a loss is a special symbol variation time of “12 "Second" is 20%, special symbol variation time is "30 seconds" is 5%, special symbol variation time is "60 seconds" is 3%, and special symbol variation time is "90 seconds" is 2%. It is.
  Next, HT3 for 11 to 50 rotations in the probability variation gaming state will be described with reference to FIG. As shown in FIG. 13, the HT3 for 11 to 50 rotations in the probability variation gaming state is a reachable variation time table for reach that is used at the time of a loss compared to the HT2 for 1 to 10 rotations in the probability variation gaming state of FIG. 12. And the usage rate for the variable time table for losing without reach is different. In the following, this point will be described, and the other contents are the same as HT2 for 1 to 10 rotations in the probability variation gaming state of FIG.
  As shown in FIG. 13, in the HT3 for 11 to 50 rotations in the probability variation gaming state, the probability of using the reachable variation time table with reach at the time of a loss is 11 to 50 in the probability variation gaming state in FIG. 10 (3). The probability that the LT3 for rotation is 20%, which is the same as the probability of reaching, and the probability that the variable time table for losing without reach will be used at the time of losing is LT3 for 11 to 50 rotations in the probability variation gaming state of FIG. 80%, the same as the probability of no reach. Further, as shown in FIG. 13, in the HT3 for 11 to 50 rotations in the probability variation gaming state, the breakdown of the 20% probability that the reachable variation time table with reach is used at the time of a loss is that the special symbol variation time is “12 "Second" is 10%, special symbol variation time is "30 seconds" is 5%, special symbol variation time is "60 seconds" is 3%, special symbol variation time is "90 seconds" is 2% It is.
  Next, the HT4 for 51 to 78 rotations in the probability variation gaming state will be described with reference to FIG. As shown in FIG. 14, the HT4 for 51 to 78 rotations in the probability variation gaming state has a use ratio with respect to the fluctuation time table for reach with respect to the HT2 for 1 to 10 rotations in the probability variation gaming state in FIG. 12. Different. In the following, this point will be described, and the other contents are the same as HT2 for 1 to 10 rotations in the probability variation gaming state of FIG.
  As shown in FIG. 14, in the HT4 for 51 to 78 rotations in the probability variation gaming state, the breakdown of the 30% probability of using the reachable loss variation time table is that the special symbol variation time is “12 seconds” is 15%. The special symbol variation time “30 seconds” is 5%, the special symbol variation time “60 seconds” is 5%, and the special symbol variation time “90 seconds” is 5%.
  Then, in step Si58 in FIG. 9, when the CPU 101 determines that it is a big hit in the big hit determination process in step Si57, the big hit included in the variable time table set (any one of HT1 to HT4) set as a use target. The variation pattern random number (any one of 0 to 299) read out from the RAM 103 together with the big hit random number used in the big hit determination process is used for each special symbol of the big hit variation time table. A variation pattern (special symbol variation time) is determined based on which one of the predetermined random numbers assigned to the variation time matches. As a result, as shown in FIGS. 11 to 14, notification effect types F to H are determined.
  On the other hand, if the CPU 101 determines that a loss has occurred in the jackpot determination process in step Si57, the jackpot random number used in the jackpot determination process using a reach table (any one of LT1 to LT4) set as a use target. In addition, the reach random number (any one of 0 to 299) read out from the RAM 103 matches the random value assigned with or without reach in the reach table. Based on the above, whether or not reach is determined. For example, when LT2 in FIG. 10B is set, if the reach random number read from the RAM 103 together with the jackpot random number used in the jackpot determination process is “70”, it is determined by LT2 that there is a reach. When the CPU 101 determines that there is a reach, the current big hit is performed using the change time table for reach with loss included in the change time table set (one of HT1 to HT4) set as a target of use. A variation pattern random number (any one of 0 to 299) read out from the RAM 103 together with the jackpot random number used in the determination process is a predetermined number allocated to each special symbol variation time in the variation time table for reach with loss. The variation pattern (special symbol variation time) is determined based on which of the random number values matches. As a result, as shown in FIGS. 11 to 14, notification effect types B to E are determined. On the other hand, if the CPU 101 determines that there is no reach, the CPU 101 stores it in the RAM 103 using the non-reach loss variation time table included in the change time table set (one of HT1 to HT4) set as the target of use. Based on the held numbers U1 and U2, the variation pattern (special symbol variation time) is determined. Thereby, as shown in FIGS. 11-14, the type A of notification effect will be determined.
  The information of the variation pattern determined as described above (that is, the notification effect execution time: information effect type information) is set in the RAM 103 as setting information. Thereafter, the process proceeds to step Si59.
  In step Si59, the CPU 101 generates a notification effect start command including the setting information set by the jackpot determination process in step Si57 and the setting information set by the variation pattern selection process in step Si58, and sets the notification effect start command in the RAM 103. Here, the notification effect start command is a command for instructing the effect control unit 400 to start the notification effect by the image display unit 6, the speaker 35, and the like. The setting information included in the notification effect start command includes information indicating which of the first special symbol lottery and the second special symbol lottery has been executed. This notification effect start command is transmitted to the effect control unit 400 by the output process in step Si9 in FIG. Thereafter, the process proceeds to step Si60.
  In step Si60, the CPU 101 changes the special symbol by the first special symbol display 4a or the second special symbol display 4b based on the setting information included in the notification effect start command set in the process of step Si59. Start displaying. Thereafter, the process proceeds to step Si61.
  In step Si61, the CPU 101 determines whether or not the special symbol variation time indicated by the variation pattern set in the variation pattern selection process in step Si58 has elapsed since the start of the special symbol variation display in step Si60. If the determination in step Si61 is YES, the process proceeds to step Si62, and if this determination is NO, the process proceeds to step Si5 (normal symbol processing) in FIG.
  In step Si62, the CPU 101 sets a notification effect stop command for instructing the end of the notification effect by the image display unit 6 or the like in the RAM 103. Thereafter, the process proceeds to step Si63. Note that the notification effect stop command set in step Si62 is transmitted to the effect control unit 400 by the output process in step Si9 in FIG.
  In step Si63, the CPU 101 ends the special symbol variation display by the first special symbol display 4a or the second special symbol display 4b started in the process of step Si60 and displays the stop symbol. Thereafter, the process proceeds to step Si64.
  In step Si64, the CPU 101 executes a stop process. Specifically, if the CPU 101 determines that the big hit is determined in the big hit determination process in step Si57, the information stored in the RAM 103 (typically, information by a flag) is in the big hit game (the big hit game state). The jackpot game effect start command for instructing the start of the jackpot game effect is set in the RAM 103. On the other hand, if the CPU 101 determines that a small hit (predetermined loss) has been made in the big hit determination process in step S57, the CPU 101 changes the information stored in the RAM 103 to indicate that a small hit game is being played, A small hit game effect start command for instructing start of effect is set in the RAM 103. The big hit game effect start command or the small hit game effect start command is transmitted to the effect control unit 400 by the output process of step Si9 in FIG. 6, and the big hit game effect or the small hit game effect is started. Further, the CPU 101 switches the gaming state or the like according to the number of times that the special symbol fluctuates and is stopped and displayed by the processing of steps Si60 and Si63 (that is, the number of rotations). Specifically, if the CPU 101 determines that the big hit is determined in the big hit determination process in step Si57, the winning probability of the special symbol lottery is set to a low probability (1/300) and the opening setting of the electric tulip 27 is set to FIG. Set in the same way as in the normal gaming state shown in FIG. In addition, when 10 rotations are completed after the big hit game A, B, C is finished, the CPU 101 sets the big hit A, B, C at the end of the big hit game by the game state setting process in step Si623 of FIG. Switch the reach table LT2 (see FIG. 10 (2)) and the variable time table set HT2 (see FIG. 12) to the reach table LT3 (see FIG. 10 (3)) and the variable time table set HT3 (see FIG. 13). To set. In addition, when 50 rotations are completed after the big hit game of big hits A, B, and C is finished, the CPU 101 uses the reach table LT3 and the variable time table set HT3 as the reach table LT4 (see FIG. 10 (4)). ) And variable time table set HT4 (see FIG. 14). Further, when the CPU 101 completes 78 rotations after the big hits A, B, and C are finished, the reach table LT4 and the variable time table set HT4 are set to the reach table LT1 (see FIG. 10 (1)). ) And variable time table set HT1 (see FIG. 11). In addition, when the CPU 101 completes 78 rotations after the big hit A, B, and C big hit games are finished, the CPU 101 sets the high hit at the end of the big hit A, B, and C big hit games by the game state setting process in step Si623 of FIG. The winning probability of the special symbol lottery set to the probability (10/300) is returned to the low probability (1/300), and the opening setting of the electric tulip 27 set at the end of the big hit game by this gaming state setting process is usually set Return to the release setting of the gaming state (that is, set to the normal gaming state). In the case of big hit D (latent hit), the gaming state, reach table, and variable time table set are not switched according to the number of revolutions. Thereafter, the processing shifts to step Si5 (normal symbol processing) in FIG.
[Large winning prize processing]
15 and 16 are examples of detailed flowcharts of the special winning a prize opening process in step Si6 in FIG. Hereinafter, the special winning opening process in step Si6 in FIG. 6 will be described with reference to FIGS.
  First, in step Si601, the CPU 101 of the main control unit 100 determines whether or not the state of the gaming machine 1 is a big hit game based on information stored in the RAM 103 (typically, information based on a flag). judge. If the determination in step Si601 is YES, the process proceeds to step Si602, and if this determination is NO, the process proceeds to step Si7 (electric tulip process) in FIG.
  In step Si <b> 602, the CPU 101 determines whether or not the state of the gaming machine 1 is in the jackpot game opening effect based on the information stored in the RAM 103. If the determination in step Si602 is YES, the process proceeds to step Si603, and if this determination is NO, the process proceeds to step Si609.
  In step Si603, the CPU 101 determines whether or not a set opening time that defines the execution time of the opening effect has elapsed. If the determination in step Si603 is YES, the process moves to step Si604. If this determination is NO, the opening effect has not ended, and the process moves to step Si7 (electric tulip process) in FIG.
  In step Si 604, the CPU 101 sets the total number of rounds Rmax for the jackpot game and the operation pattern of the jackpot 23 for the jackpot game, and sets the setting information in the RAM 103. Specifically, the CPU 101 determines the number of rounds included in the jackpot game (Rmax: “16” or “4” in the present embodiment) and the operation pattern (long open pattern, momentary) of the jackpot 23 during the jackpot game. Open pattern etc.) is set, and the setting information is set in the RAM 103. By the process of step Si604, the total number of rounds Rmax of the jackpot game, the interval time between rounds in the jackpot game, the set ending time that is the time for performing the ending effect at the end of the jackpot game, and the like are set. Thereafter, the process proceeds to step Si605.
  In step Si <b> 605, the CPU 101 resets the winning number C of game balls to the big winning opening 23 stored in the RAM 103 to “0”. Thereafter, the process proceeds to step Si606.
  In step Si 606, the CPU 101 rewrites the round number R of the big hit game stored in the RAM 103 to a value obtained by adding one. Thereafter, the process proceeds to step Si607.
  In step Si <b> 607, the CPU 101 controls the special winning opening / closing unit 115 to start the opening control of the special winning opening 23. By this process, the round of the big hit game is started and the opening operation (one opening operation) of the big winning opening 23 is started. Thereafter, the process proceeds to step Si608.
  In step Si <b> 608, the CPU 101 sets a round effect start command for instructing the effect control unit 400 to start the round effect of the big hit game in the RAM 103. The round effect start command set in this process is transmitted to the effect control unit 400 in step Si9 (output process) in FIG. Thereafter, the process proceeds to step Si614.
  In step Si609, the CPU 101 determines based on the information stored in the RAM 103 whether or not the gaming machine 1 is in the big hit game interval. If the determination in step Si609 is YES, the process proceeds to step Si610, and if this determination is NO, the process proceeds to step Si611.
  In step Si610, the CPU 101 determines whether or not the set interval time during the jackpot game set in the process of step Si604 has elapsed from the time when the big prize opening 23 is closed at the end of the previous round during the jackpot game. To do. If the determination in step Si610 is YES, it is time to start the next round in the jackpot game, so the process moves to step Si605. If this determination is NO, the next round in the jackpot game is started. Since the timing is not reached, the process proceeds to step Si7 (electric tulip process) in FIG.
  In step Si611, the CPU 101 determines based on the information stored in the RAM 103 whether or not the state of the gaming machine 1 is executing a big hit game ending effect. If the determination in step Si611 is YES, the process proceeds to step Si621 in FIG. 16, and if this determination is NO, the process proceeds to step Si612.
  In step Si612, the CPU 101 determines that the state of the gaming machine 1 is in the big hit game round, and based on the presence / absence of a detection signal from the big prize opening switch 114, whether the big prize opening switch 114 is turned on. Determine whether or not. If the determination in step Si612 is YES, the process proceeds to step Si613, and if this determination is NO, the process proceeds to step Si614.
  In step Si613, the CPU 101 determines that the winning of the game ball to the big winning opening 23 has been detected, and rewrites the winning number C of the game ball stored in the RAM 103 to a value obtained by adding one. By executing the process of step Si613 every time the big prize opening switch 114 is turned ON, the total number of game balls (winning number C) won in the big prize opening 23 during one round is accumulated and stored in the RAM 103. Go. Thereafter, the process proceeds to step Si614.
  In step Si614, the CPU 101 determines whether or not a predetermined opening control time has elapsed since the opening control of the special winning opening 23 was started in the process of step Si607. Specifically, in the case of the big hit game executed when the big hit A or big hit B shown in (3) of FIG. 5 is won, the CPU 101 determines whether or not the opening control time of 29.5 seconds has elapsed. In the case of the big hit game executed when the big hit C or big hit D shown in (3) of FIG. 5 is won, it is determined whether or not the opening control time of 0.1 second has elapsed. If the determination in step Si614 is YES, the process proceeds to step Si616, and if this determination is NO, the process proceeds to step Si615.
  In step Si615, the CPU 101 determines whether or not the number C of winning game balls in the current round has reached the upper limit number of gaming balls Cmax (“10” in the present embodiment) that defines the timing at which the big winning opening 23 is closed. Determine. If the determination in step Si615 is YES, the process proceeds to step Si616, and if this determination is NO, the process proceeds to step Si7 (electric tulip process) in FIG.
  In step Si616, the CPU 101 controls the special winning opening / closing unit 115 to end the opening control of the special winning opening 23 started in step Si607. Thus, in each round during the big hit game, the CPU 101 opens 29.5 seconds (in the case of big hits A and B) or 0.1 second (in the case of big hits C and D) after opening the big prize opening 23. The total number of game balls (winning number C) detected by the big winning opening switch 114 before the time elapses has reached 10 (Cmax), or ten gaming balls have been released after the big winning opening 23 is opened. The big winning opening 23 is closed on the condition that 29.5 seconds (in the case of big hits A and B) or 0.1 second (in the case of big hits C and D) have passed without winning. Thereafter, the process proceeds to step Si617.
  In step Si617, the CPU 101 sets a round effect end command instructing the effect control unit 400 to end the round effect of the big hit game in the RAM 103. The round effect end command set in this process is transmitted to the effect control unit 400 in step Si9 (output process) in FIG. Thereafter, the process proceeds to step Si618.
  In step Si618, the CPU 101 determines whether or not the current round number R stored in the RAM 103 has reached the maximum round number Rmax of the big hit game set in the process of step Si604. If the determination in step Si618 is YES, the process in FIG. 16 proceeds to step Si619, and if this determination is NO, the process proceeds to step Si7 (electric tulip process) in FIG.
  In step Si619 in FIG. 16, the CPU 101 resets the round number R stored in the RAM 103 to “0”. Thereafter, the process proceeds to step Si620.
  In step Si620, the CPU 101 sets a jackpot game effect end command in the RAM 103 for executing the jackpot game ending effect to the effect control unit 400 and instructing the end of the jackpot game effect. The jackpot game effect end command set in this process is transmitted to the effect control unit 400 in step Si9 (output process) in FIG. Thereafter, the process proceeds to step Si621.
  In step Si621, the CPU 101 determines whether or not the set ending time set in the process of step Si604 in FIG. 15 has elapsed since the big hit game effect end command was set in the RAM 103 in step Si620. If the determination in step Si621 is YES, the process proceeds to step Si622. If this determination is NO, the process proceeds to step Si7 (electric tulip process) in FIG.
  In step Si622, the CPU 101 ends the jackpot game being executed. Specifically, the CPU 101 cancels the setting information (typically, information based on a flag) indicating that a big hit game stored in the RAM 103 is in progress, and ends the big hit game. Thereafter, the process proceeds to step Si623.
  In step Si623, the CPU 101 executes a game state setting process. Specifically, the CPU 101 has a high probability (10/300) of the winning probability of the special symbol lottery that is set to a low probability (1/300) in the stopping process of step Si64 in FIG. Set to. Further, the CPU 101 sets the opening setting (non-electric support state) of the electric tulip 27 set in the same manner as in the normal gaming state shown in FIG. 7 in the stop process of step Si64 in FIG. In the case of big hit D (per latent), it is continued, and in the case of big hit A to C, the electric support state shown in FIG. 7 is set. Further, in the case of big hits A to C, the CPU 101 selects one of the reach tables LT1 to LT4 set when the big hit is made (see FIG. 10), and the variable time table set HT1 set when the big hit is made. Any one of HT4 (see FIGS. 11 to 14) is set in the reach table LT2 and the variation time table set HT2. In the case of big hit D (per latent), the CPU 101 sets the reach table LT1 and the variable time table set HT1 for the normal gaming state. Thereafter, the process proceeds to step Si7 (electric tulip process) in FIG. When the small winning game is executed, although not the above-described large winning opening process, the operation of opening the large winning opening 23 for 0.1 seconds, for example, is performed four times as in the case of the big winning C and D. Thus, the small hit game is terminated, and the game state is not switched before and after the small hit game. Moreover, this open mode may be any open mode as long as the total open time does not exceed 1.8 seconds.
  FIG. 17 is a diagram summarizing the switching timings of the reach tables LT1 to LT4 and the variable time table sets HT1 to HT4 described above. As shown in FIG. 17, in the period in which the jackpot game of jackpots A to C is being executed (that is, the period of the jackpot game state), the reach table LT and the variable time table set HT set when these jackpots are hit Is set continuously. When the big hit game of the big hits A to C is finished, the probability variation gaming state is controlled, and the reach table LT2 and the variable time table set HT2 are set as usage targets. When the special symbol lottery is executed 10 times after the big hit game of the big hits A to C is finished and the result is notified (that is, when 10 rotations are made), the reach table LT3 and the variable time table set HT3 are set as objects to be used. Is done. Thereafter, when the big hit game of the big hits A to C is completed and then 50 revolutions are made, the reach table LT4 and the variable time table set HT4 are set as objects to be used. After that, when the big hit game of the big hits A to C is completed for 78 revolutions, the probability variation gaming state is controlled to the normal gaming state, and the reach table LT1 and the variable time table set HT1 are set as objects to be used. As described above, reach table LT2 and variable time table set HT2 are used for 1 to 10 rotations in the probability variation gaming state, and reach table LT3 and variable time table set HT3 are used for 11 to 50 rotations in the probability variation game state. In the gaming state, the reach table LT4 and the variable time table set HT4 are used in the 51 to 78 rotations, and in the normal gaming state, the reach table LT1 and the variable time table set HT1 are used. Further, in the big hit gaming state, the reach table LT and the variable time table set HT set at the time of the big hit are set as they are.
  Below, the 1st-7th embodiment which performs the process of the main control part 100 side etc. which were demonstrated using FIGS. 1-17 above is each demonstrated. In addition, when performing the process different from the process content demonstrated above, that is demonstrated below.
[First Embodiment]
Below, 1st Embodiment is described using FIGS. 18-33. In the first embodiment, an example of a characteristic effect related to a reliability suggestion effect that suggests reliability will be described.
[First Example of First Embodiment]
First, a first example of the first embodiment will be described with reference to FIGS. In the first example of the first embodiment, the reliability suggesting effect that suggests the reliability is continuously executed for a long time without interrupting the reach effect (live-action reach effect). First, an effect control process by the effect control unit 400 in the first example of the first embodiment will be described.
[Production control processing by production control unit]
FIG. 18 is a flowchart illustrating an example of the effect control process performed by the effect control unit 400. Below, with reference to FIG. 18, the effect control process performed by the effect control part 400 is demonstrated. The effect control unit 400 repeatedly executes a series of processes shown in FIG. 18 at regular time intervals (for example, 4 milliseconds) during a normal operation except for special cases such as when the power is turned on or when the power is turned off. Note that the processing performed by the effect control unit 400 described based on the flowchart of FIG. 18 is executed based on a program stored in the ROM 402. Moreover, in the following description, the description about the big hit game effect etc. is omitted.
  First, in step Sq101 of FIG. 18, the CPU 401 of the effect control unit 400 determines whether or not a hold increase command (first hold number increase command or second hold number increase command) has been received from the main control unit 100 ( (See steps Si26 and Si32 in FIG. 8). If the determination in step Sq101 is YES, the process proceeds to step Sq102, and if this determination is NO, the process proceeds to step Sq106.
  In step Sq102, the CPU 401 executes a hold number addition process. Specifically, when the CPU 401 receives the first hold number increase command, the CPU 401 adds 1 to the hold number of the first special symbol lottery stored in the RAM 403, and when it receives the second hold number increase command, the RAM 403 1 is added to the number of reserves for the second special symbol lottery stored in. Further, the CPU 401 extracts pre-determination information included in the hold increase command and stores it in the RAM 403 for each type of hold increase command (first hold increase command or second hold increase command). Thereafter, the process proceeds to step Sq103.
  In step Sq103, the CPU 401 executes a hold display process. Specifically, when the CPU 401 receives the first hold number increase command, the CPU 401 instructs the image sound control unit 500 to indicate the hold number of the first special symbol lottery to the image display unit 6 (not shown). Is increased by one. Similarly, when the CPU 401 receives the second hold number increase command, the CPU 401 instructs the image sound control unit 500 to display the hold image indicating the hold number of the second special symbol lottery on the image display unit 6 by one. As described above, this pending increase command includes pre-determination information indicating the result of the special symbol lottery. Accordingly, in step Sq103, the CPU 401, based on the prior determination information, for example, the pre-reading hold notice effect that changes the hold display mode so as to suggest the expected degree of winning for the special symbol lottery (hereinafter also referred to as reliability). May be executed. Thereafter, the process proceeds to step Sq104.
  In step Sq104, the CPU 401 determines whether or not to execute a prefetch notice effect. Here, the pre-reading notice effect is an effect that suggests (expects) that a big hit is notified in a notification effect performed after the notification effect. For example, when the CPU 401 determines whether or not the number of special symbol lotteries held in the RAM 403 is 1 or more and determines that the number is 1 or more, the CPU 401 stores it in the RAM 403 in the latest processing of step Sq102. Based on the prior determination information, it is determined whether or not to perform the prefetch notice effect. If the determination in step Sq104 is YES, the process proceeds to step Sq105, and if this determination is NO, the process proceeds to step Sq106.
  In step Sq105, the CPU 401 determines the content of the prefetch notice effect. For example, the CPU 401 determines the pre-reading notice effect of the content for displaying the specific character image in the notification effect. Thereafter, the process proceeds to step Sq106.
  In step Sq106, the CPU 401 determines whether or not a notification effect start command transmitted from the main control unit 100 has been received. If the determination in step Sq106 is YES, the process proceeds to step Sq107, and if this determination is NO, the process proceeds to step Sq111.
  In step Sq107, the CPU 401 analyzes the notification effect start command received in step Sq106. That is, the setting information included in the notification effect start command is acquired. Thereafter, the process proceeds to step Sq108.
  In step Sq108, the CPU 401 determines whether or not the notification effect to be executed based on the notification effect start command analyzed in step Sq107 is the notification effect determined as the execution target of the pre-reading notice effect in step Sq105. To do. That is, it is determined whether or not the pre-reading notice effect is executed in the current notification effect. If the determination in step Sq108 is YES, the process proceeds to step Sq109, and if this determination is NO, the process proceeds to step Sq110.
  In step Sq109, the CPU 401 makes a large number of notification effects satisfying the conditions of the setting information acquired in step Sq107 (a condition for determining whether or not a big hit, a condition for notification effect execution time, a condition for determining whether or not a reach effect is executed, etc.). An effect pattern to be executed by lottery or the like is determined from the effect patterns, and a prefetching notice effect (specific character image) is added, and a notification effect including the prefetching notice effect is instructed to the image sound control unit 500 and executed. To do. And a series of effect control processing is complete | finished.
  On the other hand, in step Sq110, the CPU 401 instructs the image sound control unit 500 or the like to determine and execute a notification effect that does not include the prefetch notice effect. Here, in the notification effect executed in the process of step Sq110, a reliability suggestion effect described later may be executed. The characteristic notification effect in the first example of the first embodiment will be described later in detail with reference to FIGS.
  FIG. 19 is an example of a detailed flowchart of the process of step Sq110. Hereinafter, the process of step Sq110 will be described in detail with reference to FIG.
  First, in step Sq120 of FIG. 19, the CPU 401 sets the conditions of the setting information acquired in step Sq107 (a condition whether or not a big hit, a condition of notification effect execution time, a condition of whether or not to execute reach effect, etc.). An effect pattern to be executed by lottery or the like is determined from a large number of effect patterns of notification effects to be satisfied. With this process, for example, after the decorative symbol is in a reach state, an effect pattern in which a winning result (whether it is a big hit) is determined by a reach effect (actual reach effect) using a live-action image is determined. Thereafter, the process proceeds to step Sq121.
  In step Sq121, the CPU 401 determines whether or not the effect of the effect pattern determined in step Sq120 is an effect including a live-action reach effect. If the determination in step Sq121 is YES, the process proceeds to step Sq123, and if this determination is NO, the process proceeds to step Sq122.
  In step Sq122, the CPU 401 instructs the image sound control unit 500 or the like to produce an effect pattern that does not include the live-action reach effect determined in step Sq120. And a series of effect control processing is complete | finished.
  On the other hand, in step Sq123, the CPU 401 moves the image display unit 6 into the first display area 61 and the second display area 62 at the timing when the live-action reach effect set in the effect pattern determined in step Sq120 is started. The image display control unit 500 and the like are instructed to execute a live-action reach effect on the first display area 61, and the image sound control unit 500 and the like are instructed to display the second display area 62 in black. And execute. The details of this effect will be described later with reference to FIGS. Thereafter, the process proceeds to step Sq124.
  In step Sq124, the CPU 401 determines whether or not the effect button 37 has been operated during the operation reception period. Specifically, in the production pattern including the live-action reach production, a predetermined period (for example, a period from 20 seconds to 25 seconds later) after the live-action reach production is started is set as an operation reception period in advance. The CPU 401 determines whether or not the effect button 37 is operated by the player during the operation reception period by determining whether or not the signal from the effect button 37 is output during the operation reception period. If the determination in step Sq124 is YES, the process proceeds to step Sq125, and if this determination is NO, the process proceeds to step Sq126.
  In step Sq125, the CPU 401 executes a reliability suggesting effect on the second display area 62. Specifically, each production pattern is associated with a reliability (reliability for winning a special symbol lottery), and the CPU 401 is determined in step Sq120 in the second display area 62 displayed in black. Depending on the degree of reliability associated with the effect pattern, an instruction (reliability suggestion effect) suggesting the reliability is instructed to the image sound control unit 500 and executed. Thereafter, the process proceeds to step Sq126. The details of the reliability suggesting effect will be described later with reference to FIGS.
  In step Sq126, the CPU 401 ends the classification of the image display unit 6 at the timing (screen switching timing) at which the live-action reach effect determined in step Sq120 and set in the effect pattern is switched to another effect, and notifies the winning result. An effect is instructed to the image sound control unit 500 or the like and executed. The details of this effect will be described later with reference to FIGS. And a series of effect control processing is complete | finished.
  Returning to FIG. 18, in step Sq <b> 111, the CPU 401 determines whether a notification effect stop command transmitted from the main control unit 100 has been received. If the determination in step Sq111 is YES, the process proceeds to step Sq112. If this determination is NO, the series of effect control processes is terminated.
  In step Sq112, the CPU 401 ends the notification effect started to be executed in the process of step Sq109 or Sq110, and notifies the result of the special symbol lottery. Thereafter, the process proceeds to step Sq113.
  In step Sq113, the CPU 401 executes a hold number subtraction process. Specifically, the CPU 401 executes the first special symbol lottery as information indicating which one of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command is executed. 1 is subtracted from the holding number of the first special symbol lottery stored in the RAM 403, and when the second special symbol lottery is executed, the second special symbol lottery stored in the RAM 403 is displayed. Subtract 1 from the number of holds. Thereafter, the process proceeds to step Sq114.
  In step Sq114, the CPU 401 executes a hold display process. Specifically, the CPU 401 executes the first special symbol lottery as information indicating which one of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command is executed. If this is the case, the image sound control unit 500 is instructed to display the hold image indicating the number of hold of the first special symbol lottery displayed on the image display unit 6 earliest (for example, the variable display of the special symbol is currently being displayed. One reserved image) is digested (deleted). When other reserved images are displayed, when the notification effect is started in step Sq109 or Sq110, the reserved images are sequentially moved. Similarly, the CPU 401 indicates that information indicating which of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command has been executed is that the second special symbol lottery has been executed. In the case of showing, the image sound control unit 500 is instructed to digest (delete) one reserved image indicating the number of the second special symbol lottery that is displayed earliest on the image display unit 6. When other reserved images are displayed, when the notification effect is started in step Sq109 or Sq110, the reserved images are sequentially moved. And a series of effect control processing is complete | finished.
[Characteristic operation]
Next, characteristic operations in the first example of the first embodiment described above using the flowchart will be specifically described with reference to FIGS. 20 to 22. FIG. 20 is a diagram for explaining an example of the effect pattern used in the first example of the first embodiment, and FIG. 21 is an example of a characteristic effect in the first example of the first embodiment. FIG. 22 is a diagram for explaining, and FIG. 22 is a diagram for explaining the effects shown in FIG. 21 in time series.
  In the pachinko gaming machine 1, an effect pattern for performing an effect on the image display unit 6 in accordance with the change display of the special symbol is prepared in advance for each symbol change time. Specifically, for example, in the normal gaming state, when 60 seconds is determined as the special symbol variation time from the variation time table set HT1 described with reference to FIG. 11, for each special symbol variation time as shown in FIG. One effect pattern is determined from a plurality of effect patterns prepared in advance. Each production pattern is associated with reliability (reliability for winning a special symbol lottery).
  In the first example of the first embodiment, as one of the above-described effect patterns, there are a plurality of effect patterns X that execute a reliability suggestion effect triggered by a live-action reach effect (SP reach effect) and a button operation according to the reliability. (X1, X2, X3,...) Are prepared. In the following, an example in which a live-action reach effect is executed as the SP reach effect when the symbol variation time is 60 seconds will be described. However, when the symbol variation time is 90 seconds, the live-action reach effect is executed as the SPSP reach effect. It is good also as what is done. The plurality of effect patterns X associated with the reliability are the effect pattern when the effect button 37 is operated and the effect button 37 is not operated according to the operation of the effect button 37, respectively. Branch to the production pattern. In other words, each effect pattern X is prepared in advance as an effect pattern including all the effect patterns that can be branched by operating the effect button 37 (see FIG. 20).
  Next, as an example, an effect executed when the effect pattern is determined to be the effect pattern X2 shown in FIG. 20 will be described with reference to FIGS.
  When an effect based on the effect pattern X2 is executed, first, as shown in (1) of FIG. 21, the image display unit 6 (hereinafter simply referred to as a display area) has a decorative design DI (DIL, DIR). , DIC). The decorative symbol DI is composed of three decorative symbols DIL, DIR, and DIC, and is variably displayed according to the variation display of the special symbol. Specifically, the left decorative symbol DIL arranged on the left is temporarily displayed after being variably displayed, and then temporarily suspended after the right decorative symbol DIR arranged on the right is variably displayed. After the medium decorative symbol DIC arranged on the display is temporarily stopped, the three decorative symbols DIL, DIR, and DIC are completely stopped and displayed. The temporary stop means that the player can recognize that the variation of the decorative symbol DI has stopped, and is not completely stopped. For example, in a state in which the decoration symbol DI slightly fluctuates up and down. Is displayed. This indicates that the special symbol is still changing. Further, in FIG. 21, the decorative symbol DI that is changing or temporarily stopped is displayed with a dotted line, and the decorative symbol DI that is completely stopped (mainly stopped) is displayed with a solid line. In addition, the decorative symbol DI is a so-called “diet”, a number symbol that can be notified of a big hit by aligning three (or matching a specific pattern), and the three decorative symbols DI are stopped and displayed. As a result, the winning result (whether it is a big hit) is notified (see (6) in FIG. 21). Further, the display position of each decorative design DI on the display area may be changed, and each decorative design DI may be arranged side by side in the vertical direction or may be arranged side by side in the oblique direction. . Further, in the first example of the first embodiment, the numerical design is used as the outcome, but other designs such as a character design and a character design may be used in addition to the numerical design, You may use it with other designs.
  Note that when the effect pattern X2 having a variation time of 60 seconds is selected, the reach effect is executed both in the case of a big hit and a loss (see, for example, FIG. 11), so the left decorative symbol DIL and the right decorative symbol DIR When the tentatively stops, the numbers of the decorative symbols are aligned (so-called reach state) (see (1) in FIG. 21). At this time, a reach effect is performed in which the last medium decorative design DIC is changed for a long time, and the numerical design is expected to be aligned (so-called hitting).
  Next, an outline of a live-action reach effect that is a reach effect that is executed when the effect pattern X2 is determined will be described. As shown in (1) of FIG. 21, when the reach state is reached (when the live-action reach effect is started), the display area is displayed in the first display area 61 and the second display as shown in (2) of FIG. A live-action reach effect is executed in the first display area 61 by being divided into areas 62. Here, the display area is, for example, a rectangular area having an aspect ratio of 3: 4, the first display area 61 is, for example, a rectangular area having an aspect ratio of 9:16, and the first display area 61 is a display area. Displayed to be the maximum size on the area. For this reason, a strip-shaped second display area 62 is arranged above and below as an area excluding the first display area 61 from the display area. In the first example of the first embodiment, the second display area 62 is arranged above and below, but depending on how the first display area 61 is arranged, either the upper or lower second display area is arranged. 62 may be arranged.
  In the first example of the first embodiment, a live-action (movie) effect is executed on the first display area 61 as a live-action reach effect. Since the effect of this movie is displayed on the first display area 61 having an aspect ratio of 9:16, the player can enjoy the live-action reach effect as if watching a movie in a movie theater. On the other hand, the second display area 62 arranged above and below is displayed as a black band (black band). As a result, the player can feel the black belt in the second display area as if it were a subtitle part of a movie, and the effect displayed on the entire display area is as if he / she was watching the movie and its subtitle part. And you can enjoy it just like watching a movie. When the live-action reach effect is being executed, the decorative design DI may be reduced and displayed, for example, in the lower right of the first display area 61. During the live-action reach effect, the decorative design DI is displayed. It may not be.
  When a predetermined time (for example, 20 seconds) elapses after the live-action reach effect is started, as shown in (3) of FIG. 21, an effect that prompts the player to operate a button in a part of the display area (for example, The effect that the characters “Push!” Are displayed together with the image of the button is executed. The effect for prompting the button operation (button operation effect) is not limited to the effect on the display area, and may be another effect such as blinking the effect button 37 or an effect accompanied by another effect. Good.
  And the predetermined period in the period when this button operation effect is performed is preset as the operation reception period mentioned above. In the first example of the first embodiment, the operation reception period coincides with the button operation effect period, but is not limited thereto.
  When the player operates the effect button 37 during the operation reception period, as shown in (4) of FIG. 21, an effect suggesting reliability in the second display area 62 (reliability suggestion effect) Is executed. Specifically, in order to suggest the reliability (30%) based on the selected production pattern X2, the black band of the second display area 62 is changed to yellow, and the letters “Chance!” The added effect is displayed (see effect pattern X2 in FIG. 20). As a result, the player is notified of the reliability of winning the special symbol lottery. Then, the live-action reach effect in the first display area 61 and the reliability suggestion effect in the second display area 62 are displayed simultaneously until the screen switching timing described later. On the other hand, if the player does not operate the effect button 37 during the operation reception period, the black band in the second display area 62 is continuously displayed, and the above-described reliability suggestion effect is not executed (FIG. 20). (See production pattern X2).
  Thereafter, when the timing (screen switching timing) at which the live-action reach effect is switched to another effect arrives, the effect that has been divided into the first display area 61 and the second display area 62 is finished, and the first display area is finished. Other effects that are not divided into 61 and the second display area 62 are executed. Specifically, as shown in (5) of FIG. 21, for example, an effect of notifying the winning result using the movable accessory 7 is executed. In addition, the notification effect of the winning result after the screen switching timing arrives is not limited to the effect using the movable accessory 7, and the division between the first display area 61 and the second display area 62 is ended. Any other production may be performed.
  Then, after the above-described effect of winning notification is executed, as shown in (6) of FIG. 21, the decorative symbol DI is completely stopped and displayed as a final notification.
  FIG. 22 shows the effects shown in FIG. 21 in time series. As described above, in the first example of the first embodiment, when the effect pattern X2 having a variation time of 60 seconds is selected, first, the decoration that is not divided into the first display area 61 and the second display area 62. At the timing when the variation effect of the pattern DI is executed and the live-action reach effect is started (for example, when the variation time is 10 seconds), the effect divided into the first display area 61 and the second display area 62 is executed. (See (A) and (B) of FIG. 22). In the effect divided into the first display area 61 and the second display area 62, the live-action reach effect continues in the first display area 61 until the screen switching timing (for example, the timing when the variation time has elapsed 50 seconds). In the second display area 52, the reliability suggestion effect is continuously displayed from the timing when the effect button 37 is operated during the operation acceptance period to the screen switching timing ((( B1) and (B2b)). Thereafter, when the screen switching timing arrives, an effect that is not divided again into the first display area 61 and the second display area 62 is executed as a winning notification effect (see FIG. 22C). If the effect button 37 is not operated during the operation acceptance period, the display of the second display area 62 is not changed and the reliability suggestion effect is not executed (see (B2a) in FIG. 22).
  As described above, according to the first example of the first embodiment, when the live-action reach effect is displayed in the first display area 61, the second display area 62 (black belt) displayed at the same time. ) Can be used to display a reliability suggesting effect that suggests a reliability level when the effect button 37 is operated (see (4) of FIG. 21, (B1), (B2b) of FIG. 22). Therefore, since the reliability suggesting effect does not interrupt the first display area 61 where the live-action reach effect is displayed, the live-action reach effect is not interrupted. In addition, since the reliability suggestion effect does not interrupt the live-action reach effect, by appropriately setting the timing for prompting the operation of the effect button 37, it is continued for a long period from the operation of the effect button 37 to the screen switching timing. The reliability suggestion effect can be displayed in parallel with the reach effect display. For this reason, there is no possibility that the player misses the reliability suggestion effect, and the reliability can be appropriately notified to the player. Therefore, according to the first example of the first embodiment, it is possible to execute a more innovative reliability suggesting effect that attracts the player.
[Modification of First Example of First Embodiment]
In the first example of the first embodiment described above, the first display area 61 is defined as an area displayed on the image display unit 6 (display area) so as to have the maximum size, and the second display area is defined. 62 is defined as an area obtained by removing the first display area 61 from the display area. However, the positions, sizes, shapes, and the like of the first display area 61 and the second display area 62 are not limited to this, and may be set as appropriate in the display area. The combined area of the two display areas 62 may not match the display area.
  Further, in the first example of the first embodiment described above, an effect when the effect pattern X2 is determined as an example has been described. However, for example, when the effect pattern X1 is determined, the first display area is determined. The size, shape, and the like of 61 may be different from the size, shape, and the like of the first display area 61 when the effect pattern X2 is determined. That is, the size or shape of the first display area 61 may be changed according to the effect pattern (or reliability).
  Further, in the first example of the first embodiment described above, as shown in the effect pattern of FIG. 20, the reliability suggestion effect is assumed to have a different display mode depending on the color and characters according to the reliability. However, the display mode of the reliability is not limited to this and may be another display mode. For example, the size of the second display area 62 may be varied according to the reliability, or the number and position of the second display areas 62 may be varied.
  In the first example of the first embodiment described above, as can be seen from the flowchart of FIG. 19, the reliability suggesting effect is executed when the effect button 37 is operated as an effect including the live-action reach effect. It was supposed to be. However, even if the effect includes a live-action reach effect, the reliability suggestion effect may not be executed when the effect button 37 is operated. Specifically, for example, in step Sq121 of FIG. 19, it is determined whether or not the performance suggestion effect performed in response to the operation of the effect button 37 is included in the effect of the effect pattern determined in step Sq120. It is good. In this case, by setting an effect pattern in which a live-action reach effect is performed but a reliability-indicating effect is not performed, it is possible to prevent the reliability-indicating effect from being performed even if the actual-image reach effect is performed. Further, by setting an effect pattern in which another reach effect that is not a live action is displayed in the first display area 61 and a reliability suggestion effect is displayed in the second display area, another reach effect that is not a live action reach is set. Even if it is performed, a reliability suggestion effect can be performed.
  Further, in the first example of the first embodiment described above, the reliability suggesting effect is not performed in the second display area 62 when the effect button 37 is not operated during the operation reception period. However, if there is no operation of the effect button 37 during the operation reception period, the reliability suggestion effect may be performed in the second display area 62 at the timing when the operation reception period elapses.
  In the first example of the first embodiment described above, the first display area 61 and the second display area 62 are divided at the timing when the live-action reach effect is executed, but are divided in advance. It may be a thing.
  In the first example of the first embodiment described above, the case where the reliability suggesting effect is executed in the notification effect that does not include the pre-reading notice effect has been described. However, the present invention may be applied to a notification effect including a prefetch notice effect. For example, when performing the reliability suggestion effect based on the pre-reading notice, the reliability based on the pre-reading result is displayed in the second display area 62, and the variation of the special symbol currently displayed in the first display area 61 is changed. An effect corresponding to the display (the change) may be performed.
[Second Example of First Embodiment]
Next, a second example of the first embodiment will be described with reference to FIGS. In the second example of the first embodiment, two different image display units (a first image display unit 6a and a second image display unit) are used instead of the image display unit 6 described in the first example of the first embodiment. Part 6b) is arranged (see FIG. 23). As the game progresses by the player, the first image display unit 6a notifies the player of the result of the special symbol lottery (big hit lottery), for example, by displaying a decorative symbol, A notice effect by appearance or the like is displayed, or a hold image indicating the number of times that the special symbol lottery is put on hold is displayed. The second image display unit 6b suggests the content of the effect displayed on the first image display unit 6a or corresponds to the effect displayed on the first image display unit 6a according to the progress of the game by the player. And display characters and items. For this reason, hereinafter, the first image display unit 6a may be simply referred to as a main screen, and the second image display unit 6b may be simply referred to as a sub screen. The first image display unit 6a and the second image display unit 6b are configured by a liquid crystal display device, an EL (Electro Luminescence) display device, or the like, but any other display device may be used. . In the second example of the first embodiment, the configuration of the control device of the gaming machine 1 is such that the image display unit 6 shown in FIG. 4 is replaced with the image display unit 6a and the second image display unit 6b (FIG. 24). The display control for the first image display unit 6 a and the second image display unit 6 b is the same as the display control for the image display unit 6. In the second example of the first embodiment, when the reach effect (music reach effect) is executed on the main screen, the reliability suggesting effect that suggests the reliability is executed on the sub screen. First, the effect control process by the effect control unit 400 in the second example of the first embodiment will be described.
[Production control processing by production control unit]
The effect control process in the second example of the first embodiment differs from the effect control process in the first example of the first embodiment described with reference to FIG. 18 in the process of step Sq110. Therefore, the process of step Sq110 will be described with reference to FIG. 25, and description of other processes will be omitted.
  First, in step Sr120 of FIG. 25, the CPU 401 sets the conditions of the setting information acquired in step Sq107 (a condition for whether or not a big hit, a condition for a notification effect execution time, a condition for whether or not to execute a reach effect, etc.). An effect pattern to be executed by lottery or the like is determined from a large number of effect patterns of notification effects to be satisfied. By this process, for example, after the decorative symbol is in a reach state, an effect pattern in which a winning result (whether it is a big hit) is determined by a reach effect (music reach effect) using a PV image of the music is determined. Thereafter, the process proceeds to step Sr121.
  In step Sr121, the CPU 401 determines whether or not the effect of the effect pattern determined in step Sr120 is an effect including a specific effect (a music reach effect in the second example of the first embodiment). If the determination in step Sr121 is YES, the process proceeds to step Sr123. If the determination is NO, the process proceeds to step Sr122.
  In step Sr122, the CPU 401 instructs the image sound control unit 500 or the like to produce an effect pattern that does not include the specific effect (music reach effect) determined in step Sr120 on the main screen (first image display unit 6a). And execute. And a series of effect control processing is complete | finished.
  On the other hand, in step Sr123, the CPU 401 sets the specific effect on the main screen at the timing at which the specific effect (music reach effect) set in the effect pattern determined in step Sr120 is started. And an additional effect is instructed to the image sound control unit 500 and the like on the sub-screen (second image display unit 6b). Here, the additional effect is an effect that is additionally executed corresponding to the specific effect, and in the second example of the first embodiment, information on the music played in the music reach effect (for example, the title of the music) ) Is displayed. Details of these effects will be described later with reference to FIG. Thereafter, the process proceeds to step Sr124.
  In step Sr124, the CPU 401 determines whether or not the effect button 37 has been operated during the operation reception period. Specifically, in an effect pattern including a specific effect, a predetermined period (for example, a period from 20 seconds to 25 seconds later) after the start of the specific effect is set in advance as the operation reception period. By determining whether or not the signal from the effect button 37 has been output during this operation reception period, it is determined whether or not the effect button 37 has been operated by the player during the operation reception period. If the determination in step Sr124 is YES, the process proceeds to step Sr125, and if this determination is NO, the process proceeds to step Sr126.
  In step Sr125, the CPU 401 changes the additional effect executed on the sub screen to the reliability suggesting effect. Specifically, each production pattern is associated with a reliability (reliability for winning the special symbol lottery), and the CPU 401 responds to the reliability associated with the production pattern determined in step Sr120. Then, an instruction (reliability suggestion effect) indicating the reliability is instructed to the image sound control unit 500 and the like on the sub screen. Thereafter, the process proceeds to step Sr126. The details of the reliability suggesting effect will be described later with reference to FIG.
  In step Sr126, the CPU 401 ends the specific effect at the timing when the specific effect determined in step Sr120 and set in the effect pattern ends, and instructs the image sound control unit 500 or the like to notify the winning result. Run. Details of this effect will be described later with reference to FIG. And a series of effect control processing is complete | finished.
[Characteristic operation]
Next, the characteristic operation in the second example of the first embodiment described above using the flowchart will be specifically described with reference to FIGS. FIG. 26 is a diagram for explaining an example of the characteristic effects in the present invention, and FIG. 27 is a diagram for describing the effects shown in FIG. 26 in time series.
  As described above, in the pachinko machine 1, with the variation display of the special symbol, the production pattern for performing the production on the main screen and the sub screen is prepared in advance for each variation time of the special symbol. The pattern is associated with the reliability (reliability for winning the special symbol lottery). In the second example of the first embodiment, as this effect pattern, for example, a specific effect pattern in which a specific effect (music reach effect) is executed as an SP reach effect that can be selected when the symbol variation time is 60 seconds. There are a plurality of types depending on the reliability. In the following, an example in which a music reach effect is executed as an SP reach effect when the symbol variation time is 60 seconds will be described. However, a music reach effect is executed as an SPSP reach effect when the symbol variation time is 90 seconds. It is good also as what is done. The plurality of specific effect patterns associated with the reliability are the effect pattern when the effect button 37 is operated and the effect button 37 is not operated according to the operation of the effect button 37, respectively. Branch to the production pattern. In other words, each specific effect pattern is prepared in advance as an effect pattern including all the effect patterns that can be branched by the operation of the effect button 37.
  Next, an effect executed when the above-described specific effect pattern is determined as an effect pattern will be described with reference to FIGS.
  When an effect based on the specific effect pattern is executed, first, as shown in (1) of FIG. 26, the decorative pattern DI (DIL, DIR, DIC) fluctuates on the main screen (first image display unit 6a). Is displayed. When the specific effect pattern is selected, the specific effect (music reach effect) is executed, and therefore, when the left decorative symbol DIL and the right decorative symbol DIR are temporarily stopped, the numerical symbols of both decorative symbols are aligned. (So-called reach state) (see (1) in FIG. 26). At this time, a special effect is not executed on the sub screen (second image display unit 6b), for example, an initial screen is displayed.
  As shown in (1) of FIG. 26, when the reach state is reached (at the timing when the music reach effect is started), the last medium decoration symbol DIC is changed for a long time, and the numeric symbols are aligned (so-called hitting and hittings). Reach effect (music reach effect is performed. Specifically, as shown in (2) of FIG. 26, a PV image of a song is displayed as a music reach effect on the main screen. When the music reach effect is being executed, the decorative design DI may be reduced and displayed, for example, at the lower right of the main screen, or during the music reach effect, the decorative design DI may be displayed. The DI may not be displayed, and the sub screen displays the music reach effect being executed on the main screen at the timing when the music reach effect is started. An additional effect is displayed for displaying information on the music, specifically, an image showing the title of the music is displayed on the sub screen, that is, the content of the reach effect being executed on the main screen. Functions as a display medium for supplementarily explaining the above.
  Next, when a predetermined time (for example, 20 seconds) has elapsed since the start of the music reach effect, as shown in (3) of FIG. 26, an effect that prompts the player to operate a button on a part of the main screen ( For example, an effect in which characters “Push!” Are displayed together with the button image is executed. The effect that prompts the button operation (button operation effect) is not limited to the effect on the main screen, but may be an effect on the sub screen, or other effects such as blinking the effect button 37. Alternatively, it may be an effect accompanied by another effect.
  And the predetermined period in the period when this button operation effect is performed is preset as the operation reception period mentioned above. In the second example of the first embodiment, the operation reception period coincides with the button operation effect period, but is not limited thereto.
  When the player operates the effect button 37 during the operation reception period, an effect suggesting reliability (reliability suggestion effect) is executed on the sub-screen, as shown in (4) of FIG. The Specifically, when the reliability of the specific effect pattern is 30%, for example, a character image “Chance!” Is displayed on the sub screen. That is, instead of the additional effect, the reliability suggesting effect is switched and displayed on the sub screen. As a result, the player is notified of the reliability of winning the special symbol lottery. The reliability suggesting effect on the sub screen is continuously displayed until the specific effect (music reach effect) on the main screen is finished. On the other hand, when the player does not operate the effect button 37 during the operation reception period, the additional effect is continuously displayed on the sub-screen, and the above-described reliability suggestion effect is not executed. Further, the display mode of the reliability suggestion effect is not limited to the above-described character image, and for example, a character image or a background color corresponding to the reliability may be displayed.
  Thereafter, when the timing for ending the specific effect (music reach effect) on the main screen arrives, the main screen displays a winning result that notifies the winning result using, for example, the movable accessory 7 as shown in (5) of FIG. A notification effect is executed. On the other hand, when the timing for ending the specific effect (music reach effect) on the main screen arrives, the reliability suggesting effect or the additional effect is ended on the sub screen, and the special effect is not executed, for example, the initial screen is displayed. The Then, after the above-described winning notification effect is executed, as shown in (6) of FIG. 26, the decoration symbol DI is completely stopped and displayed as a final notification on the main screen.
  FIG. 27 shows the effects shown in FIG. 26 in time series. As described above, when the specific effect pattern with the variation time of 60 seconds is selected in the second example of the first embodiment, first, the variation of the decorative design DI is varied at the variation time t = 0 on the main screen. The production starts and reaches the reach state, and the specific production (music reach production) is started at the variation time t = t1 (for example, 10 seconds). On the other hand, in the sub-screen, the additional effect is started at the fluctuation time t = t1 when the music reach effect is started, and the additional effect is received during the operation reception period (fluctuation time t = t2 to t3; for example, 30 seconds to 35 seconds). ) Until the effect button 37 is operated, or when the effect button 37 is not operated, the display is continued until the variation time t = t4 (for example, 50 seconds) when the music reach effect is ended. When the effect button 37 is operated during the operation reception period (variation time t = t2 to t3) during execution of the music reach effect, the additional effect on the sub-screen is displayed at the operation timing (variation time t = tp). Switching to the reliability suggestion effect, the reliability suggestion effect is continuously displayed until the fluctuation time t = t4 when the music reach effect is ended. Thereafter, on the main screen, the winning notification effect is executed at the fluctuation time t = t4, and at t = t5 (for example, 60 seconds), the decorative symbol DI is stopped and displayed, and the winning result is confirmed and notified.
  As described above, according to the second example of the first embodiment, when the music reach effect is executed on the main screen, information on the music reach effect on the main screen is displayed on the sub screen (additional effect). Therefore, the sub screen functions as an information display medium for the main screen. On the other hand, the additional effect executed on the sub-screen is switched to the reliability suggesting effect that suggests the degree of reliability when the effect button 37 is operated. For this reason, the reliability suggestion effect can be displayed in parallel with the display of the reach effect (music reach effect) by using the sub screen functioning as the information display medium. For this reason, there is no possibility that the player misses the reliability suggestion effect, and the reliability can be appropriately notified to the player. Therefore, according to the second example of the first embodiment, a more innovative reliability suggesting effect that attracts the player can be executed.
[Modification of Second Example of First Embodiment]
In the second example of the first embodiment described above, as shown in FIG. 27, the reliability suggestion effect on the sub screen is ended with the specific effect (music reach effect) on the main screen (variation time t = The display is continued until t4). However, the reliability suggesting effect on the sub screen may be ended before the specific effect (music reach effect) on the main screen is ended. Specifically, as shown in FIG. 28, the reliability suggestion effect started on the sub screen at the change time t = tp (for example, 32 seconds) triggered by the operation of the effect button 37 is a specific effect on the main screen. Ended at the fluctuation time t = ta (for example, 45 seconds) before the fluctuation time t = t4 (50 seconds) when the (music reach production) is ended, and then the additional effect is executed again until t = t4. It is good. Alternatively, for example, the initial screen may be displayed on the sub screen without the special effects being executed in the variation time t = ta to t5. That is, the reliability suggesting effect on the sub screen may not be continuously displayed until the specific effect (music reach effect) on the main screen is finished.
  In the second example of the first embodiment described above, as shown in FIG. 27, the reliability suggesting effect on the sub screen is triggered by the operation of the effect button 37 within the operation reception period (variation time t = tp). In). However, the reliability suggesting effect may be started regardless of the operation of the effect button 37. Specifically, as shown in FIG. 29, when the specific effect (music reach effect) is started on the main screen (at t = t1), the additional effect is started and the music reach effect is executed on the sub screen. During a predetermined period (t = t1 to t4) (t = tb; for example, 30 seconds), it may be automatically switched to the reliability suggesting effect. Even in this case, as described above, the reliability suggesting effect on the sub screen may be continuously displayed until the specific effect on the main screen is ended, or the specific effect on the main screen is ended. It may be terminated before being executed.
  In the second example of the first embodiment described above, as shown in FIG. 23, the gaming machine 1 includes a first image display unit 6a (main screen) and a second image display unit 6b (sub screen). Although two display units are provided, as described in the first example of the first embodiment, the gaming machine 1 may include only one display unit (image display unit 6) (see FIG. 1). In this case, the effect executed on the above-described main screen is executed in a predetermined main area in the display area of the image display unit 6, and the effect executed on the above-described sub-screen is an image display. The display area of the unit 6 may be executed in a predetermined sub area different from the main area. The main area and the sub area may be arbitrarily set, but the main area is preferably larger than the sub area, and the main area and the sub area are, for example, the first example of the first embodiment. The first display area 61 and the second display area 62 described in the above may be set.
  In the second example of the first embodiment described above, the music reach effect is executed as the specific effect, and the information of the music played in the music reach effect is displayed as the additional effect. However, the specific effects and the additional effects are not limited to this, and various effects may be executed. For example, a battle reach effect in which the main character confronts an enemy character may be executed as the specific effect, and in this case, information on the enemy character in the battle reach effect may be displayed as the additional effect. As described above, various effects can be adopted as the specific effects, and the additional effects may be any as long as they are additionally executed corresponding to the specific effects.
  Further, in the second example of the first embodiment described above, the reliability suggesting effect is not performed on the sub screen when the effect button 37 is not operated during the operation reception period. If there is no operation of the effect button 37 during the reception period, the reliability suggestion effect may be performed on the sub screen at the timing when the operation reception period elapses (variation time t = t3).
  In the second example of the first embodiment described above, the case where the reliability suggesting effect is executed in the notification effect that does not include the pre-reading notice effect has been described. However, the present invention may be applied to a notification effect including a prefetch notice effect. For example, when performing a reliability suggestion effect based on a pre-reading notice, the reliability based on the pre-read result is displayed on the sub screen, and the main screen displays the fluctuation display of the special symbol that is currently variably displayed (the fluctuation). A corresponding production may be performed.
[Third example of the first embodiment]
Next, a third example of the first embodiment will be described with reference to FIGS. In the third example of the first embodiment, a character that appears when a reach effect (music reach effect) is being executed in the image display unit 6 continuously suggests reliability during the reach effect. First, an effect control process by the effect control unit 400 in the third example of the first embodiment will be described.
[Production control processing by production control unit]
The effect control process in the third example of the first embodiment differs from the effect control process in the first example of the first embodiment described with reference to FIG. 18 in the process of step Sq110. Therefore, the process of step Sq110 will be described with reference to FIG. 30, and description of other processes will be omitted.
  First, in step Ss120 of FIG. 30, the CPU 401 sets the conditions of the setting information acquired in step Sq107 (a condition whether or not a big hit, a condition of notification effect execution time, a condition of whether or not to execute reach effect, etc.). An effect pattern to be executed by lottery or the like is determined from a large number of effect patterns of notification effects to be satisfied. By this process, for example, after the decorative symbol is in a reach state, an effect pattern in which a winning result (whether it is a big hit) is determined by a reach effect (music reach effect) using a PV image of the music is determined. Thereafter, the process proceeds to step Ss121.
  In step Ss121, the CPU 401 determines whether or not the effect of the effect pattern determined in step Ss120 is an effect including a specific effect (a music reach effect in the third example of the first embodiment). If the determination in step Ss121 is YES, the process proceeds to step Ss123, and if this determination is NO, the process proceeds to step Ss122.
  In step Ss122, the CPU 401 instructs the image sound control unit 500 and the like to produce an effect pattern that does not include the specific effect (music reach effect) determined in step Sr120 in the image display unit 6. And a series of effect control processing is complete | finished.
  On the other hand, in step Ss123, the CPU 401 sets the specific effect at the timing at which the specific effect (music reach effect) set in the effect pattern determined in step Ss120 is started in the image display unit 6. Instruct and execute 500 and the like, and instruct the image sound control unit 500 and the like to execute an additional effect. Here, the additional effect is an effect that is additionally executed in response to the specific effect. In the third example of the first embodiment, a character appears in front of the music reach effect being executed, This is an effect in which the character announces information (for example, the title of the music) of the music played in the music reach production. Details of these effects will be described later with reference to FIG. Thereafter, the process proceeds to step Ss124.
  In step Ss124, the CPU 401 determines whether or not the effect button 37 has been operated during the operation reception period. Specifically, in an effect pattern including a specific effect, a predetermined period (for example, a period from 20 seconds to 25 seconds later) after the start of the specific effect is set in advance as the operation reception period. By determining whether or not the signal from the effect button 37 has been output during this operation reception period, it is determined whether or not the effect button 37 has been operated by the player during the operation reception period. If the determination in step Ss124 is YES, the process proceeds to step Ss125, and if this determination is NO, the process proceeds to step Ss126.
  In step Ss125, the CPU 401 changes the additional effect displayed on the image display unit 6 to a reliability suggesting effect. Specifically, each production pattern is associated with a reliability (reliability for winning a special symbol lottery), and the CPU 401 responds to the reliability associated with the production pattern determined in step Ss120. Then, the image sound control unit 500 or the like is instructed to execute an effect (reliability suggestion effect) suggesting the reliability. Thereafter, the process proceeds to step Ss126. Details of the change from the additional effect to the reliability suggesting effect will be described later with reference to FIG.
  In step Ss126, the CPU 401 ends the specific effect at the timing when the specific effect determined in step Ss120 and set in the effect pattern ends in the image display unit 6, and the notification effect of the winning result is displayed in the image sound control unit. Instruct and execute 500 or the like. Details of this effect will be described later with reference to FIG. And a series of effect control processing is complete | finished.
[Characteristic operation]
Next, the characteristic operation in the third example of the first embodiment described above using the flowchart will be specifically described with reference to FIGS. 31 and 32. FIG. 31 is a diagram for explaining an example of a characteristic effect in the present invention, and FIG. 32 is a diagram for describing the effects shown in FIG. 31 in time series.
  As described above, in the pachinko gaming machine 1, an effect pattern for performing an effect in the image display unit 6 is prepared in advance for each change time of the special symbol in accordance with the change display of the special symbol. Is associated with the reliability (reliability for winning the special symbol lottery). In the third example of the first embodiment, as this effect pattern, for example, a specific effect pattern in which a specific effect (music reach effect) is executed as an SP reach effect that can be selected when the symbol variation time is 60 seconds. There are a plurality of types depending on the reliability. In the following, an example in which a music reach effect is executed as an SP reach effect when the symbol variation time is 60 seconds will be described. However, a music reach effect is executed as an SPSP reach effect when the symbol variation time is 90 seconds. It is good also as what is done. The plurality of specific effect patterns associated with the reliability are the effect pattern when the effect button 37 is operated and the effect button 37 is not operated according to the operation of the effect button 37, respectively. Branch to the production pattern. In other words, each specific effect pattern is prepared in advance as an effect pattern including all the effect patterns that can be branched by the operation of the effect button 37.
  Next, an effect executed when the above-described specific effect pattern is determined as the effect pattern will be described with reference to FIGS. 31 and 32.
  When an effect based on the specific effect pattern is executed, first, as shown in (1) of FIG. 31, the decorative pattern DI (DIL, DIR, DIC) is variably displayed on the image display unit 6. When the specific effect pattern is selected, the specific effect (music reach effect) is executed, and therefore, when the left decorative symbol DIL and the right decorative symbol DIR are temporarily stopped, the numerical symbols of both decorative symbols are aligned. (So-called reach state) (see (1) in FIG. 31).
  As shown in (1) of FIG. 31, when the reach state is reached (at the timing when the music reach effect is started), the last medium decorative design DIC is changed for a long time, and the numerical symbols are aligned (so-called hitting and hittings). Reach production (music reach production is expected.) Specifically, as shown in (2) of FIG. 31, the image display unit 6 displays a PV video of the music as the music reach production. When the music reach effect is being executed, the decorative pattern DI may be displayed in a reduced size, for example, at the lower right of the main screen, and during the music reach effect, The decorative design DI may not be displayed, and when the timing for starting the music reach effect is reached, an additional effect for displaying information on the music in the music reach effect is executed. More specifically, for example, a character appears in front of a music reach effect, and the character performs an additional effect in which a sign on which information on the music (for example, the title of the music) is written is displayed. In order to make it easy to visually recognize the music reach effect, it is preferable that the image display unit 6 be displayed small enough to be visually recognized at the corner of the image display unit 6.
  Next, when a predetermined time (for example, 20 seconds) has elapsed since the start of the music reach effect, the player is prompted to operate a button on a part of the image display unit 6 as shown in FIG. An effect (for example, an effect in which the characters “Push!” Are displayed together with the button image) is executed. The effect for prompting the button operation (button operation effect) is not limited to the effect on the image display unit 6, but may be other effects such as blinking the effect button 37. May be.
  And the predetermined period in the period when this button operation effect is performed is preset as the operation reception period mentioned above. In the third example of the first embodiment, the operation reception period coincides with the button operation effect period, but is not limited thereto.
  When the player operates the effect button 37 during the operation reception period, the additional effect is switched to an effect suggesting reliability (reliability suggestion effect) as shown in (4) of FIG. . Specifically, a signboard describing information on a music piece (for example, the title of the music piece) posted by a character appearing in front of the music reach effect is switched to a signboard indicating reliability. For example, when the reliability of the specific effect pattern is 30%, the signboard is switched to a signboard on which characters “Chance!” Are written. That is, the image display unit 6 displays the reliability suggesting effect in place of the additional effect. As a result, the player is notified of the reliability of winning the special symbol lottery. This reliability suggestion effect is continuously displayed until the specific effect (music reach effect) is finished. On the other hand, when the player does not operate the effect button 37 during the operation reception period, the additional effect is continuously displayed, and the above-described reliability suggesting effect is not executed. That is, the character continues to display the signboard describing the music information. Further, the display mode of the reliability suggestion effect is not limited to the above-described character image, and for example, a background color or a background pattern corresponding to the reliability may be displayed.
  After that, when the timing for ending the specific effect (music reach effect) in the image display unit 6 is reached, the winning result is displayed on the image display unit 6 using, for example, the movable accessory 7 as shown in FIG. A winning notification effect for informing the user is executed. At this time, the display of the character is ended, that is, the reliability suggesting effect or the additional effect is ended. Then, after the above-described winning notification effect is executed, as shown in (6) of FIG. 31, the decorative symbol DI is completely stopped and displayed on the image display unit 6 as a final notification.
  FIG. 32 shows the effects shown in FIG. 31 in time series. As described above, when the specific effect pattern with the variation time of 60 seconds is selected in the third example of the first embodiment, first, in the image display unit 6, the decoration symbol DI at the variation time t = 0. The change effect is started and the reach state is reached, and the specific effect (music reach effect) is started at the change time t = t1 (for example, 10 seconds). On the other hand, at this variation time t = t1, a character notifying the music information is displayed (that is, an additional effect is started), and the additional effect is received during an operation reception period (variation time t = t2 to t3; for example, 30 seconds to 35 Second) until the effect button 37 is operated, or if the effect button 37 is not operated, the display is continued until the fluctuation time t = t4 (for example, 50 seconds) when the music reach effect is ended. When the effect button 37 is operated during the operation reception period (variation time t = t2 to t3) during execution of the music reach effect, the music information is notified at the operation timing (variation time t = tp). The character notifies the reliability (that is, the additional effect is switched to the reliability suggesting effect), and the reliability suggesting effect is continuously displayed until the fluctuation time t = t4 when the music reach effect is ended. Thereafter, in the image display unit 6, a winning notification effect is executed at a variation time t = t4, and at t = t5 (for example, 60 seconds), the decorative symbol DI is stopped and displayed and the winning result is confirmed and notified.
  As described above, according to the third example of the first embodiment, when the music reach effect is executed on the image display unit 6, the information about the music reach effect is notified by the appearance of the character ( In other words, when the production button 37 is operated, the information notified by the character is switched to information indicating the reliability. That is, the additional effect is switched to the reliability suggesting effect that suggests the degree of reliability with the operation of the effect button 37. In addition, since the reliability suggestion effect is executed by a character appearing separately from the music reach effect (that is, executed independently of the music reach effect), it is continuously displayed until the music reach effect ends. It becomes possible to do. For this reason, there is no possibility that the player misses the reliability suggestion effect, and the reliability can be appropriately notified to the player. Therefore, according to the third example of the first embodiment, a more novel reliability suggesting effect that attracts the player can be executed.
[Modification of the third example of the first embodiment]
In the third example of the first embodiment described above, as shown in FIG. 32, the reliability suggesting effect starts when the effect button 37 is operated during the operation reception period (at the variation time t = tp). It was supposed to be. However, the reliability suggesting effect may be started regardless of the operation of the effect button 37. Specifically, as shown in FIG. 33, when a specific effect (music reach effect) is started in the image display unit 6 (at t = t1), a character appears and notifies information related to the music reach effect ( In other words, the information notified by the character is automatically trusted at a predetermined timing (t = tb; for example, 30 seconds) while the music reach effect is being executed (t = t1 to t4). It is good also as what switches to the information which suggests a degree (namely, it switches to reliability suggestion production).
  In the third example of the first embodiment described above, the music reach effect is executed as the specific effect, and the information of the music played in the music reach effect is displayed as the additional effect. However, the specific effects and the additional effects are not limited to this, and various effects may be executed. For example, a battle reach effect in which the main character confronts an enemy character may be executed as the specific effect, and in this case, information on the enemy character in the battle reach effect may be displayed as the additional effect. As described above, various effects can be adopted as the specific effects, and the additional effects may be any as long as they are additionally executed corresponding to the specific effects.
  In the third example of the first embodiment, the character displayed as one aspect of the additional effect also functions as one aspect of the reliability suggesting effect, that is, the additional effect and the reliability suggesting effect. Is realized by the same kind of production. However, the additional effect and the reliability suggestion effect are not limited to the same kind of effect mode as described above, and any effect mode may be used as long as each is switched and executed. . For example, the additional effect realized by the character display is not displayed, and the reliability is suggested as the reliability suggestion by the movement of the movable accessory 7 (for example, the reliability is determined by the degree of movement of the movable accessory 7). It is also possible to produce an effect). Further, the reliability suggesting effect is not limited to the effect mode executed in the image display unit 6, and the reliability may be suggested by the type of sound effect output from the speaker 35, for example.
  In the third example of the first embodiment described above, the reliability suggesting effect is not performed when there is no operation of the effect button 37 during the operation reception period. When there is no operation of the effect button 37, the reliability suggestion effect may be performed at the timing when the operation reception period elapses (variation time t = t3).
  Further, in the third example of the first embodiment described above, the case where the reliability suggesting effect is executed in the notification effect not including the pre-reading notice effect has been described. However, the present invention may be applied to a notification effect including a prefetch notice effect. For example, when performing the reliability suggestion effect based on the pre-reading notice, the character announces the reliability based on the pre-reading result, and the image display unit 6 displays a variation display of the special symbol currently displayed in a variable manner (the variation). ) May be performed.
[Second Embodiment]
Below, 2nd Embodiment is described using FIGS. 34-43. In the second embodiment, an example of a characteristic effect related to a special mode effect that suggests that a prefetch target effect based on a prior determination is performed will be described.
[First Example of Second Embodiment]
First, the 1st example of 2nd Embodiment is demonstrated using FIGS. 34-39. In the first example of the second embodiment, a special mode effect that suggests that a prefetch target effect based on prior determination is performed is executed, and even if the prefetch target effect ends, the special mode effect can be continued. First, an effect control process by the effect control unit 400 in the first example of the second embodiment will be described.
[Production control processing by production control unit]
FIG. 34 is a flowchart showing an example of the effect control process performed by the effect control unit 400. Below, with reference to FIG. 34, the effect control process performed by the effect control part 400 is demonstrated. The production control unit 400 repeatedly executes a series of processes shown in FIG. 34 at regular time intervals (for example, 4 milliseconds) during a normal operation except for special cases such as when the power is turned on and when the power is turned off. Note that the processing performed by the effect control unit 400 described based on the flowchart of FIG. 34 is executed based on a program stored in the ROM 402. Moreover, in the following description, the description about the big hit game effect etc. is omitted.
  First, in step St101 of FIG. 34, the CPU 401 of the effect control unit 400 determines whether or not a hold increase command (first hold number increase command or second hold number increase command) has been received from the main control unit 100 ( (See steps Si26 and Si32 in FIG. 8). If the determination in step St101 is YES, the process proceeds to step St102, and if this determination is NO, the process proceeds to step St106.
  In step St102, the CPU 401 executes a hold number addition process. Specifically, when the CPU 401 receives the first hold number increase command, the CPU 401 adds 1 to the hold number of the first special symbol lottery stored in the RAM 403, and when it receives the second hold number increase command, the RAM 403 1 is added to the number of reserves for the second special symbol lottery stored in. Further, the CPU 401 extracts pre-determination information included in the hold increase command, and stores it in the RAM 403 in association with the hold for each type of hold increase command (first hold increase command or second hold increase command). Thereafter, the process proceeds to step St103.
  In step St103, the CPU 401 executes a hold display process. Specifically, when the CPU 401 receives the first hold number increase command, the CPU 401 instructs the image sound control unit 500 to display one hold image indicating the hold number of the first special symbol lottery on the image display unit 6. Let Similarly, when the CPU 401 receives the second hold number increase command, the CPU 401 instructs the image sound control unit 500 to display the hold image indicating the hold number of the second special symbol lottery on the image display unit 6 by one. As described above, this pending increase command includes pre-determination information indicating the result of the special symbol lottery. Accordingly, in step St103, the CPU 401 executes, based on the prior determination information, for example, a prefetch hold notice effect that changes the manner of hold display so as to suggest the expectation degree (reliability) of the winning for the special symbol lottery. Also good. Thereafter, the process proceeds to step St104.
  In step St104, the CPU 401 determines whether or not to execute the prefetch target effect. Here, the prefetch target effect is determined in advance as a notification effect to be performed when a hold corresponding to the preliminary determination information stored in the RAM 403 is digested (a determination result based on the preliminary determination information is notified). It refers to the production that is performed. For example, if the CPU 401 determines whether or not the number of special symbol lotteries held in the RAM 403 is 1 or more and determines that the number is 1 or more, the CPU 401 stores it in the RAM 403 in the process of the last step St102. Based on the prior determination information (preliminary determination information stored in the latest), it is determined whether or not to execute the prefetch target effect. In the first example of the second embodiment, the CPU 401 pre-reads when there is a hold determined to execute the pre-read target effect in the special symbol lottery hold already stored in the RAM 403. It is determined that the target effect is not executed, and it is further determined that the prefetch target effect is not executed even when a special mode effect described later is executed. If the determination in step St104 is YES, the process proceeds to step St105, and if this determination is NO, the process proceeds to step St106.
  In step St105, the CPU 401 sets the special mode target number. Here, the special mode target number indicates the number of changes (special symbol change number) in which a special mode effect, which will be described later with reference to FIG. 37, is executed. The special mode effect is determined in step St104. In order to suggest that the pre-reading target effect is performed, an effect in which an image indicating the special mode is displayed as a background image BI described later with reference to FIG. Hereinafter, the process of step St105 will be specifically described with reference to FIG.
  FIG. 35 is an example of a detailed flowchart of step St105. First, in step St120 of FIG. 35, the CPU 401 performs the effect (prefetch target) performed in the notification effect of the target hold (hold corresponding to the latest stored pre-determination information) determined to execute the prefetch target effect in step St104. The content of the production) is determined. Hereinafter, a specific example will be described. As a specific example, the RAM 403 stores pre-determination information corresponding to one hold of the first special symbol lottery (hereinafter referred to as a first hold, a second hold,... In the order of digestion). It is assumed that the first special symbol lottery hold (second hold) is newly generated, and the advance determination information for the second hold is stored in the RAM 403. At this time, the CPU 401 determines the content of the prefetch target effect (ie, the effect pattern) that is executed as the effect for the second hold that is the target hold. Thereafter, the process proceeds to step St121.
  In step St121, the CPU 401 determines whether or not the prefetch target effect determined in step St120 is a high reliability effect described later with reference to FIG. If the determination in step St121 is YES, the process proceeds to step St122. If this determination is NO, the process proceeds to step St123.
  In step St <b> 122, the CPU 401 sets the special mode target number of times to the number of fluctuations until the target suspension. Specifically, the CPU 401 sets the special mode target number of times to two, which is the number of fluctuations from the first hold to be digested next to the target hold (second hold), and stores it in the RAM 403. Thereafter, the process proceeds to step St106 in FIG.
  On the other hand, in step St123, the CPU 401 determines whether or not the target holding effect determined in step St120 is a medium reliability effect described later with reference to FIG. If the determination in step St123 is YES, the process proceeds to step St124. If this determination is NO, the process proceeds to step St125.
  In step St <b> 124, the CPU 401 sets the special mode target number of times to a predetermined number of times after the target hold. Specifically, the CPU 401 sets, for example, five times by lottery as a predetermined number of fluctuations from the first hold to be digested next to the target hold (second hold) or later as the special mode target number, and stores it in the RAM 403. Remember. Note that any value may be selected as the predetermined number of fluctuations, but it is preferable to set the number to four or more in correspondence with at least the maximum number of reservations. Thereafter, the process proceeds to step St106 in FIG.
  In step St125, the CPU 401 does not set the special mode target count. Thereafter, the process proceeds to step St106 in FIG.
  In step St106 of FIG. 34, the CPU 401 determines whether or not a notification effect start command transmitted from the main control unit 100 has been received. If the determination in step St106 is YES, the process proceeds to step St107, and if this determination is NO, the process proceeds to step St114.
  In step St107, the CPU 401 analyzes the notification effect start command received in step St106. That is, the setting information included in the notification effect start command is acquired. Thereafter, the process proceeds to step St108.
  In step St <b> 108, the CPU 401 determines whether or not the current special symbol variation is within the special mode target count stored in the RAM 403. If the determination in step St108 is YES, the process proceeds to step St109, and if this determination is NO, the process proceeds to step St110.
  In step St109, the CPU 401 sets a background image indicating a special mode as a background image BI described later with reference to FIG. Thereafter, the process proceeds to step St111.
  In step St110, the CPU 401 sets a background image indicating the normal mode as a background image BI described later with reference to FIG. Thereafter, the process proceeds to step St111.
  In step St111, the CPU 401 determines whether or not the notification effect to be executed based on the notification effect start command analyzed in step St107 is the execution target of the prefetch target effect in step St120 shown in FIG. In the specific example described above, the CPU 401 determines whether or not the current special symbol variation is a variation relative to the above-described second suspension (target suspension). If the determination in step St111 is YES, the process proceeds to step St112. If this determination is NO, the process proceeds to step St113.
  In step St112, the CPU 401 instructs the image sound control unit 500 or the like to display an image indicating the special mode set in step St109 or an image indicating the normal mode set in step St110 as the background image BI. Further, the CPU 401 instructs the image sound control unit 500 to execute a notification effect of the prefetch target effect based on the content (ie, the effect pattern) of the prefetch target effect determined in step St120. And a series of effect control processing is complete | finished.
  In step St113, the CPU 401 instructs the image sound control unit 500 or the like to display an image indicating the special mode set in step St109 or an image indicating the normal mode set in step St110 as the background image BI. In addition, among the many notification effects that satisfy the conditions of the setting information acquired in step St107 (the condition whether or not a big hit, the condition of the notification effect execution time, the condition of whether or not to execute the reach effect, etc.), the background image An effect pattern to be executed is determined by lottery or the like from an effect pattern corresponding to the mode indicated by the BI (normal mode or special mode), and the notification effect is instructed to the image sound control unit 500 or the like. And a series of effect control processing is complete | finished.
  In step St <b> 114, the CPU 401 determines whether a notification effect stop command transmitted from the main control unit 100 has been received. If the determination in step St114 is YES, the process proceeds to step St115. If this determination is NO, the series of effect control processes ends.
  In step St115, the CPU 401 ends the notification effect started to be executed in the process of step St112 or St113, and effectively notifies the result of the special symbol lottery. Thereafter, the process proceeds to step St116.
  In step St116, the CPU 401 executes a hold number subtraction process. Specifically, the CPU 401 executes the first special symbol lottery as information indicating which one of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command is executed. 1 is subtracted from the holding number of the first special symbol lottery stored in the RAM 403, and when the second special symbol lottery is executed, the second special symbol lottery stored in the RAM 403 is displayed. Subtract 1 from the number of holds. Thereafter, the process proceeds to step St117.
  In step St117, the CPU 401 executes a hold display process. Specifically, the CPU 401 executes the first special symbol lottery as information indicating which one of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command is executed. If this is the case, the image sound control unit 500 is instructed to display the hold image indicating the number of hold of the first special symbol lottery displayed on the image display unit 6 earliest (for example, the variable display of the special symbol is currently being displayed. One reserved image) is digested (deleted). When other reserved images are displayed, the reserved images are sequentially moved when the notification effect is started in step St112 or St113. Similarly, the CPU 401 indicates that information indicating which of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command has been executed is that the second special symbol lottery has been executed. In the case of showing, the image sound control unit 500 is instructed to digest (delete) one reserved image indicating the number of the second special symbol lottery that is displayed earliest on the image display unit 6. When other reserved images are displayed, the reserved images are sequentially moved when the notification effect is started in step St112 or St113. And a series of effect control processing is complete | finished.
[Characteristic operation]
Next, the characteristic operation according to the first example of the second embodiment described above using the flowchart will be specifically described with reference to FIGS. FIG. 36 is a diagram for explaining the outline of the notification effect and the hold display, and FIG. 37 is a diagram for explaining the mode effect in the first example of the second embodiment, and FIGS. 38 and 39. FIG. 38 is a diagram for explaining a mode transition effect based on prefetching, which is an example of an effect displayed on the image display unit 6, and FIG. 38 illustrates a mode in which a high reliability effect is executed based on the prefetching. FIG. 39 shows a mode transition effect when a medium reliability effect is executed based on prefetching.
[Outline of Notification Effect and Hold Display in First Example of Second Embodiment]
First, with reference to FIG. 36, an outline of a notification effect (decorative display effect display of decorative symbols) and a hold display performed in the pachinko gaming machine 1 will be described. In the following, a case where the first special symbol lottery is performed as the special symbol lottery and an image indicating that the first special symbol lottery is suspended is displayed as the reserved image will be described as an example. The same applies when the second special symbol lottery is performed as the lottery.
  As shown in (1) of FIG. 36, the image display unit 6 includes a decorative pattern DI (DIL, DIR, DIC), a reserved image RI (RI0 to RI4), a stage ST (ST0 to ST4), and a background image BI. Is displayed. The decorative symbol DI is composed of three decorative symbols DIL, DIR, and DIC, and is variably displayed according to the variation display of the special symbol. Specifically, the left decorative symbol DIL arranged on the left is temporarily displayed after being variably displayed, and then temporarily suspended after the right decorative symbol DIR arranged on the right is variably displayed. After the medium decorative symbol DIC arranged on the display is temporarily stopped, the three decorative symbols DIL, DIR, and DIC are completely stopped and displayed. The temporary stop means that the player can recognize that the variation of the decorative symbol DI has stopped, and is not completely stopped. For example, in a state in which the decoration symbol DI slightly fluctuates up and down. Is displayed. This indicates that the special symbol is still changing. Also, in the drawings of FIGS. 36 to 39, the decorative symbols DI that are changing or temporarily stopped are displayed with dotted lines, and the decorative symbols DI that are completely stopped (mainly stopped) are displayed with solid lines. In addition, the decorative symbol DI is a so-called “diet”, a number symbol that can be notified of a big hit by aligning three (or matching a specific pattern), and the three decorative symbols DI are stopped and displayed. As a result, the winning result (whether it is a big hit) is reported (see (2) in FIG. 36). Further, the display position of each decorative design DI on the display area may be changed, and each decorative design DI may be arranged side by side in the vertical direction or may be arranged side by side in the oblique direction. . Further, in the first example of the second embodiment, the numeric design is used as the outcome, but other designs such as a character design and a character design may be used in addition to the numeric design. You may use it with other designs.
  The reserved image RI is an image for indicating the number of the first special symbol lottery held by the player. In addition, the image display unit 6 is provided with a plurality of stages ST that are positions where the reserved images RI are respectively displayed. In the example shown in FIG. 36, the first special symbol lottery is held at a position above a plurality of stages ST (ST0 to ST4) respectively arranged in the left and right direction in the lower area of the display screen of the image display unit 6. The reserved images RI (RI0 to RI4) corresponding to the number of times the image is displayed are displayed. In the first example of the second embodiment, the reserved image RI is displayed until the variation of the special symbol in the first special symbol lottery is completed. That is, in addition to the number of reserved images RI1 to RI4 corresponding to the number of times that the first special symbol lottery is reserved, the reserved image RI0 (hereinafter also referred to as the 0th reserved image RI0) that is currently displayed in a variable manner is displayed. It is displayed on the image display unit 6.
  As an example, as shown in (1) of FIG. 36, a stage ST0 arranged at one end (right end) of a plurality of stages ST arranged in line has a special symbol in the first special symbol lottery at the present time. The 0th reserved image RI0 that is changing is displayed. In addition, the stage ST1 arranged next to the stage ST0 (next to the left) holds the first special symbol lottery, and then holds the first special symbol lottery (hereinafter, A reserved image RI1 (hereinafter also referred to as a first reserved image RI1) corresponding to the first reserved image is displayed. In addition, at stage ST2 arranged next to stage ST1 (next to the left), the first special symbol lottery is currently reserved, and the first special symbol lottery is scheduled to be performed next to the first hold. A hold image RI2 (hereinafter also referred to as a second hold image RI2) corresponding to the hold (hereinafter referred to as a second hold) is displayed. In addition, at stage ST3 arranged next to stage ST2 (left adjacent), the first special symbol lottery is currently reserved, and the first special symbol lottery is scheduled to be performed next to the second hold. A hold image RI3 (hereinafter also referred to as a third hold image RI3) corresponding to the hold (hereinafter referred to as a third hold) is displayed. In addition, at stage ST4 arranged next to stage ST3 (next to the left), the first special symbol lottery is currently held, and the first special symbol lottery is scheduled to be performed next to the third hold. A hold image RI4 (hereinafter also referred to as a fourth hold image RI4) corresponding to the hold (hereinafter referred to as a fourth hold) is displayed. When the maximum number of times that the first special symbol lottery can be held is four, the stage ST4 on which the fourth reserved image RI4 is displayed is arranged at the other end (left end) of the plurality of stages arranged in a row. Will be.
  The hold images RI respectively displayed on the plurality of stages ST are sequentially changed in display position (ie, stage ST) every time the first special symbol lottery is completed. Specifically, as shown in (2) of FIG. 36, when the current special symbol variation display ends (when the decorative symbol DI variation display stops completely), as shown in FIG. 36 (3). The reserved image RI0 displayed on the stage ST0 and corresponding to the current special symbol fluctuation display disappears from the display screen by moving out of the display screen or disappearing from the stage ST0. Then, the reserved image RI1 displayed on the stage ST1 moves from the stage ST1 to the stage ST0. Similarly, the reserved images RI2 to RI4 displayed on the stages ST2 to ST4 move from the stages ST2 to ST4 to the stages ST1 to ST3, respectively. In this way, the hold image RI sequentially moves on the stage ST every time the hold of the first special symbol lottery is digested.
  By the way, as described above, in the first example of the second embodiment, the main control unit 100 determines that the lottery result for the suspension of the first special symbol lottery is before the symbol variation in the first special symbol lottery is started. To the production control unit 400. That is, for example, when the second hold occurs before the second reserved image RI2 moves to the stage ST0 and the change of the special symbol in the first special symbol lottery is started, for example, The lottery result of 1 special symbol lottery is revealed. Therefore, for example, it is possible to make the player expect in advance that there is a hold with a relatively high reliability for winning in the first special symbol lottery. In addition, the said reliability shows that the probability with which the 1st special symbol lottery on hold is won is high, and does not necessarily indicate that the 1st special symbol lottery is won.
[Outline of Mode Effect in First Example of Second Embodiment]
Next, the background image BI in the first example of the second embodiment will be described. The background image BI is an image displayed on the background of the above-described decorative design DI and the reserved image RI, and functions as one display mode of the mode effect in the first example of the second embodiment. Here, in the first example of the second embodiment, there are at least two types of mode effects, a normal mode effect (see FIG. 37A) and a special mode effect (see FIG. 37B) as mode effects. If there is a special mode effect, and there is a hold with a relatively high degree of reliability to win the special symbol lottery, or there is a special symbol that is currently on hold during the variable symbol display. It is suggested that the reliability of winning the lottery is relatively high.
[Outline of Mode Transition Effect in First Example of Second Embodiment]
Next, the outline of the mode transition effect in the first example of the second embodiment will be described with reference to FIGS. 38 and 39. In the first example of the second embodiment, for example, the second hold occurs when the notification effect (decorative display of decorative symbols) is executed on the 0th hold image, and when the hold occurs, It is assumed that the lottery result of the 2nd reserved first special symbol lottery is found and the result is notified from the main control unit 100 to the effect control unit 400. In this case, the production control unit 400 controls the production to be executed based on the lottery result determined in advance. For example, the effect control unit 400 executes a high reliability effect as shown in FIG. 38 or a medium reliability effect as shown in FIG. 39 based on the lottery result determined in advance. In the following, the above-described prior determination is referred to as prefetching, the lottery result based on this prefetching is referred to as prefetching result, and an effect based on the prefetching result may be referred to as prefetching target effect. In FIGS. 38 and 39, the second hold image RI2 indicating the target hold (second hold) determined to execute the prefetch target effect is displayed in black to distinguish it from the hold images indicating other holds. doing.
  First, the mode transition effect in the case where the high reliability effect is executed based on the prefetch result will be described with reference to FIG. As shown in (1) of FIG. 38, when a special symbol variation display (hereinafter, simply referred to as variation display) for the 0th reserved image RI0 is being executed, a game ball is placed in the first start opening 25a. It is assumed that the second hold and the third hold are generated by entering two balls, and the second hold image RI2 and the third hold image RI3 are displayed on the stage ST3. At this time, the effect control unit 400 is notified in advance of the result of the first special symbol lottery for the second hold and the third hold by the main control unit 100, and controls the prefetch effect based on the prefetch result. Specifically, the production control unit 400 controls a high-reliability production that suggests that the reliability of winning the first special symbol lottery with the second hold is relatively high based on the pre-read result.
  At this time, in the variable display for the 0th reserved image RI0 that is already executed when the second hold determined to execute the pre-reading effect is generated, as shown in (2) of FIG. For example, the decorative symbols DI are stopped and displayed with the lost symbols “1”, “4”, and “6”.
  In the variable display for the first hold, which is the next variable display, an effect associated with the prefetch target effect is executed based on the prefetch result. Specifically, as shown in (3) of FIG. 38, an effect (mode transition effect) is performed in which the background image BI is switched from the background image indicating the normal mode to the background image indicating the special mode. As described above, when the special mode effect is executed, a hold with a relatively high reliability for winning the first special symbol lottery after the change (change display for the first hold) (specifically, the second hold) ) Is suggested.
  Then, in the variable display for the first hold, an effect suggesting that the reliability for winning the first special symbol lottery is high is not executed. Therefore, for example, as shown in (4) of FIG. The display is stopped with a loss pattern of “2”, “5”, and “7”.
  In the variable display for the second hold, which is the next variable display, a high-reliability effect that is one of the effects suggesting that the reliability of winning the first special symbol lottery is executed as the pre-reading target effect. . Specifically, as shown in (5) of FIG. 38, while the background image indicating the special mode is displayed as the background image BI, the SPSP reach effect (for example, animation) having a long variation time (for example, 90 seconds). After a character appears and a battle effect that fights against an enemy character is executed, it develops into a reach effect using a live-action image, and an effect that is a big hit by defeating (winning) the enemy is executed.
  Then, after the reach effect has been implied by the reach effect, the three decorative symbols DIL, DIR, and DIC are completely stopped, and the result of the special symbol lottery is confirmed and notified to the player. The symbol variation display ends. That is, when the loss is suggested by the reach production (defeated by the battle), as shown in (6) of FIG. 38, for example, the decorative symbols DI are “3”, “1”, and “2”. Stopped display.
  In the variable display for the third hold which is the next variable display, as shown in (7) of FIG. 38, the background image indicating the special mode displayed as the background image BI is switched to the background image indicating the normal mode. Effect (mode transition effect) is executed. By returning to the normal mode effect in this way, the special mode effect suggests that the previous variation display (that is, the variation display for the second hold) is highly reliable for winning the first special symbol lottery. It is reported afterwards that there was.
  Next, with reference to FIG. 39, the mode transition effect when the medium reliability effect is executed based on the prefetch result will be described. As shown in (1) of FIG. 39, when the variable display for the 0th on-hold image RI0 is being executed, two game balls enter the first start opening 25a and the second on-hold and the third on-hold are displayed. Assume that the second reserved image RI2 and the third reserved image RI3 are displayed on the stage ST3. At this time, the effect control unit 400 is notified in advance of the result of the first special symbol lottery for the second hold and the third hold by the main control unit 100, and controls the prefetch effect based on the prefetch result. Here, the production control unit 400 has a relatively high reliability for winning the second reserved first special symbol lottery based on the prefetching result, but is lower than the high reliability production described with reference to FIG. The medium reliability production that suggests this is controlled.
  At this time, in the variable display for the 0th reserved image RI0 that is already executed when the second hold determined to execute the pre-reading effect, the change is made as shown in (2) of FIG. For example, the decorative symbols DI are stopped and displayed with the lost symbols “1”, “4”, and “6”.
  In the variable display for the first hold, which is the next variable display, an effect associated with the prefetch target effect is executed based on the prefetch result. Specifically, as illustrated in (3) of FIG. 39, a mode transition effect is performed in which the background image BI is switched from the background image indicating the normal mode to the background image indicating the special mode. As described above, when the special mode effect is executed, a hold with a relatively high reliability for winning the first special symbol lottery after the change (change display for the first hold) (specifically, the second hold) ) Is suggested.
  Then, in the variable display for the first hold, an effect suggesting that the reliability for winning the first special symbol lottery is high is not executed. For example, as shown in (4) of FIG. The display is stopped with a loss pattern of “2”, “5” and “7”.
  In the variable display for the second hold, which is the next variable display, the reliability of winning the first special symbol lottery is high as the pre-reading target effect, but the reliability is higher than the high reliability effect described above with reference to FIG. A medium reliability effect, which is one of the effects suggesting that it is low, is executed. Specifically, as shown in (5) of FIG. 39, while the background image indicating the special mode is displayed as the background image BI, the SP reach effect having a shorter variation time (for example, 60 seconds) than the SPSP reach. (For example, an animation character appears, a battle effect for fighting an enemy character is executed, and an effect that is a big hit by defeating (winning) the enemy character) is executed.
  After the reach effect, it is suggested that it is a big hit or not, and the three decorative symbols DIL, DIR, DIC are completely stopped, the result of the special symbol lottery is confirmed to the player, and the current special symbol The fluctuation display ends. That is, when a loss is suggested by the reach production (defeated by the battle), as shown in (6) of FIG. 39, for example, the decorative symbols DI are “3”, “1”, and “2”. Stopped display.
  Then, in the variable display for the third hold, which is the next variable display, as shown in (7) of FIG. 39, the background image indicating the special mode displayed as the background image BI is continuously displayed as it is. (Ie, the special mode effect is continued). Thus, by continuing the special mode effect, it was suggested that the previous fluctuation display (that is, the fluctuation display for the second hold) is highly reliable for winning the first special symbol lottery. Whether or not is not confirmed.
  In FIGS. 38 and 39, for the sake of simplicity, it is assumed that no hold occurs after the third hold occurs. However, the hold may actually occur.
  As described above, according to the first example of the second embodiment, the mode transition effect to the special mode effect is performed based on the pre-read result, and the pre-read target effect is a highly reliable high-reliability effect. In the case where the prefetch target effect ends, the special mode effect ends and returns to the normal mode effect, while the prefetch target effect is a medium reliability effect whose reliability is lower than the high reliability effect. In this case, the special mode effect is still continued even when the prefetch target effect is finished. That is, the number of times (timing) at which the special mode effect is continued differs according to the reliability of the effect determined as the prefetch target effect. The reason why the number of continuations of the special mode effect is thus different will be described below.
  By shifting from the normal mode effect to the special mode effect, the player has a hold with a relatively high degree of reliability to win the special symbol lottery, or the hold while the special symbol variation display is present is a special symbol. It can be expected that the reliability of winning the lottery is relatively high. When the medium reliability effect is executed and the special symbol lottery is not won (in the case of losing) while the special mode effect is being executed, the special mode effect is continued even in the next variable display. Therefore, the player can expect a more reliable performance. In more detail, the special mode production did not suggest execution of the medium reliability production, but was more reliable than the medium reliability production for any of the remaining holds. It can be expected that it suggests execution. Specifically, if the transition to the special mode effect is made when the maximum number of reservations is four, the medium reliability effect is executed at the second change after the transition to the special mode effect, for example. Even if the special mode effect is continued, it is suggested that the player performs an effect with higher reliability than the medium reliability effect in the variable display for the remaining two holds. With the expectation that it may be, you can enjoy the subsequent fluctuation display.
  On the other hand, when the special mode effect is being executed and the high reliability effect is executed and the special symbol lottery is not won (in the case of losing), the transition to the normal mode effect is made in the next variation display. The player can easily understand after the fact that the special mode effect suggested the execution of this highly reliable effect. Note that the high-reliability effect is preferably the highest-reliability effect or the highest-reliability-group effect in an effect prepared in advance. This is because when the production with the highest reliability is executed and the game ends in a loss, the player rarely expects a production with higher reliability in the change display for the remaining hold. For this reason, when the production with the highest reliability is executed and the game ends in a loss, it is preferable to post-notify the production suggested by the special mode production by shifting to the normal mode production.
  From the above, according to the first example of the second embodiment, when the reliability of the prefetch target effect is lower than the high reliability effect, the special mode is continued even if the prefetch target effect is executed. As a result, it is difficult to understand which hold is the target of the pre-reading target effect, and it is possible to expect a highly reliable effect to be performed on the remaining hold. Therefore, according to the first example of the second embodiment, it is possible to provide a more innovative effect that does not make the player feel bored based on the prior determination.
[Modification of First Example of Second Embodiment]
In the first example of the second embodiment, the special mode effect is changed from the next variable display (the variable display corresponding to the first hold) at the time when the hold determined to execute the prefetch target effect occurs. It was assumed that the transition occurred (see (3) in FIG. 39). However, depending on the number of holds stored when it is determined that the prefetch target effect is to be executed, a hold for starting the transition to the special mode effect may be set as appropriate. That is, for example, when it is determined that the fourth hold is stored and the prefetch target effect is executed when the first hold to the third hold are stored, the special mode effect is the first hold to the fourth hold. It may be started from either.
  Further, in the first example of the second embodiment described above, the background in the variation display (variation display with respect to the zeroth reserved image RI0) that has already been executed when the hold determined to execute the prefetch target effect has occurred. The image displayed as the image BI is not changed (that is, the normal mode effect is maintained and the special mode effect is not started). However, in the variable display that has already been executed at the time when the hold determined to execute the prefetch target effect is generated, the special mode effect may be started in the middle of the variable display. As such a control flow, although not shown in the figure, in the middle of the variable display, control for changing the image indicating the normal mode set and executed as the background image BI to an image indicating the special mode by overwriting control, for example. Should be performed.
  Further, in the first example of the second embodiment described above, when the high reliability performance is executed and the special symbol lottery is not won (in the case of losing), the transition to the normal mode performance is performed in the next variation display. It was supposed to be. However, also in this case, the special mode effect may be continued. By doing in this way, it is possible to make the player expect that there may be a variation display (an effect with higher reliability) that can be further expected in the subsequent variation display.
[Second Example of Second Embodiment]
Next, a second example of the second embodiment will be described with reference to FIGS. In the second example of the second embodiment, unlike the first example of the second embodiment, it is determined that the prefetch target effect is executed even when the special mode effect is executed as the background image BI. is there. In this case, the special mode effect is once again executed after the special mode effect is once ended until the target hold notification effect determined to execute the prefetch target effect is executed. First, an effect control process by the effect control unit 400 in the second example of the second embodiment will be described.
[Production control processing by production control unit]
The effect control process in the second example of the second embodiment is partially different from the effect control process in the first example of the second embodiment described with reference to FIG. Therefore, with reference to FIG. 40, processing different from the processing in FIG. 34 will be described, and processing common to each processing in FIG. 34 will be denoted by the same step number and description thereof will be omitted or simplified.
  In Step St104 of FIG. 40, the CPU 401 determines whether or not to execute the prefetch target effect. In the second example of the second embodiment, the CPU 401, when there is a target hold determined to execute the prefetch target effect in the special symbol lottery hold already stored in the RAM 403, It is determined that the prefetch target effect is not executed. If the determination in step St104 is YES, the process proceeds to step Su201, and if this determination is NO, the process proceeds to step St106.
  In step Su201, the CPU 401 determines whether or not the special mode effect is ongoing. Specifically, the CPU 401 determines whether or not the special mode effect is continuing in the variation after the target suspension, which is a variation in the number of times of the special mode target set in step St124 of FIG. If the determination in step Su201 is YES, the process proceeds to step Su202, and if this determination is NO, the process proceeds to step St105.
  In step Su202, the CPU 401 performs a mode resetting process. Hereinafter, the processing of step Su202 will be specifically described with reference to FIG.
  FIG. 41 is an example of a detailed flowchart of step Su202. First, in step Su210 in FIG. 41, the CPU 401 resets the special mode target number stored in the RAM 403 (returns to the initial value “0”). Thereafter, the process proceeds to step Su211.
  In step Su211, the CPU 401 displays the contents of the effect (prefetch target effect) performed in the notification effect of the target hold (hold corresponding to the latest determination information stored last) determined to execute the prefetch target effect in step St104. decide. Hereinafter, a specific example will be described. As a specific example, the RAM 403 stores pre-determination information corresponding to two holdings of the first special symbol lottery (hereinafter referred to as the first holding, the second holding,... In the order of digestion). It is assumed that the first special symbol lottery hold (third hold) is newly generated, and the advance determination information for the third hold is stored in the RAM 403. At this time, the CPU 401 determines the content (ie, the effect pattern) of the prefetch target effect that is executed as the effect for the third hold that is the target hold. Thereafter, the process proceeds to step Su212.
  In step Su212, the CPU 401 determines whether or not the prefetch target effect determined in step Su211 is the high reliability effect described above with reference to FIG. If the determination in step Su212 is YES, the process proceeds to step Su213, and if this determination is NO, the process proceeds to step Su214.
  In step Su <b> 213, the CPU 401 sets the special mode target number of times to the number of fluctuations until the target suspension. Specifically, the CPU 401 sets the special mode target number to three times, which is the number of fluctuations from the first hold to be digested next to the target hold (third hold), and stores it in the RAM 403. Thereafter, the process proceeds to step Su217.
  On the other hand, in step Su214, the CPU 401 determines whether or not the target hold effect determined in step Su211 is the medium reliability effect described above with reference to FIG. If the determination in step Su214 is YES, the process proceeds to step Su215, and if this determination is NO, the process proceeds to step Su216.
  In step Su215, the CPU 401 sets the special mode target number of times to a predetermined number of times until the target suspension. Specifically, the CPU 401 sets, for example, five times by lottery as a predetermined number of fluctuations from the first hold to be digested next to the target hold (third hold) or later as the special mode target number, and stores it in the RAM 403. Remember. Note that any value may be selected as the predetermined number of fluctuations, but it is preferable to set the number to four or more in correspondence with at least the maximum number of reservations. Thereafter, the process proceeds to step Su217.
  In step St125, the CPU 401 does not set the special mode target count. Thereafter, the process proceeds to step St106 in FIG.
  In step Su217, the CPU 401 sets an interruption flag for a predetermined hold and stores it in the RAM 403. Here, the interruption flag is a flag that is set for at least one of the suspensions that are digested before the target suspension (third suspension). As will be apparent from the description below, the suspension flag is set. The special mode effect is not executed in the change with respect to the held hold (hereinafter referred to as interrupt hold). For example, when three times from the first hold to the target hold (third hold) are set as the special mode target times, the CPU 401 digests the first hold and the second hold before the third hold. Among these, an interruption flag is set for the first hold. Thereafter, the process proceeds to step St106 in FIG. Note that when there is no hold that is digested before the target hold determined to execute the prefetch target effect (for example, when the first hold is the prefetch target hold), the interruption flag is not set.
  The description returns to FIG. 40. If the determination in step St108 is YES, the process proceeds to step Su203, and if this determination is NO, the process proceeds to step St110.
  In step Su203, the CPU 401 determines whether or not the current variation in the special symbol is a variation with respect to the hold set with the interruption flag stored in the RAM 403. If the determination in step Su203 is YES, the process proceeds to step St110, and if this determination is NO, the process proceeds to step St109. That is, even if the fluctuation is within the special mode target count (that is, even if it is determined as YES in step St108), if the fluctuation is for suspension suspension (when YES is determined in step Su203), The special mode effect is not executed, and the normal mode effect is executed (step St110).
[Characteristic operation]
Next, the characteristic operation according to the second example of the second embodiment described above using the flowchart will be specifically described with reference to FIG. FIG. 42 is a diagram for describing a mode transition effect based on prefetching, which is an example of an effect displayed on the image display unit 6. Note that the outline of the notification effect, the hold display, and the mode effect in the second example of the second embodiment is the same as that of the first example of the second embodiment, and a description thereof will be omitted.
[Outline of Mode Transition Effect in Second Example of Second Embodiment]
The outline of the mode transition effect in the second example of the second embodiment will be described with reference to FIG. In the second example of the second embodiment, as shown in (1) of FIG. 42, for example, the first hold and the second hold are stored, and as a notification effect (decorative display of decorative symbols) for the 0th hold image. Consider the case where the special mode effect is being executed. Note that the special mode effect is executed in this manner, for example, because the medium reliability effect described with reference to FIG. 39 is executed in the notification effect before the notification effect for the 0th reserved image. This is because the special mode effect is continuously executed a predetermined number of times (see (7) in FIG. 39). When the special mode effect is executed in this way, the third hold occurs, and when the hold occurs, the lottery result of the first special symbol lottery of the third hold is found, and the result is the main hold. The effect control unit 400 is notified from the control unit 100, and the effect control unit 400 determines, for example, to execute the prefetch target effect (high reliability effect) based on the lottery result determined in advance. And the production | generation control part 400 is based on having decided to perform this highly reliable production, for example, the special mode object frequency | count is changed into the frequency | count (3 times) of fluctuation | variation from 1st suspension to object suspension (3rd suspension). Set. Further, at this time, the effect control unit 400 is currently executing the special mode effect, and thus sets suspension suspension. Specifically, the production control unit 400 sets an interruption flag for the first hold, for example, among the first hold and the second hold digested before the third hold. In FIG. 42, in order to distinguish from other reserved images, the third reserved image RI3 indicating the target hold (third hold) determined to execute the prefetch target effect is displayed in black, and interrupted hold (first A reserved image RI1 indicating “1 hold” is indicated by diagonal lines.
  At this time, as shown in (2) of FIG. 42, in the variable display for the 0th reserved image RI0 that is already executed when the target hold (third hold) determined to execute the pre-reading effect occurs, The display is continued without being changed, and, for example, the decorative symbols DI are stopped and displayed with the lost symbols “1”, “4”, and “6”.
  In the variable display with respect to the first hold which is the next variable display, the normal mode effect is executed based on the information that the first hold is the suspended hold. Specifically, as illustrated in (3) of FIG. 42, an effect (mode transition effect) is performed in which the background image BI is switched from the background image indicating the special mode to the background image indicating the normal mode. In this way, when the special mode effect which has been continued is switched to the normal mode effect, the hold with a relatively high reliability for winning the first special symbol lottery after the change (change display for the first hold). Is suggested as if it does not exist.
  Then, in the variable display for the first hold, an effect suggesting that the reliability for winning the first special symbol lottery is high is not executed. For example, as shown in (4) of FIG. The display is stopped with a loss pattern of “2”, “5”, and “7”.
  Next, in the variable display for the second hold, the special mode is set based on the information that the second hold is the hold within the special mode target number of times set based on the pre-read result for the target hold (third hold). Production is performed. Specifically, as shown in (5) of FIG. 42, an effect (mode transition effect) is performed in which the background image BI is switched from the background image indicating the normal mode to the background image indicating the special mode. As described above, when the special mode effect is executed again after the transition to the normal mode effect, the reliability of winning the first special symbol lottery after the change (change display for the second hold) is relatively set. It suggests that there is a high hold.
  Then, in the variable display for the second hold, an effect suggesting that the reliability for winning the first special symbol lottery is high is not executed. For example, as shown in (6) of FIG. 3 and “1” and “2” are stopped and displayed.
  Next, in the variable display for the third hold (target hold), a high-reliability effect that is one of the effects suggesting that the reliability for winning the first special symbol lottery is high as the pre-read target effect. The Specifically, as shown in FIG. 42 (7), while a background image indicating the special mode is displayed as the background image BI, an SPSP reach effect with a long variation time (for example, an anime character appears and the enemy After the battle effect for fighting the character is executed, it is developed into a reach effect using live-action video, and an effect that is a big hit by defeating (winning) the enemy is executed.
  Then, after the reach effect has been implied by the reach effect, the three decorative symbols DIL, DIR, and DIC are completely stopped, and the result of the special symbol lottery is confirmed and notified to the player. The symbol variation display ends. Note that the effects after (7) in FIG. 42 are the same as the effects shown in (6) and (7) of FIG. In the above description, the high-reliability effect is executed as the pre-reading effect for the third hold, but when the medium-reliability effect is executed, the medium-reliability effect is executed in (7) of FIG. Thereafter, effects shown in (6) and (7) of FIG. 39 are executed.
  As described above, according to the second example of the second embodiment, during the execution of the special mode effect that is ongoing based on the prefetch result, the prefetch target effect (high reliability) based on the new prefetch result. When the effect or the medium reliability effect) is executed, the special mode effect is executed again after switching to the normal mode effect until the prefetch target effect is executed. For this reason, once a transition is made to the normal mode effect, the special mode effect is executed again for a discouraged player who would not have a high-reliability hold to win the special symbol lottery, A surprising expectation that there may be a highly reliable hold for winning the special symbol lottery. Therefore, according to the second example of the second embodiment, it is possible to provide a more novel effect based on the prior determination without causing the player to get bored.
[Modification of Second Example of Second Embodiment]
In the second example of the second embodiment described above, when there is a target hold determined to execute the pre-read target effect in the special symbol lottery hold already stored in the RAM 403, the pre-read target The production was not executed. In other words, it is assumed that there are not a plurality of suspensions in which the prefetch target effect is executed in the suspension of the special symbol lottery. However, there may be a plurality of holds on which the prefetch target effect is executed in the hold. In this case, it may be determined in the process of step Su201 in FIG. 40 whether or not the special mode effect is being executed.
  Further, in the second example of the second embodiment described above, when a hold that is newly determined to execute the prefetch target effect occurs during the execution of the special mode effect, the next change display (the change corresponding to the first hold is performed). Display) to the target hold (third hold) is set as the special mode target number, and among these, for example, the first hold is set to interrupt hold, and the target hold effect is executed. First, it is assumed that the mode is shifted to the normal mode production. However, the suspension suspension is not set in this way, but the first suspension set as the special mode target number may be appropriately set except for the suspension (first suspension) to be digested next. . That is, for example, when it is determined that the fourth hold is stored and the prefetch target effect is executed when the first hold to the third hold are stored, the first hold set as the special mode target number of times is the first hold It may be set to any one of 2nd hold to 4th hold. Even in this case, since the normal mode effect is executed at least in the first hold effect, the normal mode effect is once executed before the target hold effect is executed.
  Further, in the second example of the second embodiment described above, when the target hold determined to execute the prefetch target effect is the hold to be digested next (first hold), the interruption flag is not set. That is, it is assumed that there is no transition to the normal mode effect. However, in this way, when the interruption flag is not set, in the variable display that has already been executed at the time when the hold (first hold) determined to execute the prefetch target effect occurs, The normal mode effect may be started. As such a control flow, although not shown in particular, a control for changing the image indicating the special mode set and executed as the background image BI to the image indicating the normal mode by overwriting control in the middle of the variable display, for example. Should be performed.
[Third example of the second embodiment]
Next, a third example of the second embodiment will be described with reference to FIG. In the third example of the second embodiment, unlike the second example of the second embodiment, when it is determined that the prefetch target effect is to be executed when the special mode effect is being executed as the background image BI, the prefetch is performed. The special mode effect is continuously executed until the target hold notification effect determined to execute the target effect is executed. First, the effect control process by the effect control unit 400 in the third example of the second embodiment will be described.
[Production control processing by production control unit]
The effect control process in the third example of the second embodiment is compared with the effect control process in the second example of the second embodiment described with reference to FIGS. 40 and 41 in steps Su203 and Step Su217. The process is deleted (modified). That is, in the flowchart after correction in the third example of the second embodiment, if the determination in step St108 in FIG. 40 is YES, the process proceeds to step St109. If this determination is NO, the process proceeds to step St110. Move. Also, after the process of step Su213 in FIG. 41, the process proceeds to step St106 in FIG. 40, and after the process in step Su215 in FIG. 41, the process proceeds to step St106 in FIG. That is, if it is determined that the high-reliability effect or the medium-reliability effect is to be executed during execution of the special mode effect, the special mode target number is set again, and the special mode effect continues in the fluctuation within the special mode target number. Is done.
[Characteristic operation]
Next, a characteristic operation according to the third example of the second embodiment will be specifically described with reference to FIG. FIG. 43 is a diagram for describing a mode transition effect based on prefetching, which is an example of an effect displayed on the image display unit 6. In addition, about the outline | summary of the alerting | reporting effect in the 3rd example of 2nd Embodiment, a hold display, and a mode effect, since it is the same as that of the 1st example of 2nd Embodiment, the description is abbreviate | omitted.
[Outline of Mode Transition Effect in Third Example of Second Embodiment]
The outline of the mode transition effect in the third example of the second embodiment will be described with reference to FIG. In the third example of the second embodiment, as shown in (1) of FIG. 43, for example, the first hold and the second hold are stored, and as a notification effect (decorative display of decorative symbols) for the 0th hold image. Consider the case where the special mode effect is being executed. Note that the special mode effect is executed in this manner, for example, because the medium reliability effect described with reference to FIG. 39 is executed in the notification effect before the notification effect for the 0th reserved image. This is because the special mode effect is continuously executed a predetermined number of times (see (7) in FIG. 39). At this time, the number of times that the special mode effect is continued is the remaining one (that is, until the notification effect for the first hold), and the last hold (the first hold) in which the special mode effect that was initially scheduled is executed. (1 hold) will be referred to as a scheduled end hold. When the special mode effect is executed in this way, the third hold occurs, and when the hold occurs, the lottery result of the first special symbol lottery of the third hold is found, and the result is the main hold. The effect control unit 400 is notified from the control unit 100, and the effect control unit 400 determines, for example, to execute the prefetch target effect (high reliability effect) based on the lottery result determined in advance. And the production | generation control part 400 is based on having decided to perform this highly reliable production, for example, the special mode object frequency | count is changed into the frequency | count (3 times) of fluctuation | variation from 1st suspension to object suspension (3rd suspension). Set. In FIG. 42, in order to distinguish from other reserved images, the third reserved image RI3 indicating the target hold (third hold) determined to execute the prefetch target effect is displayed in black, and the scheduled end hold ( A reserved image RI1 indicating (first reserved) is displayed by shading.
  At this time, as shown in (2) of FIG. 42, in the variable display for the 0th reserved image RI0 that is already executed when the target hold (third hold) determined to execute the pre-reading effect occurs, The display is continued without being changed, and, for example, the decorative symbols DI are stopped and displayed with the lost symbols “1”, “4”, and “6”.
  In the variable display for the first hold, which is the next variable display, based on the information that the first hold is a hold within the special mode target count set based on the prefetch result for the target hold (third hold). The special mode effect is executed. Specifically, as shown in (3) of FIG. 42, the background image indicating the special mode is continuously displayed as the background image BI. This suggests that there is a hold (specifically, a third hold) with a relatively high reliability for winning the first special symbol lottery after the change (change display for the first hold).
  Then, in the variable display for the first hold, an effect suggesting that the reliability for winning the first special symbol lottery is high is not executed. For example, as shown in (4) of FIG. The display is stopped with a loss pattern of “2”, “5”, and “7”.
  Even in the variable display for the second hold which is the next variable display, based on the information that the second hold is a hold within the special mode target count set based on the pre-read result for the target hold (third hold). The special mode effect is executed. Specifically, as shown in (5) of FIG. 42, the background image indicating the special mode is continuously displayed as the background image BI. In other words, when the variable display for the first hold that is the hold to be ended is terminated, the special mode effect is not executed in the variable display for the next second hold. Based on this, the special mode effect will be continued. This suggests that there is a hold (specifically, a third hold) with a relatively high reliability for winning the first special symbol lottery after the change (change display for the second hold).
  43. Since the effects after (6) in FIG. 43 are the same as the effects after (6) in FIG. 42, the description thereof is omitted, but the medium reliability effect is executed as the pre-reading effect for the third hold. 43, the medium reliability effect is executed in (7) of FIG. 43, and then the effects shown in (6) and (7) of FIG. 39 are executed.
  As described above, according to the third example of the second embodiment, during the execution of the special mode effect that is ongoing based on the prefetch result, the prefetch target effect (high reliability) based on the new prefetch result. When the effect or the medium reliability effect) is executed, the special mode effect is executed until the prefetch target effect is executed. Therefore, even if the special mode effect that is already being executed is scheduled to end, the special mode effect is extended and continued. For this reason, the special mode effect that has been continued even after the prefetch target effect (medium reliability effect) is completed can be continued for a long period of time by continuing further with the new prefetching. The expectation that there may be a hold with high reliability for winning the symbol lottery can be held continuously over a long period of time. Therefore, according to the third example of the second embodiment, based on the prior determination, a more novel effect can be performed without causing the player to get bored.
[Modification of Third Example of Second Embodiment]
In the third example of the second embodiment described above, when there is a target hold determined to execute the pre-read target effect in the special symbol lottery hold already stored in the RAM 403, the pre-read target The production was not executed. In other words, it is assumed that there are not a plurality of suspensions in which the prefetch target effect is executed in the suspension of the special symbol lottery. However, there may be a plurality of holds on which the prefetch target effect is executed in the hold. In this case, it may be determined in the process of step Su201 in FIG. 40 whether or not the special mode effect is being executed.
  Further, in the third example of the second embodiment described above, if a target hold that is newly determined to execute the prefetch target effect occurs during execution of the special mode effect, the next variable display (corresponding to the first hold) is performed. The special mode effect is to be continued until the target hold effect is executed by newly setting the number of changes from the variable display) to the target hold (third hold) as the special mode target number. . However, the first hold newly set as the special mode target number of times is not limited to the next hold (first hold), and is appropriately determined according to the scheduled stop of the special mode effect already being executed. It may be set. That is, for example, when it is determined that the fourth hold is stored and the prefetch target effect is executed when the first hold to the third hold are stored, and the scheduled end hold is the second hold, The first hold set as the special mode target number may be set to any of the first hold to the third hold. Even if it does in this way, since the special mode effect is continued in the third hold that is digested next to the scheduled end hold, the normal mode effect is not executed until the target hold effect is executed.
[Modification of Second Embodiment]
Note that the flow of the effect control process in the second embodiment (first to third examples) described above is merely an example, and various changes can be made. For example, in the above description, based on the prior determination information notified from the main control unit 100, the effect control unit 400 determines whether to perform the prefetch target effect, but the main control unit 100 determines the prefetch target effect. The effect control unit 400 determines the content of the prefetch target effect (effect pattern) based on the determination result, and the image sound control unit 500 and the lamp control unit 600 based on the effect pattern. May execute a prefetch target effect.
  In the second embodiment described above, the special mode effect is controlled by setting the special mode target number (see steps St105, St108, St109 in FIGS. 34 and 40, and step Su202 in FIG. 40). However, for example, the special mode effect may be controlled by setting the special mode flag. Specifically, when it is determined that the prefetch target effect is to be executed, the special mode flag is turned on. The special mode flag that is turned on indicates that the high reliability is obtained when the prefetch target effect is a high reliability effect. When the performance is turned off and the prefetch target production is a medium reliability production, it is turned off when a lottery (for example, background transition lottery) performed after the execution of the medium reliability production is won. When the special mode flag is ON, a background image indicating the special mode may be set as the background image BI.
  In the second embodiment described above, as the reserved image RI, the reserved image RI0 that is currently being displayed with the variable display of the special symbol is also displayed on the image display unit 6. The image RI0 may not be displayed. Further, in the above description, the hold image RI is displayed on the stage ST. However, the hold image RI is displayed at a predetermined position according to the number of times the hold is held without displaying the stage ST. It is good.
  In the second embodiment described above, the mode effect is performed using the background image BI, but the present invention is not limited to this. For example, a character image indicating the special mode may be displayed, a sound effect indicating the special mode may be executed, and various modifications are possible. That is, the special mode effect only needs to be informed that the effect is in a mode different from the normal mode effect.
[Third Embodiment]
Below, 3rd Embodiment is described using FIGS. 44-49. In the third embodiment, for example, an example of a characteristic effect related to a development effect that develops after reaching will be described.
[First Example of Third Embodiment]
First, the 1st example of 3rd Embodiment is demonstrated using FIGS. 44-56. In the first example of the third embodiment, as described in the second example of the first embodiment, two different image display units (the first image display unit 6a and the first image display unit 6a) are used instead of the image display unit 6. A two-image display unit 6b) is provided (see FIG. 23). In the first example of the third embodiment, even if the development effect is not expected to be executed by the temporary stop display mode of the main symbol that is variably displayed on the first image display unit 6a (main screen), It is suggested that the development effect is executed by the temporary stop display mode of the sub-design that is variably displayed on the image display unit 6b (sub-screen). First, an effect control process by the effect control unit 400 in the first example of the third embodiment will be described.
[Production control processing by production control unit]
FIG. 44 is a flowchart showing an example of the effect control process performed by the effect control unit 400. Below, with reference to FIG. 44, the effect control process performed by the effect control part 400 is demonstrated. The effect control unit 400 repeatedly executes a series of processes shown in FIG. 44 at regular time intervals (for example, 4 milliseconds) during a normal operation excluding special cases such as when the power is turned on and when the power is turned off. Note that the processing performed by the effect control unit 400 described based on the flowchart of FIG. 44 is executed based on a program stored in the ROM 402. Moreover, in the following description, the description about the big hit game effect etc. is omitted.
  First, in step Sm101 of FIG. 44, the CPU 401 of the effect control unit 400 determines whether or not a hold increase command (first hold number increase command or second hold number increase command) has been received from the main control unit 100 ( (See steps Si26 and Si32 in FIG. 8). If the determination in step Sm101 is YES, the process proceeds to step Sm102. If the determination is NO, the process proceeds to step Sm106.
  In step Sm102, the CPU 401 executes a pending number addition process. Specifically, when the CPU 401 receives the first hold number increase command, the CPU 401 adds 1 to the hold number of the first special symbol lottery stored in the RAM 403, and when it receives the second hold number increase command, the RAM 403 1 is added to the number of reserves for the second special symbol lottery stored in. Further, the CPU 401 extracts pre-determination information included in the hold increase command and stores it in the RAM 403 for each type of hold increase command (first hold increase command or second hold increase command). Thereafter, the process proceeds to step Sm103.
  In step Sm103, the CPU 401 executes a hold display process. Specifically, when the CPU 401 receives the first hold number increase command, the CPU 401 instructs the image sound control unit 500 to indicate the hold number of the first special symbol lottery on the first image display unit 6a (main screen). An image (not shown) is increased by one. Similarly, when the CPU 401 receives the second hold number increase command, the CPU 401 instructs the image sound control unit 500 to display one hold image indicating the hold number of the second special symbol lottery on the first image display unit 6a. Let As described above, this pending increase command includes pre-determination information indicating the result of the special symbol lottery. Accordingly, in step Sm103, the CPU 401 executes, based on the prior determination information, for example, a pre-reading hold notice effect that changes the hold display mode so as to suggest the expectation degree (reliability) of the winning for the special symbol lottery. Also good. Thereafter, the process proceeds to step Sm104.
  In step Sm104, the CPU 401 determines whether or not to execute a prefetch notice effect. Here, the pre-reading notice effect is an effect that suggests (expects) that a big hit is notified in a notification effect performed after the notification effect. For example, when the CPU 401 determines whether or not the number of special symbol lotteries held in the RAM 403 is 1 or more and determines that the number is 1 or more, the CPU 401 stores it in the RAM 403 in the most recent step Sm102. Based on the prior determination information, it is determined whether or not to perform the prefetch notice effect. If the determination in step Sm104 is YES, the process proceeds to step Sm105. If the determination is NO, the process proceeds to step Sm106.
  In step Sm105, the CPU 401 determines the content of the prefetch notice effect. For example, the CPU 401 determines the pre-reading notice effect of the content for displaying the specific character image in the notification effect. Thereafter, the process proceeds to step Sm106.
  In step Sm106, the CPU 401 determines whether a notification effect start command transmitted from the main control unit 100 has been received. If the determination in step Sm106 is YES, the process proceeds to step Sm107. If the determination is NO, the process proceeds to step Sm111.
  In step Sm107, the CPU 401 analyzes the notification effect start command received in step Sm106. That is, the setting information included in the notification effect start command is acquired. Thereafter, the process proceeds to step Sm108.
  In step Sm108, the CPU 401 determines whether or not the notification effect to be executed based on the notification effect start command analyzed in step Sm107 is the notification effect determined as the execution target of the pre-reading notice effect in step Sm105. To do. That is, it is determined whether or not the pre-reading notice effect is executed in the current notification effect. If the determination in step Sm108 is YES, the process proceeds to step Sm109. If the determination is NO, the process proceeds to step Sm110.
  In step Sm109, the CPU 401 satisfies a number of notification effects satisfying the conditions of the setting information acquired in step Sm107 (a condition for determining whether or not a big hit, a condition for notification effect execution time, a condition for determining whether or not a reach effect is executed, etc.). An effect pattern to be executed by lottery or the like is determined from the effect patterns, and a prefetching notice effect (specific character image) is added, and a notification effect including the prefetching notice effect is instructed to the image sound control unit 500 and executed. To do. And a series of effect control processing is complete | finished.
  On the other hand, in step Sm110, the CPU 401 instructs the image sound control unit 500 or the like to determine and execute a notification effect that does not include the prefetch notice effect. Here, in the notification effect executed in the process of step Sm110, a decorative symbol effect using a main symbol MI and a sub symbol SI, which will be described later, may be executed. The characteristic decorative design effect in the first example of the third embodiment will be described later with reference to FIGS.
  FIG. 45 is an example of a detailed flowchart of the process of step Sm110. Hereinafter, the process of step Sm110 will be described with reference to FIG.
  First, in step Sm120 of FIG. 45, the CPU 401 sets the conditions of the setting information acquired in step Sm107 (a condition whether or not a big hit, a condition of notification effect execution time, a condition of whether or not to execute reach effect, etc.). The contents of the effect to be executed by lottery or the like are determined from among a large number of notification effects to be satisfied. Thereafter, the process proceeds to step Sm121.
  In step Sm121, the CPU 401 determines whether or not the content of the effect determined in step Sm120 is a content that develops into an expanded effect. Here, the development effect is a notification effect that is executed after at least a part of a decorative symbol (main symbol MI described later) is temporarily stopped and displayed in the first image display unit 6a. Reach production, opportunity development, pseudo-continuous production, etc., which are a kind of SP reach production and SPSP reach production. If the determination in step Sm121 is YES, the process proceeds to step Sm122. If the determination is NO, the process proceeds to step Sm132.
  In step Sm122, the CPU 401 determines a temporary stop display mode of the main symbol MI to be displayed on the first image display unit 6a based on the contents of the development effect. For example, when the reach effect is executed as the development effect, the CPU 401 sets, as the temporary stop display mode of the main symbol MI, the left main reel MRL shown in FIG. ”Is temporarily stopped and a temporary stop display mode for temporarily stopping and displaying the same numeric symbol“ 1 ”(reach eyes) as the right main symbol MIR on the right main reel MRR is determined (the notification content“ reach ”in FIG. 47 described later). ). Further, for example, when the chance eye development effect is executed as the development effect, the CPU 401, for example, as the left main symbol MIL, the middle main symbol MIC, and the right main symbol MIR, the numerical symbols “1”, “2”, A temporary stop display mode for temporarily stopping and displaying the chance chance “3” is determined (see the notification content “chance eye development” in FIG. 47 described later). The chance eye indicates a specific symbol pattern (“1”, “2”, “3” in the first example of the third embodiment) in the losing eye (split eyes), and the main symbol MI When the chance eyes are temporarily stopped and displayed, an effect (chance eye development effect) that expects a big hit is executed. Further, for example, when the pseudo-continuous effect is executed as the development effect, the CPU 401, as the middle main symbol MIC that is temporarily stopped and displayed at the end, the symbol that triggers the pseudo-continuous effect (hereinafter also referred to as a pseudo eye). A temporary stop display mode for displaying “7” as a temporary stop is determined (see notification content “pseudo-continuous” in FIG. 47 described later). Thereafter, the process proceeds to step Sm123.
  In step Sm123, the CPU 401 determines whether or not to perform an effect using a decorative symbol (sub symbol SI described later) on the second image display unit 6b (sub screen). Specifically, the CPU 401 determines whether or not to perform an effect using the sub-symbol SI based on conditions such as the mode (type) of the currently performed effect and the current game state. If the determination in step Sm123 is YES, the process proceeds to step Sm126, and if this determination is NO, the process proceeds to step Sm124.
  In step Sm124, the CPU 401 instructs the image sound control unit 500 and the like to execute an effect of variably displaying the main symbol MI on the first image display unit 6a. Thereafter, the process proceeds to step Sm125.
  In step Sm125, the CPU 401 instructs the image sound control unit 500 and the like to temporarily stop and display the main symbol MI variably displayed in the first image display unit 6a in the temporary stop display mode determined in step Sm122. Execute. Thereafter, the process proceeds to step Sm130.
  In step Sm126, the CPU 401 determines the stop display mode of the sub symbol SI to be displayed on the second image display unit 6b based on the contents of the development effect, and accordingly, the temporary symbol of the main symbol MI determined in step Sm122. Change the stop display mode. For example, when the reach effect is executed as the development effect, the CPU 401 displays, for example, the character symbol “A” as the left sub symbol SIL on the left sub reel SRL shown in FIG. 46 described later as a stop display mode of the sub symbol SI. The stop display mode is determined so that the same character symbol “A” is stopped and displayed on the right sub reel SRR as the right sub symbol SIR, and the same character symbol “A” is stopped and displayed on the middle sub reel SRC as the middle sub symbol SIC. (Refer to the suggested content “reach” in FIG. 48 described later). At this time, as the temporary stop display mode of the main symbol MI, the left main symbol MIL, the middle main symbol MIC, and the right main symbol MIR are changed from the temporary stop display mode in which the reach eye is temporarily stopped to display, for example, the numeric symbol “ The display is changed to a temporary stop display mode in which the losing points “1”, “6”, and “4” are temporarily stopped. Further, for example, when the chance development effect is executed as the development effect, the CPU 401 displays the left sub symbol SIL, the middle sub symbol SIC, and the right sub symbol SIR, for example, with the same character symbol “Q” and stops display. The stop display mode to be performed is determined (see the suggested content “chance eye development” in FIG. 48 described later). At this time, as the temporary stop display mode of the main symbol MI, from the temporary stop display mode in which the chance eye is temporarily stopped and displayed, the left main symbol MIL, the middle main symbol MIC, and the right main symbol MIR, for example, the numeric symbol “ The display is changed to a temporary stop display mode in which the losing points “1”, “6”, and “4” are temporarily stopped. Further, for example, when the pseudo-continuous effect is executed as the development effect, the CPU 401 displays the left sub symbol SIL, the middle sub symbol SIC, and the right sub symbol SIR, for example, with the same character symbol “Z” being stopped and displayed. The stop display mode is determined (refer to the suggested content “pseudo sequence” in FIG. 48 described later). At this time, the temporary stop display mode of the main symbol MI is not the pseudo-eye as the middle main symbol MIC from the temporary stop display mode of temporarily stopping the pseudo-eye as the middle main symbol MIC to be temporarily stopped. It changes to the temporary stop display mode which displays another numerical symbol (for example, "6") temporarily. Thereafter, the process proceeds to step Sm127. In step Sm126, the stop display mode in which the same character symbols are not aligned (so-called disjoint) is determined as the stop display mode of the sub symbol SI, and the temporary stop display mode of the main symbol MI is determined in step Sm122. The development effect associated with the temporary stop display mode of the main symbol MI may be executed without changing the temporary stop display mode.
  In step Sm127, the CPU 401 instructs the image sound control unit 500 or the like to execute an effect of variably displaying the main symbol MI on the first image display unit 6a, and variably displays the sub symbol SI on the second image display unit 6b. The effect to be executed is executed. Thereafter, the process proceeds to step Sm128.
  In step Sm128, the CPU 401 instructs the image sound control unit 500 and the like to temporarily stop and display the main symbol MI variably displayed in the first image display unit 6a in the temporary stop display mode changed in step Sm126. Execute. Thereafter, the process proceeds to step Sm129.
  In step Sm129, the CPU 401 instructs the image sound control unit 500 or the like to perform an effect of stopping and displaying the sub-symbol SI variably displayed in the second image display unit 6b in the stop display mode determined in step Sm126. To do. Thereafter, the process proceeds to step Sm130.
  In step Sm130, the CPU 401 instructs the image sound control unit 500 or the like to perform the development effect and executes it. Specifically, the CPU 401 performs image acoustic control on the development effect (for example, reach effect, chance eye effect, pseudo-continuous effect) in the first image display unit 6a on which the main symbol MI is temporarily stopped and displayed by the process of step Sm128. The instruction is executed to the unit 500 or the like. Thereafter, the process proceeds to step Sm131.
  In step Sm131, the CPU 401 instructs the image sound control unit 500 or the like to execute an effect of causing the first image display unit 6a to stop display the main symbol MI in a manner of notifying the winning result. For example, when the winning result is “big hit”, the CPU 401 stops the same as the left main symbol MIL, the middle main symbol MIC, and the right main symbol MIR, for example, with the same numeric symbol “1” (hit). If the winning result is “losing”, the left main symbol MIL, the middle main symbol MIC, and the right main symbol MIR are stopped and displayed, for example, as “1”, “6”, and “4”, respectively. Let And the process of step Sm110 is complete | finished.
  In step Sm132, the CPU 401 determines whether or not the second image display unit 6b performs an effect using the sub symbol SI. Specifically, the CPU 401 determines whether or not to perform an effect using the sub-symbol SI based on conditions such as the mode (type) of the currently performed effect and the current game state. If the determination in step Sm132 is YES, the process proceeds to step Sm133, and if this determination is NO, the process proceeds to step Sm137.
  In step Sm133, the CPU 401 determines the stop display mode of the sub-symbol SI displayed on the second image display unit 6b based on the content of the effect determined in step Sm120. For example, when the “losing” effect is executed, the character patterns “A”, “D”, and “C” are separated as the left sub symbol SIL, the middle sub symbol SIC, and the right sub symbol SIR, respectively. The stop display mode to stop display is determined. Thereafter, the process proceeds to step Sm134.
  In step Sm134, the CPU 401 instructs the image sound control unit 500 or the like to execute an effect of variably displaying the main symbol MI on the first image display unit 6a, and variably displays the sub symbol SI on the second image display unit 6b. The effect to be executed is executed. Thereafter, the process proceeds to step Sm135.
  In step Sm135, the CPU 401 instructs the image sound control unit 500 and the like to execute an effect of temporarily stopping and displaying the main symbol MI variably displayed on the first image display unit 6a in a manner of notifying the winning result. For example, when the winning result is “losing”, the CPU 401 uses, for example, “1”, “6”, and “4” as the left main symbol MIL, the middle main symbol MIC, and the right main symbol MIR, respectively. Display temporary stop. Thereafter, the process proceeds to step Sm136.
  In step Sm136, the CPU 401 instructs the image sound control unit 500 and the like to execute an effect of stopping and displaying the sub-symbol SI that is variably displayed in the second image display unit 6b in the stop display mode determined in step Sm133. To do. Thereafter, the process proceeds to step Sm137.
  In step Sm137, the CPU 401 instructs the image sound control unit 500 and the like to execute an effect of stopping and displaying the main symbol MI on the first image display unit 6a. Specifically, the CPU 401 stops and displays the main symbol MI temporarily stopped and displayed in step Sm135. And the process of step Sm110 is complete | finished.
  Returning to FIG. 44, in step Sm <b> 111, the CPU 401 determines whether or not a notification effect stop command transmitted from the main control unit 100 has been received. If the determination in step Sm111 is YES, the process proceeds to step Sm112, and if this determination is NO, the series of effect control processes ends. .
  In step Sm112, the CPU 401 ends the notification effect started to be executed in the process of step Sm109 or Sm110, and notifies the result of the special symbol lottery in an effective manner. Thereafter, the process proceeds to step Sm113.
  In step Sm113, the CPU 401 executes a hold number subtraction process. Specifically, the CPU 401 executes the first special symbol lottery as information indicating which one of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command is executed. 1 is subtracted from the holding number of the first special symbol lottery stored in the RAM 403, and when the second special symbol lottery is executed, the second special symbol lottery stored in the RAM 403 is displayed. Subtract 1 from the number of holds. Thereafter, the process proceeds to step Sm114.
  In step Sm114, the CPU 401 executes a hold display process. Specifically, the CPU 401 executes the first special symbol lottery as information indicating which one of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command is executed. If this is the case, the image sound control unit 500 is instructed to display the hold image indicating the number of hold of the first special symbol lottery displayed on the first image display unit 6a earliest (for example, currently displaying the variation of the special symbol) 1) (the reserved image indicating that it is) is digested (deleted). When other reserved images are displayed, when the notification effect is started in step Sm109 or Sm110, the reserved images are sequentially moved. Similarly, the CPU 401 indicates that information indicating which of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command has been executed is that the second special symbol lottery has been executed. In the case of showing, the image sound control unit 500 is instructed to digest (delete) one reserved image indicating the number of the second special symbol lottery that is displayed earliest on the first image display unit 6a. When other reserved images are displayed, when the notification effect is started in step Sm109 or Sm110, the reserved images are sequentially moved. And a series of effect control processing is complete | finished.
[Characteristic operation]
Next, an outline of a characteristic decorative design effect according to the first example of the third embodiment described above using the flowchart will be specifically described with reference to FIGS. 46 to 48. FIG. 46 is a diagram for explaining a decorative symbol effect using the main symbol MI displayed on the first image display unit 6a and the sub symbol SI displayed on the second image display unit 6b. FIG. 48 is a diagram illustrating an example of a temporary stop display mode of the main symbol MI, and FIG. 48 is a diagram illustrating an example of a stop display mode of the sub symbol SI.
  As shown in FIG. 46, three main symbols MI (MIL, MIC, MIR) are displayed on the first image display unit 6a, and each main symbol MI corresponds to each main symbol row in accordance with a special symbol variation display. In the (main reel MR), the display is changed. Specifically, first, the left main symbol MIL is displayed on the left main reel MRL, which is the main symbol row arranged on the left, and then temporarily stopped, and then the right main symbol MIR is arranged on the right. Temporarily stopped after variably displayed on the right main reel MRR which is the main symbol row, and finally, the middle main symbol MIC is temporarily stopped after being variably displayed on the middle main reel MRC which is an area arranged in the center. Thus, all main symbols MI are completely stopped and displayed. As a result, the winning result (hit or lose) is notified. That is, the main symbol MI functions as a decorative symbol for notifying the lottery result of the special symbol lottery. Note that the temporary stop means that the player can recognize that the change in the main symbol MI has stopped, and is not completely stopped. Is displayed. This indicates that the special symbol is still changing. Also, in the drawings after FIG. 46, the main symbol MI and the sub symbol SI that are changing or temporarily stopped are indicated by dotted lines.
  As shown in FIG. 46, three sub symbols SI (SIL, SIC, SIR) are displayed on the second image display unit 6b, and each sub symbol SI corresponds to each sub symbol row according to the variation display of the special symbol. Fluctuation is displayed on (sub reel SR). Specifically, first, the left sub symbol SIL is variably displayed on the left sub reel SRL which is the sub symbol row arranged on the left and then stopped, and then the right sub symbol SIR is arranged on the right. After the variable display on the right sub-reel SRR that is the column, the stop is performed, and finally, the middle sub-symbol SIC is stopped after the variable display is performed on the middle sub-reel SRC that is an area arranged in the center. And the content of the development effect performed by the 1st image display part 6a is suggested by the stop display mode of this sub-symbol SI. That is, the sub symbol SI functions as a decorative symbol for suggesting the contents of the development effect.
  Next, the temporary stop display mode of the main symbol MI and the stop display mode of the sub symbol SI will be described with reference to FIGS. 47 and 48.
  As shown in FIG. 47, in the main symbol MI, a numerical symbol that can be notified of a big hit by combining three, which is called a so-called outcome, is drawn, and when the two symbols are aligned, a so-called reach state is obtained. That is, for example, when the left main symbol MIL and the right main symbol MIR are aligned with the same numeric symbol “1” and temporarily stopped and displayed, a reach state (also referred to as a state where the reach eye “1” is established) is entered, and the subsequent development As an effect, it is notified that the reach effect is executed. In addition, when there are not three number symbols of the main symbol MI, it is informed that it is lost, but a specific symbol pattern (so-called chance; “1” and “1” in the first example of the third embodiment) 2 ”and“ 3 ”), it is informed that the chance development effect is executed as the subsequent development effect. In addition, among the main symbols MI, the middle main symbol MIC that is temporarily stopped and displayed last is a specific numeric symbol (pseudo eye; “7” in the first example of the third embodiment) that triggers the pseudo-ream. When the stop display is made, it is notified that a pseudo-continuous effect is executed as a subsequent development effect. In addition, “reach production” and “chance development” are productions that are expected to win a special symbol lottery using animations and videos, etc. This is an effect of variably displaying the main symbol MI, and an effect suggesting that the greater the number of re-variations, the higher the degree of expectation for winning the special symbol lottery. Further, in the first example of the third embodiment, the reach effect (SP reach effect) executed after the pseudo-continuous effect is won by the special symbol lottery than the reach effect that is executed without performing the pseudo-continuous effect. Expectation (reliability) is high. As described above, the reach effect, the chance eye effect, and the pseudo-ream effect are all developed effects that expect a special game to be played (a big hit).
  As shown in FIG. 48, in the sub symbol SI, a character symbol that can suggest the content of the development effect executed in the first image display unit 6a by drawing three is drawn. Specifically, it is suggested that when the character design “A” is arranged as the sub-design SI, the reach production is executed as the development effect, and when the character design “Q” is arranged, the chance eye development effect is produced as the development effect. When it is suggested that the character design “Z” is prepared, it is suggested that the pseudo-continuous effect is executed as the development effect. It should be noted that if the character design is not complete, it is suggested that the development effect is not executed.
  Next, details of the above-described decorative design effect in the first example of the third embodiment will be described with reference to FIGS. 49 to 56. 50, 52, 54, and 56, the main reel MR and the sub reel SR are not shown.
[An example of decorative design when developing to reach production]
49 is a diagram showing, in time series, the decorative symbol effect when the reach effect is executed as the development effect. FIG. 49 (1) shows the decorative symbol effect without using the sub symbol SI. (2) represents a decorative symbol effect using the sub symbol SI. FIG. 50 illustrates the decorative design effect shown in (2) of FIG. As shown in (1) of FIG. 49, when the decorative symbol effect using the sub symbol SI is not performed, first, the left main symbol MIL is temporarily stopped and displayed on the first image display unit 6a. Next, after the right main symbol MIR is temporarily stopped with the same number symbol (for example, “1”) as the left main symbol MIL (that is, temporarily stopped at the reach eye), and the reach effect is executed as the development effect, The main symbol MI is stopped and displayed with a numerical symbol for notifying the winning result.
  On the other hand, as shown in (2) of FIG. 49, when the decorative symbol effect using the sub symbol SI is performed, the main symbol MI, The sub symbol SI is variably displayed, and in the first image display unit 6a, the main symbol MI is not temporarily stopped and displayed at the reach eye notifying the reach effect. Specifically, for example, the numerical symbols “1”, “4”, and “6” are temporarily stopped and displayed in the order of the left main symbol MIL, the right main symbol MIR, and the middle main symbol MIC, respectively. That is, the main symbol MI is temporarily stopped and displayed at the losing eye for notifying the losing. Note that when the main symbol MI is temporarily stopped and displayed at a loss, the sub symbol SI is still changing (see (1) in FIG. 50). Then, after the main symbol MI has been temporarily stopped and displayed in a losing manner, the middle sub symbol SIC that is variably displayed at the end of the sub symbols SI is stopped and displayed, and all of the sub symbols SI are the same character symbol “A”. All are stopped and displayed (see (2) in FIG. 50). Then, the stop display mode (character symbol “A”) of the sub-symbol SIC suggests that the reach effect is executed as the development effect in the first image display unit 6a (see FIG. 48), and the first image display The reach effect is executed in the part 6a (see (3) in FIG. 50). Thereafter, in the first image display unit 6a, the main symbol MI is stopped and displayed with the numerical symbols (for example, “1”, “1”, “1” in the case of a big hit) for notifying the winning result (in FIG. 50 ( 4) Reference)
  As described above, when the reach effect is executed as the development effect, when the decorative symbol effect using the sub-symbol SIC is performed, first, the main symbol MI is temporarily stopped and displayed at a missed point that does not notify the reach effect. The As a result, the player is disappointed that the player has been informed that the game has been lost. However, if the sub-symbols SI that are stopped and displayed thereafter are arranged in the character symbol “A”, it is suggested that the reach effect is executed as the development effect. In other words, the reach effect is executed even though the main symbol MI is temporarily stopped and displayed with a losing eye that is not a reach eye. Specifically, for example, the main symbol MI that has already been temporarily stopped is displayed variably, and the left main symbol MIL and the right main symbol MIR are changed to the same numeric symbol (reach eyes; for example, “1”). A temporary stop is displayed and a reach effect is executed. For this reason, the player feels unexpectedly that the reach effect has been executed even though he / she once thought it was lost due to the temporary stop display mode of the main symbol MI. From another point of view, the player understands that even if the main symbol MI is temporarily stopped and displayed in a losing manner, if the sub symbol SI is aligned with the same character symbol “A”, the player will develop a reach effect. Even if the main symbol MI is losing, it is possible to enjoy the production with interest to the end in the hope that the sub symbols SI will be aligned.
[An example of decorative design when developing to chance development]
FIG. 51 is a diagram showing, in time series, a decorative symbol effect when a chance eye development effect is executed as the development effect, (1) in FIG. 51 represents a decorative symbol effect that does not use the sub symbol SI, (2) in FIG. 51 represents a decorative symbol effect using the sub symbol SI. FIG. 52 illustrates the decorative design effect shown in (2) of FIG. As shown in (1) of FIG. 51, when the decorative symbol effect using the sub symbol SI is not performed, first, the first main image MIL is “1” and the temporary stop display is performed on the first image display unit 6a. Then, the right main symbol MIR is displayed as a temporary stop at “3”, and finally, the middle main symbol MIC is displayed as a temporary stop at “2” (ie, temporarily stopped at the chance). After the chance eye development effect is executed as the effect, the main symbol MI is stopped and displayed with a numerical symbol for notifying the winning result.
  On the other hand, as shown in (2) of FIG. 51, when the decorative symbol effect using the sub symbol SI is performed, the main symbol MI, each of the first image display unit 6a and the second image display unit 6b is displayed. The sub symbol SI is variably displayed, and in the first image display unit 6a, the main symbol MI is not temporarily stopped at the chance to notify the chance development effect. Specifically, for example, the numerical symbols “1”, “4”, and “6” are temporarily stopped and displayed in the order of the left main symbol MIL, the right main symbol MIR, and the middle main symbol MIC, respectively. That is, the main symbol MI is temporarily stopped and displayed at the losing eye for notifying the losing. Note that, when the main symbol MI is temporarily stopped and displayed at a loss, the sub symbol SI is still changing (see (1) in FIG. 52). Then, after the main symbol MI has been temporarily stopped and displayed in a losing manner, the middle sub symbol SIC that is variably displayed at the end of the sub symbols SI is stopped and displayed, and all the sub symbols SI are the same character symbol “Q”. They are all stopped and displayed (see (2) in FIG. 52). Then, the stop display mode (character symbol “Q”) of the sub symbol SIC suggests that the chance image development effect is executed as the development effect in the first image display unit 6a (see FIG. 48). An opportunity development effect is executed in the image display unit 6a (see (3) in FIG. 52). Thereafter, in the first image display unit 6a, the main symbol MI is stopped and displayed with a numerical symbol (for example, “1”, “6”, “4” in the case of a loss) informing the winning result (FIG. 52 ( 4) Reference)
  As described above, when the chance design development effect is executed as the development effect, even when the decoration design effect using the sub-symbol SIC is performed, first, the main symbol MI is a miss that does not notify the chance design development effect. After the temporary stop display, the chance symbol development effect is executed by aligning the sub symbols SI with the character symbol “Q”. Therefore, the player knows that even if the main symbol MI is temporarily stopped and displayed in a losing manner, if the sub symbol SI is aligned with the same character symbol “Q”, it will develop into a chance eye development effect. Even if it is a losing eye, it is possible to enjoy the production with interest to the end in the hope that the sub-patterns SI will be available. Further, when the chance development effect is executed as the development effect, for example, “1” is temporarily stopped and displayed as the left main symbol MIL, and then “3” is temporarily stopped and displayed as the right main symbol MIR. Thus, it is possible to make the player expect that “2” is displayed as a temporary stop as the middle main symbol MIC (that is, a chance is established). Finally, another numerical symbol (for example, “3”) other than “2” is temporarily stopped and displayed as the medium decorative symbol MIC, and then the same character symbol “Q” is stopped and displayed as the sub symbol SI. , First expect the player to establish a chance, then disappointed by temporarily stopping the losing eye, then align the sub-patterns SI and develop it into a chance eye development game. The expectation of the person can be raised again.
[An example of a decorative design effect when developing to a pseudo-ream effect]
FIG. 53 is a diagram showing, in time series, a decorative symbol effect when a pseudo-continuous effect is executed as the development effect. FIG. 53 (1) shows a decorative symbol effect that does not use the sub symbol SI. 53 (2) represents a decorative symbol effect using the sub symbol SI. FIG. 54 illustrates the decorative design effect shown in (2) of FIG. As shown in (1) of FIG. 53, when the decorative symbol effect using the sub symbol SI is not performed, first, the left main symbol MIL is “1” and the temporary stop display is performed on the first image display unit 6a. After that, the right main symbol MIR is displayed as a temporary stop at “4”, and finally, the middle main symbol MIC is displayed as a temporary stop at “7” (ie, temporarily stopped at the pseudo eye). . Then, when the middle main symbol MIC is temporarily stopped and displayed at the pseudo-eye “7”, a pseudo-continuous effect in which the main symbol MI is re-varied is executed, and this pseudo-continuous effect is re-varied. This is repeatedly executed every time the MIC is temporarily stopped and displayed at the pseudo eye “7”. Then, after the main symbol MI that has been re-varied by executing a pseudo-continuous effect as a development effect is temporarily stopped and displayed at the reach, an SP reach effect that expects a big hit is executed, and a numerical symbol that notifies the winning result The main symbol MI is stopped and displayed. Note that the SP reach effect executed after the quasi-ream effect is an effect with higher reliability than the reach effect, and the more the quasi-ream effect that the number of re-variations of the main symbol MI is greater, the more SP is performed. The reliability of the jackpot for reach production is high.
  On the other hand, as shown in (2) of FIG. 53, when the decorative symbol effect using the sub-symbol SI is performed, the main symbol MI, each of the first image display unit 6a and the second image display unit 6b is displayed. The sub symbol SI is variably displayed, and in the first image display unit 6a, the main symbol MI is not temporarily stopped and displayed with pseudo eyes for informing the pseudo-continuous effect. Specifically, for example, the numerical symbols “1”, “4”, and “6” are temporarily stopped and displayed in the order of the left main symbol MIL, the right main symbol MIR, and the middle main symbol MIC, respectively. That is, the main symbol MI is temporarily stopped and displayed at the losing eye for notifying the losing. Note that when the main symbol MI is temporarily stopped and displayed at a loss, the sub symbol SI is still changing (see (1) in FIG. 54). Then, after the main symbol MI has been temporarily stopped and displayed in a losing manner, the middle sub symbol SIC that is variably displayed at the end of the sub symbols SI is stopped and displayed, and all of the sub symbols SI are the same character symbol “Z”. All are stopped and displayed (see (2) in FIG. 54). Then, the stop display mode (character symbol “Z”) of the sub-symbol SIC suggests that the pseudo-continuous effect is executed as the development effect in the first image display unit 6a (see FIG. 48). A pseudo-continuous effect is executed on the display unit 6a (see (3) in FIG. 52). Specifically, among the main symbols MI that have already been temporarily stopped, the middle main symbol MIC is re-variably displayed (or overwritten), and the numerical symbol “6” is switched to the pseudo eye “7” to temporarily stop. Is displayed. Then, when the middle main symbol MIC is temporarily stopped and displayed at the pseudo-eye “7”, a pseudo-continuous effect in which the main symbol MI is re-varied is executed, and this pseudo-continuous effect is re-varied. This is repeatedly executed every time the MIC is temporarily stopped and displayed at the pseudo eye “7”. Then, after the main symbol MI that has been re-variably displayed is temporarily stopped and displayed at the reach, an SP reach effect that expects a big hit is executed (see (4) of FIG. 54). Thereafter, in the first image display unit 6a, the main symbol MI is stopped and displayed with a numerical symbol for notifying the winning result.
  As described above, when the decorative series effect using the sub-symbol SIC is performed when the pseudo-continuous effect is executed as the development effect, first, the middle main symbol MIC is temporarily stopped with another symbol that is not a pseudo-eye. After the display, the sub-symbol SI is aligned with the character symbol “Z”, whereby the pseudo-continuous effect is executed. Accordingly, the player can understand that even if the middle main symbol MIC is temporarily stopped and displayed with a symbol that is not a pseudo-eye, if the sub symbol SI is aligned with the same character symbol “Z”, it is developed into a pseudo-continuous effect. You can enjoy the production with interest to the end in the hope that the symbols SI will be available. In addition, when a pseudo-continuous effect is executed as the development effect, the medium main symbol MIC that is temporarily stopped and displayed in a display mode that is not a pseudo eye is aligned with the character symbol “Z” having the same sub symbol SI. In response to the stop display, the pseudo eye is switched to “7” and temporarily stopped. As a result, it is possible to realize a novel decorative design effect that allows the player to feel a sense of interlock between the sub symbol SI and the main symbol MI.
[Another example of decorative design when developing into pseudo-continuous production]
Note that, as described above, when a decorative design effect using the sub-design SI is performed when the pseudo-continuous effect is executed as the development effect, it will be described with reference to FIGS. 55 and 56 as follows. Production may be performed.
  (1) in FIG. 55 is a reprint of (1) in FIG. 53, and (2) in FIG. 55 represents another example of the decorative symbol effect using the sub symbol SI. FIG. 56 illustrates the decorative design effect shown in (2) of FIG. As shown in (2) of FIG. 55, when the decorative symbol effect using the sub symbol SI is performed, the main symbol MI and the sub symbol are respectively displayed in the first image display unit 6a and the second image display unit 6b. SI is variably displayed, and in the first image display unit 6a, the main symbol MI is not temporarily stopped and displayed with pseudo eyes for informing the pseudo-continuous effect. Specifically, first, the left main symbol MIL is temporarily stopped and then the right main symbol MIR is temporarily stopped and displayed with the same numerical symbol (for example, “1”) as the left main symbol MIL (ie, “1”). A temporary stop is displayed at the reach.) When the main symbol MI is temporarily stopped and displayed at the reach, the sub symbol SI is still changing (see (1) in FIG. 56). Then, after the main symbol MI is temporarily stopped and displayed at the reach and the reach effect is started in the first image display unit 6a, the middle sub symbol SIC that is variably displayed at the end of the sub symbol SI is stopped and displayed. All of the sub symbols SI are stopped and displayed together with the same character symbol “Z” (see (2) in FIG. 56). Then, the stop display mode (character symbol “Z”) of the sub-symbol SIC suggests that the pseudo-continuous effect is executed as the development effect in the first image display unit 6a (see FIG. 48). A pseudo-continuous effect is executed on the display unit 6a (see (3) in FIG. 52). Specifically, the reach effect that has already been started is switched, and the pseudo-eye “7” is temporarily stopped and displayed as the middle main symbol MIC, and triggered by this, a pseudo-continuous effect in which the main symbol MI is variably displayed again is executed. Is done. Then, after the re-variably displayed main symbol MI is temporarily stopped and displayed at the reach, an SP reach effect having a higher expectation of jackpot than the reach effect is executed (see (4) in FIG. 56). Thereafter, in the first image display unit 6a, the main symbol MI is stopped and displayed with a numerical symbol for notifying the winning result.
  In this way, when the decorative design effect using the sub-symbol SI is performed when the pseudo-continuous effect is executed as the development effect, another numerical symbol that is not a pseudo eye is temporarily stopped and displayed as the middle main symbol MIC. Instead, the main symbol MI may be temporarily stopped and displayed at the reach. In this way, first, the player can expect that the main symbol MI is temporarily stopped and displayed at the reach, so that it will be a big hit due to the development of reach. However, after the main symbol MI is temporarily stopped and displayed at the reach, the sub symbol SI is aligned with the character symbol “Z”, which suggests that the pseudo continuous effect is executed, and the pseudo continuous effect is executed. SP reach production with a higher degree of expectation of jackpot than the reach production is executed. In other words, the player can have a greater expectation than when the main symbol MI is temporarily displayed by the sub symbol SI being aligned with the character symbol “Z”. As a result, even if the reach effect is notified by the temporary stop display mode of the main symbol MI, the player expects that the sub symbols SI will be aligned in a mode that suggests a higher jackpot expectation level. You can enjoy the production with interest.
  As described above, when the sub symbol SI is used when the development effect is executed, the reliability of the jackpot of the development effect (or the loss effect) notified by the temporary stop display mode of the main symbol MI (in the case of the loss effect) Is less than the reliability of the jackpot of the development effect suggested by the stop display mode of the sub-symbol SI, the development effect is performed in response to the stop display of the sub-symbol SI. An unexpected feeling can be given. From this, the content of the development effect suggested by the stop display mode of the sub-symbol SI is not limited to the example described above, and may be anything. In each case, the main symbol MI is What is necessary is just to set it as the aspect which alert | reports the production | presentation in which the reliability of a jackpot is lower than the content of the development effect suggested by the stop display aspect of sub-symbol SI when displaying it temporarily. By doing in this way, according to the first example of the third embodiment, it is possible to execute a more innovative development effect that can give the player an unexpected feeling and attract continuous interest. it can.
[Modification of First Example of Third Embodiment]
In the first example of the third embodiment described above, it is suggested that the reach effect is executed as the development effect when the sub symbols SI are aligned with the character symbol “A”. Depending on the type, the reliability of reach production may be suggested. For example, it is suggested that the reach effect A is executed when the sub symbol SI is aligned with the character symbol “A”, and when the sub symbol SI is aligned with the character symbol “B”, the reach effect B is more reliable than the reach effect A. May be suggested to be executed. By doing in this way, the reliability of the development effect can be suggested by the stop display mode of the sub symbol SI.
  In the first example of the third embodiment, the sub symbol SI is stopped and displayed in the order of the left sub symbol SIL, the right sub symbol SIR, and the middle sub symbol SIC. However, this stop order is not limited to this, and it is also possible to suggest a reliability that the sub-symbol SI is aligned with the same character design (for example, “A”) by the stop order. For example, when the sub symbol SI is stopped and displayed in the order of the right sub symbol SIR, the middle sub symbol SIC, and the left sub symbol SIL, the reliability that the sub symbols SI are aligned with the same character symbol may be the highest.
  Further, in the first example of the third embodiment described above, the sub-design SI suggests the content of the development effect by aligning with the same character design. However, the design is not limited to the character design, but the color design, etc. The contents of the development effect may be suggested. In the above embodiment, the three sub symbols SI are stopped and displayed in order, but the three sub symbols SI are temporarily stopped and displayed in sequence, and finally the sub symbol SI (for example, medium stop) is displayed. The sub-symbol SIC may be further changed (for example, an effect in which a decorative symbol resembling a card is drawn), and the contents of the development effect may be suggested by the display mode of the changed symbol.
  In the first example of the third embodiment described above, the case where there are three main symbols MI has been described. However, the number is not necessarily three. Specifically, in the case where at least some of the main symbols MI are temporarily stopped and displayed in a specific symbol pattern and develop into an expansion effect, some of the main symbols MI described above are The development effect may be executed after the sub-symbol SI is stopped in a stop display mode that suggests the content of the development effect without temporarily stopping display with the specific symbol pattern. Further, at this time, the sub symbol SI only needs to indicate the content of the development effect by the stop display mode, and the number of symbols is not limited to three.
  Further, in the first example of the third embodiment described above, when the development effect is executed in the first image display unit 6a after the sub symbol SI is stopped and displayed in the second image display unit 6b, In the image display unit 6b, the sub symbol SI remains stopped (for example, see (3) and (4) in FIG. 50). However, when the development effect is executed, the second image display unit 6b also displays an effect linked to the development effect (for example, an effect displaying the reliability of the development effect and information on the character related to the development effect). Production) may be executed.
  In the first example of the third embodiment described above, when the pseudo-continuous effect is executed as the development effect, the reach effect (SP reach effect) is performed after the execution of the pseudo-continuous effect. Production may not be performed. In other words, although the pseudo-continuous effect is executed, a gasset effect that is lost as it is may be executed. Even in this case, even if the main symbol MI is temporarily stopped and displayed at the losing eye, the sub symbol SI is stopped and displayed together with the character symbol “Z”. It is possible to reap the unexpected feeling that the MI does not lose immediately due to the losing eye of MI and the expectation that the reach production will be performed after the pseudo-rendition production, which can attract the player's continuous interest.
  In the first example of the third embodiment, the temporary stop display mode of the main symbol MI is changed depending on whether or not the effect using the sub-symbol SI is performed when the development effect is performed. . However, when the development effect is performed, the effect pattern A using the sub symbol SI and the effect pattern B using the sub symbol SI are prepared in advance, and the effect using the sub symbol SI is performed. In accordance with the effect pattern A, the effect that the main symbol MI is variably displayed on the first image display unit 6a and the effect that the sub symbol SI is variably displayed on the second image display unit 6b are executed. When an effect that does not use SI is performed, an effect in which the main symbol MI is variably displayed on the first image display unit 6a may be executed based on the effect pattern B.
  In the first example of the third embodiment described above, the main symbol MI is variably displayed on the first image display unit 6a, and the sub symbol SI is variably displayed on the second image display unit 6b. However, in the same image display unit, the main symbol MI may be variably displayed and the sub symbol SI may be variably displayed.
  Further, in the first example of the third embodiment described above, a case has been described in which an effect using decorative symbols is executed in a notification effect that does not include a pre-reading notice effect. However, the present invention may be applied to a notification effect including a prefetch notice effect. For example, when performing an effect based on a pre-reading notice, a temporary design with a number symbol that is not an opportunity is used as the main symbol MI in the effect using the decorative symbol for the variation display (the variation) of the special symbol that is currently variably displayed. In order to suggest that the pre-reading notice is being performed as a chance eye development effect by displaying the stop and aligning and stopping display with a character symbol (for example, “Q”) that suggests the chance eye as the sub symbol SI. (For example, zone production) may be performed.
[Second Example of Third Embodiment]
Next, a second example of the third embodiment will be described with reference to FIGS. In the second example of the third embodiment, unlike the first example of the third embodiment, one image display unit 6 is provided instead of two different image display units (see FIG. 1). ). The display control for the image display unit 6 is the same as the display control for the first image display unit 6a in the first example of the third embodiment. In the second example of the third embodiment, when an effect that encourages execution of the development effect is executed, and the development effect is not executed as a result of the effect, the development is performed by executing the special effect. Production is performed. First, an effect control process by the effect control unit 400 in the second example of the third embodiment will be described.
[Production control processing by production control unit]
The effect control process in the second example of the third embodiment differs from the effect control process in the first example of the third embodiment described with reference to FIG. 44 in the process of step Sm110. Therefore, the process of step Sm110 will be described with reference to FIG. 57, and description of other processes will be omitted.
  First, in step Sn210 in FIG. 57, the CPU 401 sets the conditions of the setting information acquired in step Sm107 (a condition for determining whether or not a big hit, a condition for notification effect execution time, a condition for determining whether or not to execute a reach effect, etc.). An effect pattern to be executed by lottery or the like is determined from a large number of effect patterns of notification effects to be satisfied. By this process, for example, after the chance item (“1”, “2”, “3” in the second example of the third embodiment) is established as the decorative design, the development effect (chance eye development effect) is executed, and the winning combination is executed. An effect pattern in which the result (whether it is a big hit) is notified is determined. Thereafter, the process proceeds to step Sn211.
  In step Sn211, the CPU 401 determines whether or not the effect pattern effect determined in step Sn210 is an effect including a chance eye-catching effect. Here, the chance hit effect is, for example, urging the player to operate the effect button 37 (button operation), and the chance symbol (for example, “1” “2”) as the decorative symbol DI (see FIG. 59 described later). “3”) is an effect of encouraging whether or not. Note that, in the second example of the third embodiment, as a chance hitting effect, a successful chance hit effect where a chance item is established as a result of being beaten, and a failure chance alert where a chance item is not established as a result of being beaten There is a production. If the determination in step Sn211 is YES, the process proceeds to step Sn213, and if this determination is NO, the process proceeds to step Sn212.
  In step Sn212, the CPU 401 instructs the image display control unit 500 or the like to execute an effect pattern effect that does not include the chance eye effect determined in step Sn210. And a series of effect control processing is complete | finished.
  In step Sn <b> 213, the CPU 401 instructs the image sound control unit 500 or the like to execute a chance blink effect on the image display unit 6. Specifically, the CPU 401 executes an effect that prompts the player to operate the effect button 37 in order to encourage the chance eye to be established as the decorative pattern DI. Details of the chance eye-catching effect will be described later with reference to FIG. Thereafter, the process proceeds to step Sn214.
  In step Sn214, the CPU 401 determines whether or not the type of chance turn effect performed in the process of step Sn213 is a success chance look effect. If the determination in step Sn214 is YES, the process proceeds to step Sn215, and if this determination is NO (that is, if it is a failure chance dazzling effect), the process proceeds to step Sn216.
  In step Sn215, at a predetermined timing A, the CPU 401 instructs the image sound control unit 500 and the like to temporarily stop and display the decorative symbol DI with a chance. The predetermined timing A indicates the timing when the operation of the effect button 37 is performed during the operation reception period in which the operation of the effect button 37 is valid, and within the operation reception period. When the operation is not performed, the operation acceptance period has elapsed. Thereafter, the process proceeds to step Sn220.
  In step Sn216, the CPU 401 instructs the image sound control unit 500 or the like at the predetermined timing A to temporarily stop and display the decorative symbol DI at a non-chance (a symbol pattern that is not a chance). Thereafter, the process proceeds to step Sn217.
  In step Sn217, the CPU 401 determines whether or not the effect pattern including the chance turn effect produced in step Sn210 is an effect pattern including the chance development effect. Here, the chance eye development effect is a development effect that is executed when at least the decorative pattern DI is temporarily stopped and displayed at the chance time, and is a kind of SP reach effect or SPSP reach effect. Is an effect that makes the player expect to win a special symbol lottery. If the determination in step Sn217 is YES, the process proceeds to step Sn218, and if this determination is NO, the process proceeds to step Sn219.
  In step Sn218, the CPU 401 instructs the image sound control unit 500 or the like to execute a special effect. Here, the special effect is an effect in which the movable accessory 7 operates so as to cover the non-chance of the decorative symbol displayed temporarily, and the decorative symbol DI is a chance when the special effect is executed. Even if the temporary stop display is not made with the eyes, it is suggested that the subsequent chance eye development effect is executed. Thereafter, the process proceeds to step Sn220.
  In step Sn220, the CPU 401 instructs the image sound control unit 500 or the like to execute a chance eye development effect. As the “chance eye development effect”, an effect using an animation or a moving image is executed, and it is expected that the special symbol lottery will be won by the effect. Thereafter, the process proceeds to step Sn221.
  In step Sn221, the CPU 401 instructs the image sound control unit 500 or the like to execute an effect of notifying the determination result based on the decorative symbol. Specifically, when the effect pattern determined in step Sn210 is based on “losing”, the effect of stopping and displaying the eye of the loss (for example, “1”, “4”, and “6”) as a decorative pattern. If the effect pattern determined in step Sn210 is based on “big hit”, it is executed as a decorative pattern (for example, “1” “1” “ 1 ”), the image sound control unit 500 or the like is instructed and executed to stop and display. And the process of step S110 is complete | finished.
[Characteristic operation]
Next, the characteristic operation according to the second example of the third embodiment described above with reference to the flowcharts will be specifically described with reference to FIGS. FIG. 58 is a diagram for explaining an example of the effect pattern related to the chance eye-catching effect, and FIG. 59 is a diagram for explaining details of the chance eye-gaze effect.
  In the gaming machine 1, an effect pattern for performing an effect in the image display unit 6 in accordance with the variation display of the special symbol is prepared in advance for each variation time of the special symbol. In the second example of the third embodiment, as shown in FIG. 58, a plurality of effect patterns related to chance eye-catching effects are prepared as part of the effect patterns. Then, according to the special symbol variation time determined from the variation time table set described with reference to FIG. 11 and the like, one effect pattern is determined from the plurality of effect patterns shown in FIG. Executed. In FIG. 58, as an example, in the normal gaming state, in the variation time table set HT1 shown in FIG. 11, “60 seconds” in the variation time table for reach and “12 seconds” in the variation time table for reach and lose. Of the effect patterns corresponding to the fluctuating time, the effect pattern related to the chance blink effect is extracted and shown.
  As shown in FIG. 58, the effect pattern is associated with at least the symbol variation time, the presence / absence / type of the chance blinking effect, and the presence / absence of the chance eye development effect. Here, the presence / absence / type of the chance hit effect is whether or not the chance look effect is executed, and if it is executed, whether the success chance look effect or the failure chance look effect is executed. The presence / absence of a chance eye development effect is information indicating whether or not the chance eye development effect is executed.
  Specifically, the effect pattern A1 is an effect pattern in which the variation time is “60 seconds”, the success chance turn effect is executed, and the chance eye development effect is executed. The effect pattern A2 is an effect pattern in which the chance time development effect is executed, although the fluctuation chance is “60 seconds” and the failure chance effect effect is executed. The effect pattern A3 is an effect pattern (for example, an effect pattern in which the SP reach effect is executed) in which the fluctuation time is “60 seconds”, the chance turn effect is not executed, and the chance eye development effect is not executed. On the other hand, the effect pattern B1 is an effect pattern in which the fluctuation time is “12 seconds”, the failure chance turning effect is executed, and the chance eye development effect is not executed (the lost symbol is stopped and displayed as it is). As shown in FIG. 58, in the second example of the third embodiment, when the success chance turn effect is executed, the chance development effect is always executed (that is, the success chance look effect is performed). However, there is no production pattern in which the chance eye development effect is not performed), but when the failure chance turn production production is executed, the chance eye development production is executed (for example, production pattern A2). There is a case where the chance eye development effect is not executed (for example, the effect pattern B1).
  Next, a characteristic effect that is executed when the effect pattern related to the chance effect effect shown in FIG. 58 is selected will be described with reference to FIG.
  In the example shown in FIG. 59, three decorative symbols DI (DIL, DIC, DIR) are displayed on the image display unit 6, and each decorative symbol DI is variably displayed in accordance with the variation display of the special symbol. Specifically, first, the left decorative design DIL is displayed in a variable manner and then temporarily stopped, then the right decorative design DIR is displayed in a variable manner and then temporarily stopped. Finally, the middle decorative design DIC is temporarily stopped. , All the decorative symbols DI are completely stopped and displayed. As a result, the winning result (hit or lose) is notified. The temporary stop means that the player can recognize that the variation of the decorative symbol DI has stopped, and is not completely stopped. For example, in a state in which the decoration symbol DI slightly fluctuates up and down. Is displayed. This indicates that the special symbol is still changing. In FIG. 59, the decorative symbol DI that is changing or temporarily stopped is displayed with a dotted line, and the decorative symbol DI that is completely stopped (mainly stopped) is displayed with a solid line. In the second example of the third embodiment, the numerical symbol “1” (hereinafter referred to as the first chance) is temporarily stopped and displayed as the left decorative symbol DIL, and the numerical symbol “3” (hereinafter referred to as the right decorative symbol DIR). , The second chance) is temporarily stopped and the numerical symbol “2” (hereinafter referred to as the third chance) is temporarily stopped and displayed as the medium decorative pattern DIC, thereby establishing the chance eye and producing the chance eye development effect. To develop into.
  First, as shown in (1) of FIG. 59, the first chance is temporarily stopped and displayed as the left decorative symbol DIL, and then the second chance is temporarily stopped and displayed as the right decorative symbol DIR. Then, the fluctuation speed of the medium decorative symbol DIC that has been variably displayed slows down, and the player expects that the third chance will be temporarily stopped (that is, the chance will be established). At a timing at which a temporary stop display is likely to be displayed at a chance (actually, a timing at which the temporary stop is not displayed), a chance turn effect is performed that urges the player to operate the effect button 37.
  Then, there are a chance chance effect production (success pattern) in which the chance item is subsequently established and a failure chance event effect (failure pattern) in which the chance item is not established.
  In one example in which the chance pattern effect of the failure pattern is executed, the numerical symbol “2” is not temporarily stopped and displayed as the medium decoration symbol DIC at the predetermined timing A described above (that is, the chance eye is established). (See (2-1) in FIG. 59), and thereafter, the other numerical symbol “3” is temporarily stopped as the medium decorative symbol DIC (see (2-2) in FIG. 59), and the three decorative symbols DI are left as they are. Is lost, and the actual stop effect is executed (see (2-3) in FIG. 59). That is, when such an effect is executed, for example, the effect pattern B1 is selected from the effect patterns shown in FIG.
  On the other hand, in another example of the case where the chance pattern chance effect of the failure pattern is executed, the numerical symbol “2” is not temporarily stopped and displayed as the middle decorative symbol DIC at the predetermined timing A described above (that is, the chance eye is displayed). Not established; see (3-1) in FIG. 59), and thereafter, another numerical symbol “3” is temporarily stopped and displayed as the medium decorative symbol DIC (see (3-2) in FIG. 59). However, the special effects are executed without stopping the three decorative symbols DI (see (3-3) in FIG. 59). Specifically, a special effect in which the movable accessory 7 operates is performed so as to cover a part or all of the decorative symbol DI that is temporarily stopped and displayed at the non-chance eyes, and then the chance eye development effect is executed. . (See (3-4) in FIG. 59). That is, when such an effect is executed, for example, the effect pattern A2 is selected from the effect patterns shown in FIG. The special effect is not limited to the effect using the movable accessory 7 described above. For example, the special effect is an image effect executed on the image display unit 6 such that the entire screen of the image display unit 6 is blacked out. There may be.
  On the other hand, when the chance pattern effect of the success pattern is executed, the numerical symbol “2” is temporarily stopped and displayed as the medium decoration symbol DIC at the predetermined timing A (that is, the chance eye is established; 59 (see (4-1)), and then the chance eye development effect is executed (see (4-2) in FIG. 59). That is, when such an effect is executed, for example, the effect pattern A1 is selected from the effect patterns shown in FIG.
  Note that, in the above, an effect is provided in which the player is prompted to operate the effect button 37 (button operation), so that the player has a chance to operate the button before the operation acceptance period elapses. The result of whether or not it is established can be displayed. From this, it is possible to make the player feel the game participation feeling that the result is displayed by his / her own operation. However, the chance turn effect does not necessarily have to be accompanied by a button operation, and a result effect that notifies whether or not the chance eye is established may be executed at a predetermined timing without the button operation.
  As described above, according to the second example of the third embodiment, the chance eye development effect is not only executed when the chance eye is established, but also when the chance eye is not established. It is executed when the special effect is executed. In addition, when a chance turn-off effect is executed, a sense of expectation is raised, and as a result, a special effect is executed for a player who is discouraged because a chance eye is not established (it was a failure chance turn-around effect). This can raise the sense of expectation again. In addition, even if the chance is not established, the player can enjoy the effect with interest to the end by expecting that the chance effect development effect will be executed by executing the special effect. Therefore, according to the first example of the third embodiment, it is possible to execute a more innovative development effect that can give the player an unexpected feeling and attract continuous interest.
[Modification of Second Example of Third Embodiment]
In the second example of the third embodiment described above, it is envisaged that the three decorative symbols are temporarily stopped and displayed (that is, the chance eye is established) at a specific symbol (a chance eye different from the winning eye). As a result, the chance eye development effect can be executed as an example of the development effect. However, the development effect is not limited to the chance eye development effect, and may be a reach effect, for example. In this case, among the three decorative symbols, the left decorative symbol DIL and the right decorative symbol DIR are temporarily stopped and displayed with specific specific numerical symbols (reach eyes; for example, “1”) (that is, the reach eyes are established). Reach reach production is executed, and as a result, reach reach is executed, reach effect is executed, and even if reach reach is not established, reach effect is executed May be executed. Similarly, the development effect may be a pseudo-continuous effect (an effect of variably displaying the once-decorated decorative pattern DI). In this case, among the three decorative symbols DI, the symbol (pseudo eye; for example, “7”) that triggers the pseudo-continuous effect is temporarily stopped and displayed as the middle decorative symbol DIC that is temporarily stopped and displayed ( In other words, if a false eye is established as a result, a pseudo continuous effect is executed. If the false eye is not established, a special effect is produced even if the false eye is not established. What is necessary is just to perform a pseudo-continuous production by being executed.
  In the second example of the third embodiment described above, the gaming machine 1 includes one display unit (image display unit 6). However, as described in the first example of the third embodiment. Two display units (the first image display unit 6a and the second image display unit 6b) may be provided. In this case, the chance effect effect may be executed in the first image display unit 6a, and the special effect may be executed in the second image display unit 6b. At this time, any special effect may be executed in the second image display unit 6b. For example, a special character that suggests that a chance eye development effect is executed may be used. That's fine.
  Further, in the second example of the third embodiment described above, the case has been described in which the chance look effect is executed in the notification effect that does not include the prefetch notice effect. However, the present invention may be applied to a notification effect including a prefetch notice effect. For example, when performing an effect based on a pre-reading notice, a chance turn-off effect is executed in the effect on the change display (the change) of the special symbol currently displayed in a variably state, and temporarily stops at a numerical symbol that is not the chance eye When the special effect is executed after the display, an effect (for example, a zone effect) for suggesting that the pre-reading notice is performed may be performed as the chance development effect.
[Fourth Embodiment]
Below, 4th Embodiment is described using FIGS. 60-72. In the fourth embodiment, an example of a characteristic effect related to a suggestion effect (a button operation instruction effect or a character suggestion effect) that suggests (expects) the type of reach effect will be described.
[First Example of Fourth Embodiment]
First, a first example of the fourth embodiment will be described with reference to FIGS. In the first example of the fourth embodiment, the type of subsequent operation (reach effect) that develops when the reach state is established is suggested by the type of button operation instruction effect. First, an effect control process by the effect control unit 400 in the first example of the fourth embodiment will be described.
[Production control processing by production control unit]
FIG. 60 is a flowchart illustrating an example of the effect control process performed by the effect control unit 400. Below, with reference to FIG. 60, the effect control process performed by the effect control part 400 is demonstrated. The effect control unit 400 repeatedly executes a series of processes shown in FIG. 60 at regular time intervals (for example, 4 milliseconds) during a normal operation except for special cases such as when the power is turned on or when the power is turned off. Note that the processing performed by the effect control unit 400 described based on the flowchart of FIG. 60 is executed based on a program stored in the ROM 402. Moreover, in the following description, the description about the big hit game effect etc. is omitted.
  First, in step Sw101 of FIG. 60, the CPU 401 of the effect control unit 400 determines whether or not a hold increase command (first hold number increase command or second hold number increase command) has been received from the main control unit 100 ( (See steps Si26 and Si32 in FIG. 8). If the determination in step Sw101 is YES, the process proceeds to step Sw102, and if this determination is NO, the process proceeds to step Sw106.
  In step Sw102, the CPU 401 executes a hold number addition process. Specifically, when the CPU 401 receives the first hold number increase command, the CPU 401 adds 1 to the hold number of the first special symbol lottery stored in the RAM 403, and when it receives the second hold number increase command, the RAM 403 1 is added to the number of reserves for the second special symbol lottery stored in. Further, the CPU 401 extracts pre-determination information included in the hold increase command and stores it in the RAM 403 for each type of hold increase command (first hold increase command or second hold increase command). Thereafter, the process proceeds to step Sw103.
  In step Sw103, the CPU 401 executes a hold display process. Specifically, when the CPU 401 receives the first hold number increase command, the CPU 401 instructs the image sound control unit 500 to indicate the hold number of the first special symbol lottery to the image display unit 6 (not shown). Is increased by one. Similarly, when the CPU 401 receives the second hold number increase command, the CPU 401 instructs the image sound control unit 500 to display the hold image indicating the hold number of the second special symbol lottery on the image display unit 6 by one. As described above, this pending increase command includes pre-determination information indicating the result of the special symbol lottery. Accordingly, in step Sw103, the CPU 401 executes, based on the prior determination information, for example, a pre-reading hold notice effect that changes the hold display mode so as to suggest the expected degree (reliability) of winning for the special symbol lottery. Also good. Thereafter, the process proceeds to step Sw104.
  In step Sw <b> 104, the CPU 401 determines whether to execute a prefetch notice effect. Here, the pre-reading notice effect is an effect that suggests (expects) that a big hit is notified in a notification effect performed after the notification effect. For example, when the CPU 401 determines whether or not the number of special symbol lotteries held in the RAM 403 is 1 or more and determines that the number is 1 or more, the CPU 401 stores the number in the RAM 403 in the last step Sw102. Based on the prior determination information, it is determined whether or not to perform the prefetch notice effect. If the determination in step Sw104 is YES, the process proceeds to step Sw105, and if this determination is NO, the process proceeds to step Sw106.
  In step Sw105, the CPU 401 determines the content of the prefetch notice effect. For example, the CPU 401 determines the pre-reading notice effect of the content for displaying the specific character image in the notification effect. Thereafter, the process proceeds to step Sw106.
  In step Sw <b> 106, the CPU 401 determines whether a notification effect start command transmitted from the main control unit 100 has been received. If the determination in step Sw106 is YES, the process proceeds to step Sw107, and if this determination is NO, the process proceeds to step Sw111.
  In step Sw107, the CPU 401 analyzes the notification effect start command received in step Sw106. That is, the setting information included in the notification effect start command is acquired. Thereafter, the process proceeds to step Sw108.
  In step Sw108, the CPU 401 determines whether or not the notification effect to be executed based on the notification effect start command analyzed in step Sw107 is the notification effect determined as the execution target of the pre-reading notice effect in step Sw105. To do. That is, it is determined whether or not the pre-reading notice effect is executed in the current notification effect. If the determination in step Sw108 is YES, the process proceeds to step Sw109, and if this determination is NO, the process proceeds to step Sw110.
  In step Sw109, the CPU 401 satisfies a number of notification effects that satisfy the conditions of the setting information acquired in step Sw107 (a condition for determining whether or not a big hit, a condition for notification effect execution time, a condition for determining whether or not to execute a reach effect, etc.). An effect pattern to be executed by lottery or the like is determined from the effect patterns, and a prefetching notice effect (specific character image) is added, and a notification effect including the prefetching notice effect is instructed to the image sound control unit 500 and executed. To do. And a series of effect control processing is complete | finished.
  On the other hand, in step Sw110, the CPU 401 instructs the image sound control unit 500 or the like to determine and execute a notification effect that does not include the prefetching notice effect. Here, in the notification effect executed in the process of step Sw110, the button operation instruction effect may be executed. Here, the button operation instruction effect is an effect that prompts the player to operate the effect button 37, but in the first example of the fourth embodiment, a plurality of operation modes (operations) are used as the button operation instruction effect. An effect for instructing to operate the effect button 37 is executed according to (pattern). Details of this characteristic button operation instruction effect in the first example of the fourth embodiment will be described later with reference to FIGS.
  FIG. 61 is an example of a detailed flowchart of the processing in step Sw110. Hereinafter, the process of step Sw110 will be described with reference to FIG.
  First, in step Sw120 of FIG. 61, the CPU 401 sets the conditions of the setting information acquired in step Sw107 (a condition whether or not a big hit, a condition of notification effect execution time, a condition of whether or not to execute reach effect, etc.). An effect pattern to be executed by lottery or the like is determined from a large number of effect patterns of notification effects to be satisfied. By this process, an effect pattern related to a button operation instruction effect, which will be described later with reference to FIG. 64, for example, is determined from the plurality of effect patterns. Thereafter, the process proceeds to step Sw121.
  In step Sw121, the CPU 401 determines whether or not the effect pattern effect determined in step Sw120 is an effect including a button operation instruction effect. Here, the effect including the button operation instruction effect is an effect in which the later-described development effect is executed after the button operation instruction effect is executed, and an effect in which the later-described development effect is not executed after the button operation instruction effect is executed. I mean. If the determination in step Sw121 is YES, the process proceeds to step Sw122. If the determination is NO, the process proceeds to step Sw129.
  In step Sw122, the CPU 401 instructs the image sound control unit 500 or the like to execute a button operation instruction effect. Specifically, the CPU 401 uses the same number symbol (for example, “1”) for the left decorative symbol DIL that is variably displayed on the left reel RL and the right decorative symbol DIR that is variably displayed on the right reel RR shown in FIG. )), After executing a decorative design display effect (reach roll effect) that expects a temporary stop display (so-called reach eyes are established), a specific operation mode (for example, A button operation instruction effect that prompts the user to operate the effect button 37 by pressing “one shot” is instructed to the image sound control unit 500 or the like and executed. Thereafter, the process proceeds to step Sw123.
  In step Sw123, the CPU 401 determines, within the operation reception period, a specific operation mode instructed by the button operation instruction effect executed in step Sw122 (described later, “one shot” press, “continuous hit”, “long press”, etc. ), It is determined whether or not there has been an operation on the effect button 37. Specifically, in an effect pattern including a button operation instruction effect, a predetermined period (for example, a period from 3 seconds to 8 seconds) after the button operation instruction effect is started is set as an operation reception period in advance. In addition, a button operation pattern corresponding to the operation mode of the button operation instructed in the button operation instruction effect executed in step Sw122 is set in advance. Then, the CPU 401 determines whether or not the signal from the effect button 37 is output within the operation reception period and matches the button operation pattern, and is executed in step Sw122 within the operation reception period. It is determined whether or not the effect button 37 is operated in the operation mode instructed by the button operation instruction effect. If the determination in step Sw123 is YES, the process proceeds to step Sw125, and if this determination is NO, the process proceeds to step Sw124.
  In step Sw124, the CPU 401 determines whether or not the operation reception period has elapsed. If the determination in step Sw124 is YES, the process proceeds to step Sw125, and if this determination is NO, the process returns to step Sw123. Therefore, in step Sw123, when the effect button 37 is operated in a mode other than the operation mode instructed by the button operation instruction effect executed in step Sw122 within the operation reception period, or during the operation reception period, the effect button 37 If is not operated, when the operation reception period of the effect button 37 has elapsed, the process proceeds to step Sw125.
  In step Sw125, the CPU 401 determines whether or not the effect pattern including the button operation instruction effect determined in step Sw120 is an effect pattern including the development effect. Here, the development effect is set in advance in association with each operation mode of the button operation instructed by the button operation instruction effect (see FIG. 64 to be described later), specifically, in a special symbol lottery. This is an effect (for example, reach effect) that causes the player to expect to win (big hit). If the determination in step Sw125 is YES, the process proceeds to step Sw126, and if this determination is NO, the process proceeds to step Sw128.
  In step Sw <b> 126, the CPU 401 instructs the image sound control unit 500 and the like to execute an effect of temporarily stopping the decorative design with reach eyes (reach eye establishment effect). Specifically, the CPU 401 temporarily displays, for example, a numerical symbol “1” as the left decorative symbol DIL on the left reel RL shown in FIG. 62, which will be described later, and the same numerical symbol “1” as the right decorative symbol DIR on the right reel RR. An effect of temporarily stopping and displaying “1” (reach eye establishment effect) is executed by instructing the image sound control unit 500 or the like. Thereafter, the process proceeds to step Sw127.
  In step Sw <b> 127, the CPU 401 instructs the image sound control unit 500 or the like to execute the development effect and executes it. Specifically, the CPU 401 instructs the image sound control unit 500 or the like to execute the development effect associated with the operation mode instructed by the button operation instruction effect executed in step Sw122. Thereafter, the process proceeds to step Sw128.
  In step Sw128, the CPU 401 instructs the image sound control unit 500 or the like to execute an effect of notifying the determination result based on the decorative design. Specifically, when the process of step Sw128 is executed in the case of NO in step Sw125, the CPU 401 does not establish the reach eye as a decorative symbol, but loses eyes (for example, “1”, “4”, “6”). ]), The image sound control unit 500 or the like is instructed and executed. When YES in step Sw125, the process of step Sw128 is executed, and then the CPU 401 executes the development effect. In the case of a big hit, the decorative symbol is stopped and displayed as a decorative symbol (for example, “1”, “1”, “1”). 2 ”“ 1 ”), the effect to stop display is instructed to the image sound control unit 500 or the like and executed. And the process of step Sw110 is complete | finished.
  In step Sw129, the CPU 401 instructs the image sound control unit 500 or the like to produce an effect pattern that does not include the button operation instruction effect determined in step Sw120. And the process of step Sw110 is complete | finished. In addition, in the effects of the effect pattern that does not include the button operation instruction effect, for example, an effect that develops into a reach effect is included. For this reason, the button operation instruction effect may not be executed, and may develop into a reach effect.
  The description returns to FIG. 60. In step Sw111, the CPU 401 determines whether or not a notification effect stop command transmitted from the main control unit 100 has been received. If the determination in step Sw111 is YES, the process proceeds to step Sw112, and if this determination is NO, the series of effect control processing ends.
  In step Sw112, the CPU 401 ends the notification effect that has been started in the process of step Sw109 or S110, and notifies the result of the special symbol lottery. Thereafter, the process proceeds to step Sw113.
  In step Sw113, the CPU 401 executes a hold number subtraction process. Specifically, the CPU 401 executes the first special symbol lottery as information indicating which one of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command is executed. 1 is subtracted from the holding number of the first special symbol lottery stored in the RAM 403, and when the second special symbol lottery is executed, the second special symbol lottery stored in the RAM 403 is displayed. Subtract 1 from the number of holds. Thereafter, the process proceeds to step Sw114.
  In step Sw114, the CPU 401 executes a hold display process. Specifically, the CPU 401 executes the first special symbol lottery as information indicating which one of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command is executed. If this is the case, the image sound control unit 500 is instructed to display the hold image indicating the number of hold of the first special symbol lottery displayed on the image display unit 6 earliest (for example, the variable display of the special symbol is currently being displayed. One reserved image) is digested (deleted). When other reserved images are displayed, when the notification effect is started in step Sw109 or step Sw110, the reserved images are sequentially moved. Similarly, the CPU 401 indicates that information indicating which of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command has been executed is that the second special symbol lottery has been executed. In the case of showing, the image sound control unit 500 is instructed to digest (delete) one reserved image indicating the number of the second special symbol lottery that is displayed earliest on the image display unit 6. When other reserved images are displayed, when the notification effect is started in step Sw109 or step Sw110, the reserved images are sequentially moved. And a series of effect control processing is complete | finished.
[Characteristic operation]
Next, the characteristic operation according to the first example of the fourth embodiment described above using the flowchart will be specifically described with reference to FIGS. FIG. 62 is a diagram for explaining an effect using the decorative design DI displayed on the image display unit 6, and FIG. 63 is an overview of the button operation instruction effect in the first example of the fourth embodiment. 64 is a diagram for explaining an example of the effect pattern related to the button operation instruction effect, and FIGS. 65 and 66 are the button operation instruction effect in the first example of the fourth embodiment. It is a figure for demonstrating the detail of these.
  First, an effect using the decorative design according to the first example of the fourth embodiment will be described with reference to FIG. As shown in (1) of FIG. 62, three decorative symbols DI (DIL, DIC, DIR) are displayed on the image display unit 6, and each decorative symbol DI is displayed in accordance with a special symbol variable display. It is displayed variably in the symbol row (reel R). Specifically, first, the left decorative design DIL is temporarily stopped after being variably displayed on the left reel RL, which is a decorative design sequence arranged on the left, and then the right decorative design DIR is decorated on the right. After the variable display on the right reel RR, which is the symbol row, is temporarily stopped, and finally, the intermediate decoration symbol DIC has been temporarily stopped after the variable display is displayed on the middle reel RC, which is the centrally arranged area. Is completely stopped and displayed. As a result, the winning result (hit or lose) is notified. The temporary stop means that the player can recognize that the variation of the decorative symbol DI has stopped, and is not completely stopped. For example, in a state in which the decoration symbol DI slightly fluctuates up and down. Is displayed. This indicates that the special symbol is still changing. 62, 63, and 65 to 67, the decorative symbol DI that is changing or temporarily stopped is indicated by a dotted line, and the decorative symbol DI that is completely stopped (mainly stopped) is indicated by a solid line. Yes.
  In the decorative symbol DI, a so-called “diet”, a number symbol that can be notified of a big hit by being aligned (or matching a specific pattern) is drawn, and when the two symbols are aligned, a so-called reach state is obtained. . That is, for example, when the numerical symbol “1” is temporarily stopped and displayed as the left decorative symbol DIL, and the numerical symbol “1” is temporarily stopped and displayed as the right decorative symbol DIR, it is also said that the reach state (the reach eye “1” is established). ), And when “1” is stopped and displayed as the remaining one of the medium decorative symbols DIC, it is a big hit. And in the 1st example of 4th Embodiment, a button operation instruction | indication effect is performed as an effect which expects that this reach state (reach eyes) will be materialized.
  Next, an outline of the button operation instruction effect in the first example of the fourth embodiment will be described with reference to FIG. 63 and 65 to 67, the illustration of the reel R is omitted, but as described with reference to FIG. 62, the left decorative design DIL, the middle decorative design DIC, and the right decorative design DIR are respectively The left reel RL, the middle reel RC, and the right reel RR are displayed in a variable manner.
  As shown in (1) of FIG. 63, as the left decorative symbol DIL, for example, the numerical symbol “1” is temporarily stopped and displayed, and then the variation rate of the right decorative symbol DIR that has been variably displayed becomes slow. A reach-rolling effect is executed that causes the player to expect that the same numerical symbol “1” (that is, reach eyes) as the decorative symbol DIL is temporarily displayed. Then, as shown in (2) of FIG. 63, the timing at which the right decorative symbol DIR that is variably displayed is likely to be temporarily stopped with the same numerical symbol as the numerical symbol of the left decorative symbol DIL (actually, the temporary stop indicator is displayed). As an effect that expects a reach to be established at a timing that is not performed), a button operation instruction effect that prompts the player to operate the effect button 37 in a specific operation mode is executed. Details of this button operation instruction effect will be specifically described below with reference to FIGS.
  In the gaming machine 1, an effect pattern for performing an effect in the image display unit 6 in accordance with the variation display of the special symbol is prepared in advance for each variation time of the special symbol. In the first example of the fourth embodiment, as shown in FIG. 64, a plurality of effect patterns relating to button operation instruction effects are prepared as part of the effect patterns. Then, according to the special symbol variation time determined from the variation time table set described with reference to FIG. 11 and the like, one effect pattern is determined from the plurality of effect patterns shown in FIG. Executed. In FIG. 64, as an example, in the normal gaming state, in the variation time table set HT1 shown in FIG. 11, the effect pattern corresponding to the variation times of “60 seconds” and “12 seconds” of the variation time table for reach with loss Of these, an effect pattern including a button operation instruction effect is extracted and shown.
  As shown in FIG. 64, the effect pattern including the button operation instruction effect is associated with at least the symbol variation time, reach reach establishment / non-execution type, the type of development effect, and the operation mode of the button operation specified by the button operation instruction effect. Yes. Here, whether or not reach reach is established is information indicating whether or not a reach eye is established after a button operation instruction effect that expects the reach eye is established. In this case, the information indicates the type of development effect (reach effect; for example, SP reach effect) that develops subsequently, and is associated with the reliability of the jackpot. For example, the reach effect Z has the highest reliability, the reach effect Y has the highest reliability, and the reach effect X has the lowest reliability. The operation mode of the button operation is information indicating in which operation mode the operation is urged when prompting the player to operate the button in the button operation instruction effect.
  Specifically, the production patterns A1, A2, and A3 are production patterns that have a variation time of “60 seconds” and that reach reach and develop into subsequent development productions. More specifically, the effect pattern A1 is an effect pattern that develops into a reach effect X. In the button operation instruction effect, the button operation that prompts the user to press “one shot” (press the button only once) as the button operation mode. The instruction effect is executed. The effect pattern A2 is an effect pattern that develops into a reach effect Y. In the button operation instruction effect, a button operation instruction effect that prompts the user to press a “continuous hit” button (pressing the button multiple times in succession) is executed. The The effect pattern A3 is an effect pattern that develops into the reach effect Z, and in the button operation instruction effect, a button operation instruction effect that prompts “long press” (pressing the button for a certain period) as a button operation mode is executed. As described above, the button operation instruction effects having different button operation modes are set in each of the effect patterns A1, A2, and A3 in association with the types of the development effects.
  On the other hand, the production patterns B1, B2, and B3 are production patterns that have a variation time of “30 seconds” and do not develop reachable developments without reaching reach. More specifically, the effect pattern B1 is an effect pattern in which a button operation instruction effect that prompts the user to press “one shot” as a button operation mode is executed in the button operation instruction effect. In the button operation instruction effect, B2 is an effect pattern in which the button operation instruction effect that prompts the user to press “continuous hit” is executed as the button operation mode, but the effect pattern B3 is not developed into the development effect. Although the button operation instruction effect that prompts “long press” is executed as the button operation mode, the effect pattern does not develop into an advanced effect. Therefore, for example, when an effect based on the effect pattern A1 is executed, after a button operation instruction effect that prompts “long press” is executed, the button operation is successful and a reach is established, and the subsequent reach effect X When an effect based on the effect pattern B1 is executed, a button operation instruction effect that prompts “long press” is executed, but the button operation fails and a reach is established. However, an effect that does not develop into the subsequent development effect is executed. By providing the effect pattern A1 and the effect pattern B1, the button operation instruction effect and the button operation are not necessarily developed to the developed effect even if the same button operation instruction effect for prompting “long press” is executed. It can arouse the player's interest in.
  In addition, although the production pattern of the production including the button operation instruction production has been described with reference to FIG. 64, the production pattern of the production including the button operation instruction production includes the production pattern in which the development production (reach production) is executed. . Therefore, when the effect of this effect pattern is executed, the button operation instruction effect is not executed, and the effect that develops into the reach effect is executed.
  Next, the button operation instruction effect executed when the effect pattern related to the button operation instruction effect shown in FIG. 64 is selected will be described with reference to FIGS. 65 and 66. FIG.
  The button operation instruction effect is executed as an effect having various variations depending on which effect pattern shown in FIG. 64 is selected. As shown in (1) of FIG. 65, the image display unit 6 temporarily displays, for example, the numerical symbol “1” as the left decorative symbol DIL, and the right decorative symbol DIR has the same number as the left decorative symbol DIL. At the timing when the symbol “1” is about to be temporarily stopped, the button operation instruction effect is executed to expect that the number symbol “1” is temporarily stopped and displayed as the left decorative symbol DIL (that is, the reach eye is established). Is done. In this button operation instruction effect, there are a success pattern in which a reach eye is subsequently established and a failure pattern in which a reach eye is not subsequently established. When the button operation instruction effect of the failure pattern is executed, when the player performs the button operation in the operation mode instructed by the button operation instruction effect, the numerical symbol “1” is displayed as the right decoration symbol DIR at the operation timing described later. "Is not temporarily displayed (that is, the reach is not established; see (2) in FIG. 65), the other decorative symbols DI are temporarily stopped as the right decorative symbol DIR, and the three decorative symbols DI are lost. Then, the losing effect that is stopped is executed (see (3) in FIG. 65). That is, when such an effect is executed, for example, the effect pattern B1 is selected from the effect patterns shown in FIG.
  On the other hand, when the button operation instruction effect of the successful pattern is executed, when the player performs the button operation in the operation mode instructed by the button operation instruction effect, the numerical design is used as the right decorative design DIL at the operation timing described later. “1” is temporarily stopped (that is, the reach eye is established), and the reach eye establishment effect (see (4) in FIG. 65) for notifying that the reach eye has been established is executed. A reach effect (development effect) that causes the player to expect to win (big win) is executed (see (5) in FIG. 65). That is, when such an effect is executed, for example, the effect pattern A1 is selected from the effect patterns shown in FIG.
  The operation timing described above is, for example, when “one-shot” is pressed, when “one-time” button operation is detected within the operation reception period (for example, 3 seconds), Is a point in time when a predetermined number of times (for example, five times) of button operations are detected within the operation reception period (3 seconds). In the case of “long press”, for example, within the operation reception period (3 seconds) This is the point in time when a long press of the button for more than 1 second is detected. In addition, when the player does not perform the button operation, or when the operation is not performed in the instructed operation mode (for example, in the case of “continuous hit”, the operation is performed only three times during the operation reception period, In the case of “long press”, when the user presses only 0.5 seconds within the operation reception period), the reach is achieved at the timing when the operation reception period has passed (after 3 seconds) (FIG. 65). (See (4))) or an effect in which the reach is not established (see (2) in FIG. 65). Therefore, the player can display the result of whether or not the reach is established before the timing when the operation reception period elapses by performing the button operation. That is, by causing the player to perform a button operation, it is possible to feel a game participation feeling that the result is displayed by his / her own operation.
  In the first example of the fourth embodiment, when the development effect is executed, the development effect is executed in association with the operation mode instructed by the button operation instruction effect. Hereinafter, the correspondence between the development effect and the operation mode when the development effect is executed will be described with reference to FIG.
  As shown in (1) of FIG. 66, when the operation mode instructed by the button operation instruction effect is “one shot” push, when the player performs the button operation in the operation mode, the reach eye establishment effect is executed. Then, the development effect that develops into the reach effect X is executed. That is, when such an effect is executed, the effect pattern A1 is selected from the effect patterns shown in FIG.
  In addition, as shown in (2) of FIG. 66, when the operation mode instructed by the button operation instruction effect is “continuous hit” pressing, when the player performs a button operation in the operation mode, the reach eye establishment effect is obtained. After being executed, the development effect that develops into the reach effect Y is executed. That is, when such an effect is executed, the effect pattern A2 is selected from the effect patterns shown in FIG.
  In addition, as shown in (3) of FIG. 66, when the operation mode instructed by the button operation instruction effect is “long press”, when the player performs a button operation in the operation mode, a reach eye establishment effect is obtained. After being executed, the development effect that develops into the reach effect Z is executed. That is, when such an effect is executed, the effect pattern A3 is selected from the effect patterns shown in FIG.
  In this way, in the first example of the fourth embodiment, the development effect (reach effect) differs depending on the operation mode instructed by the button operation instruction effect. Therefore, the button operation instruction effect in the first example of the fourth embodiment not only functions as an effect that expects the reach state (reach eye) to be established, but also the subsequent effect that develops when the reach state is established ( It functions as an effect that expects the type of development effect). Since the type of the development effect is associated with the reliability, for example, if the reach effect of the reach effect Z is the highest, the button operation with a long press is instructed after the reach effect is executed. When the button operation instruction effect is executed, the player expects the development to the most reliable effect (hot effect) and the reach state is established (that is, the button operation instruction effect indicates The button operation instruction effect (that is, the button operation) can be enjoyed in the hope that the button operation will be successful in this mode. That is, according to the first example of the fourth embodiment, the button operation instruction effect causes the player to expect that the reach state is established, and at the same time, a plurality of button operation operation modes instructed by the button operation instruction effect. By increasing the number of button operations of the player, the player can expect the development destination before the reach state is established by suggesting the development destination when each operation mode is reached. be able to. Therefore, according to the first example of the fourth embodiment, it is possible to execute a more innovative effect that attracts the player's interest using the button operation instruction effect.
[Modification of First Example of Fourth Embodiment]
In the first example of the fourth embodiment described above, of the three decorative symbols, two decorative symbols are temporarily stopped and displayed with specific symbols (reach eyes) (that is, reach eyes are established). The case where the button operation instruction effect is executed as an effect that expects the above has been described. However, even if a button operation instruction effect is executed as an effect that expects that three decorative symbols are temporarily stopped and displayed with a specific symbol (chance eye different from the hit) (that is, the chance eye is established) Good. Hereinafter, the button operation instruction effect that expects the establishment of the chance eye will be specifically described with reference to FIG.
  In the example shown in FIG. 67, the numerical symbol “1” (hereinafter referred to as the first chance eye) is temporarily stopped and displayed as the left decorative symbol DIL, and the numerical symbol “3” (hereinafter referred to as the second chance eye) is displayed as the right decorative symbol DIR. ) Is temporarily stopped and the numerical symbol “2” (hereinafter referred to as the third chance) is temporarily stopped and displayed as the medium decoration symbol DIC, and the chance is established, and the development effect is developed. First, as shown in (1) of FIG. 67, the first chance is temporarily stopped and displayed as the left decorative symbol DIL, and then the second chance is temporarily stopped and displayed as the right decorative symbol DIR. Next, as shown in (2) of FIG. 67, the fluctuating speed of the medium decorative symbol DIC that has been variably displayed slows down, and the third chance is temporarily displayed (that is, the chance is established). A chance-satisfaction production is executed that the player expects. Then, as shown in (3) of FIG. 67, at the timing at which the variably displayed medium decoration symbol DIC is likely to be temporarily stopped at the third chance (actually, the timing is not temporarily stopped), As an effect that expects a chance to be established, a button operation instruction effect that prompts the player to operate the effect button 37 in a specific operation mode is executed. Further, the subsequent effects (development effects) that develop when the chance eyes are satisfied differ depending on the operation mode of the button operation instructed by the button operation instruction effects that expect the chance eyes to be satisfied. Therefore, the button operation instruction effect functions not only as an effect that expects the establishment of a chance eye, but also as an effect that suggests the type of subsequent effect (development effect) that develops when the chance eye is established. As described above, the button operation instruction effect is not limited to an effect used to expect that a part of the decorative symbol is stopped and displayed in a manner that matches a specific symbol pattern (for example, reach eyes). Is used as an effect that is expected to be stopped and displayed in a manner that matches a specific symbol pattern (for example, a chance eye), and has different development destinations depending on the operation mode of the button operation indicated by the button operation instruction effect. It is also possible to execute an effect that develops.
  In the first example of the fourth embodiment described above, the case where there are three decorative symbols has been described, but the number may not necessarily be three. Specifically, in the case where at least some of the decorative symbols out of the plurality of decorative symbols are stopped and displayed in a specific design pattern and the subsequent development develops, the above-mentioned partial decorative design is the specific design pattern. The button operation instruction effect may be executed in order to expect to be stopped and displayed, and may be developed into different development destinations depending on the operation mode instructed by the button operation instruction effect.
  Further, in the first example of the fourth embodiment described above, the operation mode instructed by the button operation instruction effect and the type of the development effect are associated with each other one by one (see FIG. 64). It does not have to be associated with one-to-one. For example, when the operation mode is “long press”, the reach effect X, the reach effect Y, and the reach effect Z may be associated with each other as the development effect. More specifically, it develops into a reach effect X, an effect pattern A4 in which a button operation instruction effect that prompts “long press” is executed as a button operation mode, and a reach effect Y, and a button operation mode as “long” An effect pattern A5 in which a button operation instruction effect prompting “press” is executed may be further prepared. In this case, when the button operation instruction effect instructing “long press” is executed as the button operation mode, the effect based on any of the effect patterns A3, A4, and A5 is executed, and which is executed. Depending on the development destination will be different. In this way, when the button operation mode is a specific mode (in the above example, “long press”), it is possible to make an association that the button operation mode develops to one of a plurality of development destinations. It is possible to make the button operation instruction effect more interesting.
  In the first example of the fourth embodiment described above, if an appropriate button operation is not performed according to the instructed operation mode after the button operation instruction effect is executed, the operation reception period elapses. It is assumed that the same effect is performed as when an appropriate button operation is performed. However, when an appropriate button operation is not performed, another effect (for example, an effect with low reliability) may be executed. That is, each effect pattern develops to an effect associated with the button operation mode when there is a button operation, and when there is no button operation, each effect pattern is a predetermined pattern not associated with the button operation mode. An effect pattern that develops into an effect (that is, an effect that can be branched) may be used.
  Further, in the first example of the fourth embodiment described above, a case has been described in which an effect using decorative symbols is executed in a notification effect that does not include a pre-reading notice effect. However, the present invention may be applied to a notification effect including a prefetch notice effect. For example, when performing an effect using a decorative symbol based on a pre-reading notice, the reliability based on the pre-reading result in the effect using the decorative symbol for the variation display of the special symbol that is currently variably displayed (the variation) Accordingly, the operation instruction mode of the button operation instruction effect may be varied.
[Second Example of Fourth Embodiment]
Next, a second example of the fourth embodiment will be described with reference to FIGS. In the second example of the fourth embodiment, a plurality of character suggestion effects are prepared as suggestion effects to expect a reach effect to be executed, and the reach effects are not actually executed. Although it is also executed at the time (so-called “gase”), the reliability of the reach effect and the reliability of the reach effect when it is performed are suggested depending on which suggestion effect is executed. First, an effect control process by the effect control unit 400 in the second example of the fourth embodiment will be described.
[Production control processing by production control unit]
The effect control process in the second example of the fourth embodiment differs from the effect control process in the first example of the fourth embodiment described with reference to FIG. 60 in the process of step Sw110. Therefore, the process of step Sw110 will be described with reference to FIG. 68, and description of other processes will be omitted.
  First, in step Sx120 of FIG. 68, the CPU 401 sets the conditions of the setting information acquired in step Sw107 (a condition whether or not a big hit, a condition of notification effect execution time, a condition of whether or not to execute reach effect, etc.). An effect pattern to be executed by lottery or the like is determined from a large number of effect patterns of notification effects to be satisfied. By this process, for example, an effect pattern including a reach-making effect is determined from a plurality of effect patterns. Note that there are a plurality of effect patterns including this reach production effect, and one effect pattern is determined at a predetermined lottery ratio. Details thereof will be described later with reference to FIG. Thereafter, the process proceeds to step Sx121.
  In step Sx121, the CPU 401 determines whether or not the effect of the effect pattern determined in step Sx120 is an effect including a reach-making effect. If the determination in step Sx121 is YES, the process proceeds to step Sx122. If the determination is NO, the process proceeds to step Sx127.
  In step Sx122, the CPU 401 instructs the image sound control unit 500 and the like to execute reach reach effects and character suggestion effects. Specifically, as shown in FIG. 70 to be described later, the CPU 401 displays that the left decorative symbol DIL and the right decorative symbol DIR that are variably displayed are temporarily stopped and displayed with the same numerical symbol (for example, “1”). A display effect of a decorative pattern (reaching effect) that expects (so-called reach eyes to be established) is executed by instructing the image sound control unit 500 or the like. At this time, the CPU 401 displays the character suggestion effect in which the character P or the character Q appears as the suggestion effect that expects the reach eye to be established (that is, develops into a reach effect), etc. Instruct and execute. Details of this character suggestion effect will be described later with reference to FIG. Thereafter, the process proceeds to step Sx123.
  In step Sx123, the CPU 401 determines whether or not the effect pattern including the reach production effect determined in step Sx120 is an effect pattern including the development effect. The development effect is an effect (for example, an SP reach effect or an SPSP reach effect) that a player expects to win a special symbol lottery (a big hit). Production is prepared. If the determination in step Sx123 is YES, the process proceeds to step Sx124. If the determination is NO, the process proceeds to step Sx126.
  In step Sx124, the CPU 401 instructs the image sound control unit 500 or the like to execute an effect of temporarily stopping the decorative design with reach eyes (reach eye establishment effect). Specifically, as shown in FIG. 70 described later, the CPU 401 temporarily displays, for example, a numerical symbol “1” as the left decorative symbol DIL, and temporarily stops the same numerical symbol “1” as the right decorative symbol DIR. An effect to be displayed (reach eye establishment effect) is executed by instructing the image sound control unit 500 or the like. Thereafter, the process proceeds to step Sx125.
  In step Sx125, the CPU 401 instructs the image sound control unit 500 or the like to perform the development effect and executes it. Specifically, the CPU 401 instructs the image sound control unit 500 or the like to execute the development effect associated with the effect pattern determined in step Sx120. Thereafter, the process proceeds to step Sx126.
  In step Sx126, the CPU 401 instructs the image sound control unit 500 or the like to execute an effect of notifying the determination result based on the decorative design. Specifically, when the process of step Sx126 is executed in the case of NO in step Sx123, the CPU 401 does not establish the reach eye as a decorative symbol, but loses eyes (for example, “1”, “4”, “6”). ”) Is executed by instructing the image sound control unit 500 or the like to execute the process. When YES in step Sx123, the process of step Sx126 is executed. In the case of a big hit, the decorative symbol is stopped and displayed as a decorative symbol (for example, “1”, “1”, “1”). 2 ”“ 1 ”), the effect to stop display is instructed to the image sound control unit 500 or the like and executed. And the process of step Sw110 is complete | finished.
  On the other hand, in step Sx127, the CPU 401 instructs the image sound control unit 500 or the like to execute an effect of an effect pattern that does not include the reach-making effect determined in step Sx120. And the process of step Sw110 is complete | finished. In addition, in the production of the production pattern that does not include the reach production effect, for example, the production that develops into the reach production is included. For this reason, a reach production effect may be developed without being executed.
[Characteristic operation]
Next, the characteristic operation according to the second example of the fourth embodiment described above using the flowchart will be specifically described with reference to FIGS. 69 to 71. FIG. 69 is a diagram for explaining an example of an effect pattern including a reach production effect, and FIGS. 70 and 71 are diagrams for explaining details of the reach production effect.
  In the gaming machine 1, an effect pattern for performing an effect in the image display unit 6 in accordance with the variation display of the special symbol is prepared in advance for each variation time of the special symbol. In the second example of the fourth embodiment, as shown in FIG. 69, a plurality of effect patterns including reach reach effects are prepared as part of the effect patterns. Then, according to the special symbol variation time determined from the variation time table set described with reference to FIG. 11 or the like, first, any one of the production pattern including the reach production effect and the production pattern not including the reach production effect is predetermined. When the effect pattern including the reach-rearing effect is determined based on the lottery ratio, one effect pattern is determined from among the effect patterns including the reach reach effect shown in FIG. In FIG. 69, as an example, in the normal gaming state, in the variation time table set HT1 shown in FIG. 11, “60 seconds” in the variation time table for reach and “12 seconds” in the variation time table for reach and lose. Of the production patterns corresponding to the fluctuation time, production patterns including reach production effects are extracted and shown.
  As shown in FIG. 69, the production pattern including the reach production effect is associated with at least the symbol variation time, the character suggesting effect type, and the presence / absence of the development effect. Here, the type of the character suggestion effect is information indicating which of a plurality of character suggestion effects executed at the time of the reach hit effect is executed, and in the second example of the fourth embodiment, the character Two suggestion effects (an suggestion effect in which the character P appears and an suggestion effect in which the character Q appears) are prepared as the suggestion effects. Further, the presence / absence / type of the development effect is information indicating whether or not the development effect (reach effect) is executed and, if executed, which reach effect is executed. A plurality of them are prepared, and each is associated with the reliability of winning the special symbol lottery. In the second example of the fourth embodiment, two reach effects (reach effect M and reach effect N) are prepared as development effects, and reach effect N is more reliable than reach effect M. The degree is assumed to be high.
  Specifically, the effect pattern MP has a variation time of “60 seconds”, and the character suggestion effect in which the character P appears is executed at the time of reaching the reach, and the reach effect M with low reliability is executed. It is a production pattern. The effect pattern MQ is an effect pattern in which the fluctuation suggestion time is “60 seconds”, and the character suggestion effect in which the character Q appears is executed in the reach production effect, and the reach effect M with low reliability is executed. The effect pattern NP has a variation time of “60 seconds”, and a character suggestion effect in which the character P appears is executed in the reach-making effect, and the reach effect N with high reliability is executed. The effect pattern NQ has a variation time of “60 seconds”, and a character suggestion effect in which the character Q appears is executed in the reach-making effect, and the reach effect N with high reliability is executed. On the other hand, the production pattern GP has a variation time of “12 seconds” and is a production pattern in which the character suggestion production in which the character P appears is executed in the reach production production, but the development production is not executed. This is an effect pattern in which the character suggestion effect in which the character Q appears is executed but the development effect is not executed when the reach time is “12 seconds”.
  Next, the lottery ratio of production patterns including reach production will be described. When the variation time is “60 seconds” and the production pattern including the reach production effect is determined, the production pattern MP is decided with a lottery ratio of 40%, and the production pattern MQ is decided with a lottery ratio of 10%. The effect pattern NP is determined with a lottery ratio of 10%, and the effect pattern NQ is determined with a lottery ratio of 40%. Therefore, when the effect pattern MP in which the same reach effect M is executed and the effect pattern MQ are compared, the effect pattern MP is more easily determined than the effect pattern MQ. That is, when the reach effect M with low reliability is executed as the development effect, there is a high probability that the suggest effect where the character P appears is executed as the character suggestion effect. On the other hand, when the effect pattern NP in which the same reach effect N is executed and the effect pattern NQ are compared, the effect pattern NQ is more easily determined than the effect pattern NP. That is, when the reach effect N with high reliability is executed as the development effect, there is a high probability that the suggest effect where the character Q appears is executed as the character suggestion effect. In other words, when the suggestion effect in which the character P appears is executed, the probability that the reach effect M is executed is high (that is, the effect pattern MP is more easily determined than the effect pattern NP), and the character When the suggestion effect in which Q appears is executed, the probability that the reach effect N is executed is high (that is, the effect pattern NQ is more easily determined than the effect pattern MQ). Therefore, it can be said that the suggestion effect in which the character Q appears is an effect that is expected to develop into a reach effect with higher reliability than the suggestion effect in which the character P appears.
  On the other hand, when the variation time is “12 seconds” and the production pattern including the reach production effect is determined, the production pattern GP is decided with the lottery rate of 80%, and the production pattern GQ is the lottery rate of 20%. It is determined. Therefore, when the development effect (reach effect) is not executed (so-called “gase”), there is a high probability that the suggestion effect in which the character P appears is executed as the character suggestion effect. In other words, at the time of ganging, a character suggestion effect that is expected to develop into a reach effect with low reliability is easily executed.
  Next, a characteristic effect that is executed when an effect pattern including the reach effect shown in FIG. 69 is selected will be described with reference to FIGS. 70 and 71.
  In the example shown in FIGS. 70 and 71, three decorative symbols DI (DIL, DIC, DIR) are displayed on the image display unit 6, and each decorative symbol DI is variably displayed according to the variation display of the special symbol. The Specifically, first, the left decorative design DIL is displayed in a variable manner and then temporarily stopped, then the right decorative design DIR is displayed in a variable manner and then temporarily stopped. Finally, the middle decorative design DIC is temporarily stopped. , All the decorative symbols DI are completely stopped and displayed. As a result, the winning result (hit or lose) is notified. The temporary stop means that the player can recognize that the variation of the decorative symbol DI has stopped, and is not completely stopped. For example, in a state in which the decoration symbol DI slightly fluctuates up and down. Is displayed. This indicates that the special symbol is still changing. 70 and 71, the decorative symbol DI that is changing or temporarily stopped is displayed with a dotted line, and the decorative symbol DI that is completely stopped (mainly stopped) is displayed with a solid line. Further, in the second example of the fourth embodiment, among the three decorative symbols, the left decorative symbol DIL and the right decorative symbol DIR are temporarily stopped and displayed with a specific numerical symbol (reach eyes; for example, “1”). (Ie, reach reach is established), it develops into a development effect (reach effect).
  First, an example in which a suggestion effect in which the character P appears as a character suggestion effect will be described with reference to FIG. First, as shown in (1) of FIG. 70, after the left decorative symbol DIL is temporarily stopped and displayed, the right decorative symbol DIR is temporarily stopped and displayed with the same numerical symbol (for example, “1”) as the left decorative symbol DIL. A reach squeezing effect is executed that states that a reach eye is established. At this time, a character suggestion effect is executed. Specifically, when it is assumed that the reach eye is established, the character suggestion effect that the character P supports the support bar by regarding the reach line generated between the left decorative design DIL and the right decorative design DIR as a support stick. Executed. When the character P succeeds in supporting the support bar, the reach line is established and the reach production is developed. On the other hand, when the character P fails to support the support bar (for example, the support bar breaks), the reach line is achieved. Will not be established and will not develop into reach production. In this way, the character suggestion effect is executed at the time of the reach production effect, and functions as an effect that suggests whether or not the reach eye is established (that is, whether or not the subsequent reach effect is developed).
  In the character suggestion effect shown in (1) of FIG. 70, when the character P fails to support the support bar, as shown in (2) of FIG. 70, the numerical symbol “1” is temporarily stopped as the right decorative symbol DIR. As a result of notifying that the reach is not established (ie, the reach is not established) and the reach is not established, as shown in (3) of FIG. 70, for example, three decorative symbols DI are lost. Lost effect is performed that stops at the eyes. That is, when such an effect is executed, for example, the effect pattern GP is selected from the effect patterns shown in FIG.
  On the other hand, in the character suggestion effect shown in (1) of FIG. 70, when the character P succeeds in supporting the support bar, as shown in (4) of FIG. 70, the numeric symbol “1” is displayed as the right decorative symbol DIR. A temporary stop display is made (that is, the reach eye is established), and a result effect that informs that the reach eye is established is executed, and then, as shown in (5) of FIG. 70, the reach effect M is developed, or As shown in (6) of FIG. In the case of development to reach production M, for example, the production pattern MP has been selected from the production patterns shown in FIG. 69. In the case of development to reach production N, of the production patterns shown in FIG. For example, the effect pattern NP is selected. Therefore, as shown in (4) of FIG. 70, when the character P appears and a reach is established, the probability of developing to reach effect M is higher than the probability of developing to reach effect N.
  Next, an example in which a suggestion effect in which the character Q appears as a character suggestion effect is executed will be described with reference to FIG. First, as shown in (1) of FIG. 71, the left decorative symbol DIL is temporarily stopped and displayed, and then the right decorative symbol DIR is temporarily stopped and displayed with the same numerical symbol (for example, “1”) as the left decorative symbol DIL. A reach squeezing effect is executed that states that a reach eye is established. At this time, the character suggestion effect is executed, but the suggestion effect in which the character Q appears is the same as the suggestion effect in which the character P appears, and is generated between the left decorative symbol DIL and the right decorative symbol DIR. The character suggestion effect that the character Q is supported by the character Q is executed with the reach line to be regarded as a support rod.
  In the character suggestion effect shown in (1) of FIG. 71, if the character Q fails to support the support bar, as shown in (2) of FIG. 71, the numerical symbol “1” is temporarily stopped as the right decorative symbol DIR. As a result of notifying that the reach eye has not been established (that is, the reach eye has not been established) and the reach eye has not been established, for example, as shown in (3) of FIG. Lost effect is performed that stops at the eyes. That is, when such an effect is executed, for example, the effect pattern GQ is selected from the effect patterns shown in FIG.
  On the other hand, in the character suggestion effect shown in (1) of FIG. 71, if the character Q succeeds in supporting the support bar, as shown in (4) of FIG. A temporary stop display is made (that is, the reach eye is established), and a result effect that informs that the reach eye is established is executed, and then, as shown in (5) of FIG. As shown in (6) of FIG. In the case of development to reach production N, for example, the production pattern NQ is selected from the production patterns shown in FIG. 69. In the case of development to reach production M, of the production patterns shown in FIG. For example, the production pattern MQ is selected. Therefore, when the character P appears and a reach is established (see (4) in FIG. 71), the probability of developing to reach effect N is higher than the probability of developing to reach effect M.
  As described above, the character suggestion effect in which the character P appears and the character suggestion effect in which the character Q appears have been described with reference to FIG. 70 and FIG. 71. The character suggestion effect in which the character P appears is more likely to be determined at the time of the character than the character suggestion effect in which the character Q appears (the lottery ratio of the effect pattern GP is 80%). For this reason, when the character P appears, there is a high possibility that the reach will not be established, and when the reach is established, there is a high possibility that the reach production M will be developed with low reliability (see FIG. 70). Therefore, the character suggestion effect in which the character P appears has a low degree of reliability in which reach eyes are established (that is, develops into a reach effect), and even if it develops, it is highly likely that the character suggestion effect will develop into a reach effect with low reliability It can be said that this is a suggestion. On the other hand, the character suggestion effect in which the character Q appears is less likely to be determined at the time of the character suggestion than the character suggestion effect in which the character P appears (the lottery ratio of the effect pattern GQ is 20%). For this reason, when the character Q appears, the reach is likely to be established, and when the reach is established, there is a high possibility that the reach production N is highly reliable (see FIG. 71). Therefore, the character suggestion effect in which the character Q appears has a high degree of reliability that a reach eye is established (that is, develops into a reach effect), and if it develops, the character suggestion effect is likely to develop into a highly reliable reach effect. It can be said that this is a production that suggests.
  As described above, according to the second example of the fourth embodiment, the character suggesting effect not only functions as an effect that expects the reach state (reach eyes) to be established, but also when the reach state is established. It functions as an effect that suggests the reliability of the subsequent effect (reach effect) that develops. Therefore, the player expects the reach state to be established before the reach state is established by the character appearing when the reach-making effect is executed, and at the same time, expects the reliability of the development destination. Can be made. Therefore, according to the second example of the fourth embodiment, it is possible to execute a more novel effect that attracts the player's interest using the character suggestion effect.
[Modification of Second Example of Fourth Embodiment]
In the second example of the fourth embodiment described above, two decorative symbols out of three decorative symbols are temporarily stopped and displayed with specific symbols (reach eyes) (that is, reach eyes are established). The case where the character suggestion effect is executed as an effect that expects the above has been described. However, a character suggestion effect may be executed as an effect that expects that the three decorative symbols are temporarily stopped and displayed with a specific symbol (an opportunity chance different from the hit) (that is, the chance eye is established). . In this case, when the character P appears, it is unlikely that the chance eye will be established. When the chance eye is established, the character P is likely to develop into a chance eye development effect with low reliability. When the event appears, there is a high possibility that a chance eye will be established, and when the chance eye is established, there is a high possibility that it will develop into a highly reliable chance eye development effect.
  Further, in the second example of the fourth embodiment described above, a plurality of character suggesting effects have been described as an example as an effect that expects a reach to be established (that is, to develop a reach effect). A plurality of operation instruction effects described in the first example of the fourth embodiment may be used. In this case, for example, when a button operation instruction effect that prompts the user to press “one shot” is executed, there is a high possibility that the reach eye will not be established. When a button operation instruction effect that promotes “long press” is executed, it is highly likely that a reach will be established, and if a reach is established, the reliability The possibility of developing into a high reach production should be high.
  In the second example of the fourth embodiment described above, two reach effects have been described as examples of reach effects with different reliability levels. However, it may have three or more reach effects, and similarly, Three or more character suggesting effects may be provided.
  In the second example of the fourth embodiment described above, the case where there are three decorative symbols has been described. However, the number may not be necessarily three. Specifically, in the case where at least some of the decorative symbols out of the plurality of decorative symbols are stopped and displayed in a specific design pattern and the subsequent development develops, the above-mentioned partial decorative design is the specific design pattern. In order to expect the display to stop, the character suggestion effect may be executed and developed to different development destinations depending on the type of the character.
  In the second example of the fourth embodiment described above, the case where the character suggestion effect is executed in the notification effect that does not include the prefetch notice effect has been described. However, the present invention may be applied to a notification effect including a prefetch notice effect. For example, in the case of performing a character suggestion effect based on a pre-reading notice, a character corresponding to the reliability based on the pre-read result appears in the effect for the variation display (the variation) of the special symbol that is currently variably displayed. The prefetch result may be suggested by a success or failure effect by the character.
[Third Example of Fourth Embodiment]
Next, a third example of the fourth embodiment will be described with reference to FIG. In the third example of the fourth embodiment, a plurality of character suggestion effects are prepared as suggestion effects that expect a reach effect to be executed, and the reach effects are not actually executed. Although it is also executed at the time (so-called “gase”), the type of reach effect corresponding to the type of jackpot is suggested depending on which suggestion effect is executed. The effect control process of the effect control unit 400 in the third example of the fourth embodiment is the same as the effect control process by the effect control unit 400 in the second example of the fourth embodiment, and refer to FIG. The production patterns including the reach-making production described above are different. Therefore, with reference to FIG. 72, an effect pattern including a reach-making effect in the third example of the fourth embodiment will be described.
  As described above, in the gaming machine 1, an effect pattern for providing an effect in the image display unit 6 in accordance with the change display of the special symbol is prepared in advance for each change time of the special symbol. In the third example of the fourth embodiment, as shown in FIG. 72, a plurality of effect patterns including reach reach effects are prepared as part of the effect patterns. Then, according to the special symbol variation time determined from the variation time table set described with reference to FIG. 11 or the like, first, any one of the production pattern including the reach production effect and the production pattern not including the reach production effect is predetermined. When an effect pattern including a reach-making effect is determined based on the lottery ratio, one effect pattern is further determined from the effect patterns including a plurality of reach-making effects shown in FIG. 72, as an example, in the normal gaming state, in the variation time table set HT1 shown in FIG. 11, “60 seconds” in the variation time table for reach with loss and “12 seconds” in the variation time table for reach with loss. Of the production patterns corresponding to the fluctuation time, production patterns including reach production effects are extracted and shown.
  As shown in FIG. 72, the production pattern including the reach production effect is associated with at least the symbol variation time, the type of the character suggestion production, and the presence / absence / type of the development production. In the third example of the fourth embodiment, as in the second example of the fourth embodiment, two character suggestion effects (a suggestion effect in which the character P appears and a suggestion in which the character Q appears) Production). In addition, there are multiple development effects, each suggesting the type of jackpot in the case of jackpot. Specifically, in the third example of the fourth embodiment, two reach effects (reach effect RA and reach effect RB) are prepared as development effects, and the reach effect RA is determined by the reach effect. A big hit suggests that the big hit A (see FIG. 5) is won, and the reach effect RB indicates that if the big hit is made by the reach effect, the big hit B (see FIG. 5) is won. Therefore, it can be said that the reach effect RA is a reach effect that suggests that the degree of profit in the case of a big hit is higher than the reach effect RB (for example, the total number of winning prize balls is large).
  Specifically, the production pattern BP has a variation time of “60 seconds”, and the character suggestion production in which the character P appears is executed at the time of reach production, so that the big hit B with a low profit level is won. This is an effect pattern in which the expected reach effect RB is executed. The effect pattern BQ has a variation time of “60 seconds”, and at the time of reach production, the character suggestion effect in which the character Q appears is executed, and the reach effect RB is expected to win the jackpot B with a low profit level. Is an effect pattern to be executed. The effect pattern AP has a variation time of “60 seconds”, and at the time of the reach production, the character suggestion effect in which the character P appears is executed, and the reach effect RA that expects to win the jackpot A with a high profit level. Is an effect pattern to be executed. The effect pattern AQ has a variation time of “60 seconds”, and at the time of reach production, the character suggestion effect in which the character Q appears is executed, and the reach effect RA that expects to win the jackpot A with a high degree of profit. Is an effect pattern to be executed. On the other hand, the effect patterns GP and GQ are the same as the effect patterns described in the second example of the fourth embodiment.
  Next, the lottery ratio of production patterns including reach production will be described. When the variation time is “60 seconds”, when the production pattern including the reach production effect is determined, the production pattern BP is decided with a lottery ratio of 40%, and the production pattern BQ is decided with a lottery ratio of 10%. The effect pattern AP is determined with a lottery ratio of 10%, and the effect pattern AQ is determined with a lottery ratio of 40%. Therefore, when the effect pattern BP in which the same reach effect RB is executed and the effect pattern BQ are compared, the effect pattern BP is more easily determined than the effect pattern BQ. That is, when the reach effect RB that is expected to win the jackpot B with a low profit level is executed as the development effect, the probability that the suggestion effect in which the character P appears as the character suggestion effect is high. On the other hand, when the effect pattern AP in which the same reach effect RA is executed and the effect pattern AQ are compared, the effect pattern AQ is more easily determined than the effect pattern AP. In other words, when the reach effect RA that is expected to win the jackpot A with a high profit level is executed as the development effect, there is a high probability that the suggestion effect in which the character Q appears is executed as the character suggestion effect. In other words, when the suggestion effect in which the character P appears is executed, the probability that the reach effect RB is executed is high (that is, the effect pattern BP is more easily determined than the effect pattern AP), and the character When the suggestive effect in which Q appears is executed, the probability that the reach effect RA is executed is high (that is, the effect pattern AQ is more easily determined than the effect pattern BQ). Therefore, it can be said that the suggestion effect in which the character Q appears is an effect that is expected to develop into a reach effect that has a higher degree of profit in the case of a big hit than the suggestion effect in which the character P appears.
  On the other hand, when the variation time is “12 seconds” and the production pattern including the reach production effect is determined, the production pattern GP is decided with the lottery rate of 80%, and the production pattern GQ is the lottery rate of 20%. It is determined. Therefore, when the development effect (reach effect) is not executed (so-called “gase”), there is a high probability that the suggestion effect in which the character P appears is executed as the character suggestion effect. That is, at the time of a gang, it is easy to execute a character suggesting effect that is expected to develop into a reach effect with a low profit level in the case of a big hit.
  The effect executed when the effect pattern including the reach-making effect shown in FIG. 72 is selected in the effect described with reference to FIGS. 70 and 71 in the second example of the fourth embodiment. It is assumed that the reach effect RB is executed instead of the effect M, the reach effect RA is executed instead of the reach effect N, and the effect patterns MP, NP, NQ, and MQ in FIGS. The pattern BP, AP, AQ, and BQ shall be read and the description thereof is omitted.
  Like the case described in the second example of the fourth embodiment, the character suggestion effect in which the character P appears is more likely to be determined at the time of the character suggestion than the character suggestion effect in which the character Q appears (effect pattern (GP draw ratio is 80%). For this reason, when the character P appears, there is a high possibility that the reach will not be established, and when the reach is established, there is a high possibility that the reach effect RB with a low profit level in the case of a big hit will be developed. Therefore, the character suggestion effect in which the character P appears has a low reliability in which reach eyes are established (that is, develops into a reach effect), and even if it develops, there is a possibility that it will develop into a reach effect with a low profit level in the case of a big hit It can be said that this is a production that suggests that the price is high. On the other hand, the character suggestion effect in which the character Q appears is less likely to be determined at the time of the character suggestion than the character suggestion effect in which the character P appears (the lottery ratio of the effect pattern GQ is 20%). For this reason, when the character Q appears, there is a high possibility that a reach will be established, and when a reach is established, there is a high possibility that it will develop into a reach effect RA with a high degree of profit in the case of a big hit. Therefore, the character suggestion effect in which the character Q appears can be developed into a reach effect with a high degree of profit when a reach is established (ie, it develops into a reach effect), and when it develops, the profit degree when a big hit is reached. It can be said that this is a production suggesting that the nature is high.
  As described above, according to the third example of the fourth embodiment, the character suggestion effect not only functions as an effect that expects the reach state (reach eyes) to be established, but also when the reach state is established. By suggesting the type of reach production that develops, it functions as a production that also suggests the degree of profit in the case of a big hit. Therefore, the player can expect the reach state to be established before the reach state is established by the character appearing when the reach hit effect is executed, and at the same time, the profit level (big hit) Type). Therefore, according to the third example of the fourth embodiment, it is possible to execute a more novel effect that attracts the player's interest using the character suggestion effect.
[Modification of Third Example of Fourth Embodiment]
In the third example of the fourth embodiment, as an example of the reach effect that suggests the degree of profit, the reach effect (the reach effect RA and the reach effect RB) that suggests the total number of winning balls that are acquired when a big win is described. did. In other words, as an example of the degree of profit suggested by the reach production, the total number of winning balls won in the case of a big hit has been described as an example. However, the type of profit level suggested by reach production is not limited to this. For example, in the case of a big hit, it may be the number of time-short states controlled after the big hit (so-called short-time number of times). In this case, it may be the type of gaming state (low or high probability state) that is controlled after the big hit.
  In the third example of the fourth embodiment described above, the character suggestion effect suggests a type of reach effect that suggests a different profit degree, and as a result, the profit degree when the character suggestion effect is a big hit. Was suggested. However, the character suggestion effect may indicate the degree of profit in the case of a big hit directly. For example, when the character suggestion effect is executed during the reach effect for informing whether or not the game is a big hit (that is, the character P or Q appears), depending on which character suggestion effect is executed, The degree of profit may be suggested. In this case, the character suggestion effect functions as an effect suggesting the degree of profit in the case of a big hit.
  Further, in the third example of the fourth embodiment described above, an example is described in which an effect pattern including a reach-reaching effect at the time of a loss is selected, but an effect pattern including a reach-earning effect at the time of a big hit is as follows. It may be a lottery. Specifically, in the case of a big hit A, for example, when the variation time “60 seconds” is determined, either the production pattern AQ or AP is drawn, and the lottery probability of the production pattern AQ is greater than that of the production pattern AP. If the variation time “60 seconds” is determined, for example, when the big hit is B, either the production pattern BP or BQ is drawn, and the lottery probability is greater for the production pattern BP. What is necessary is just to have a higher probability than the production pattern BQ. In this way, the reach effect RA suggesting the big hit A is not executed at the big hit B, and the reach effect RB suggesting the big hit B is not executed at the big hit A. Further, when the big hit A, the effect pattern AQ is easy to select, so the character Q is likely to appear. When the big hit B, the effect pattern BP is easy to be selected, so the character P is likely to appear. For this reason, as in the case of losing, the suggestive effect in which the character Q appears can be said to be an effect that is expected to develop into a reach effect that has a higher profit level in the case of a big hit than the suggested effect in which the character P appears.
  In the third example of the fourth embodiment described above, two decorative symbols out of three decorative symbols are temporarily stopped and displayed with specific symbols (reach eyes) (that is, reach eyes are established). The case where the character suggestion effect is executed as an effect that expects the above has been described. However, a character suggestion effect may be executed as an effect that expects that the three decorative symbols are temporarily stopped and displayed with a specific symbol (an opportunity chance different from the hit) (that is, the chance eye is established). . In this case, when the character P appears, there is a low possibility that the chance eye will be established, and when the chance eye is established, there is a possibility that it will develop into a chance eye development effect with a low profit level in the case of a big hit. If the character Q appears, chances are likely to be established, and if the chance is established, there is a high possibility that it will develop into a chance development effect with a high degree of profit in the case of a big hit.
  Further, in the third example of the fourth embodiment described above, a plurality of character suggesting effects have been described as an example as an effect that expects a reach to be established (that is, to develop a reach effect). A plurality of operation instruction effects described in the first example of the fourth embodiment may be used. In this case, for example, when a button operation instruction effect that prompts the user to press “one shot” is executed, there is a high possibility that the reach eye will not be established. When a button operation instruction effect that promotes “long press” is executed, it is highly likely that a reach will be established, and if a reach is established May have a high possibility of developing into a reach production with a high degree of profit in the case of a big hit.
  Further, in the third example of the fourth embodiment described above, two reach effects have been described as examples of reach effects that suggest different degrees of profit, but it is also possible to have three or more reach effects, and the same Moreover, it is good also as having three or more character suggestion effects.
  In the third example of the fourth embodiment described above, the case where there are three decorative symbols has been described, but the number is not necessarily three. Specifically, in the case where at least some of the decorative symbols out of the plurality of decorative symbols are stopped and displayed in a specific design pattern and the subsequent development develops, the above-mentioned partial decorative design is the specific design pattern. In order to expect the display to stop, the character suggestion effect may be executed and developed to different development destinations depending on the type of the character.
  In the third example of the fourth embodiment described above, the case where the character suggestion effect is executed in the notification effect that does not include the prefetch notice effect has been described. However, the present invention may be applied to a notification effect including a prefetch notice effect. For example, in the case of performing a character suggestion effect based on a pre-reading notice, a character corresponding to the profit level in the case of a big hit based on the pre-reading result in the effect for the variation display (the variation) of the special symbol that is currently variably displayed. It is good also as what makes it appear and suggests a look-ahead result by the success production or failure production by the said character.
[Fifth Embodiment]
Below, 5th Embodiment is described using FIGS. 73-99. The fifth embodiment is an embodiment in which a dot symbol reel is displayed in addition to the display of the decorative symbol reel for notifying the jackpot lottery result, and an effect pattern or the like of the notification effect is suggested (preliminary notice, prefetching notice).
[First Example of Fifth Embodiment]
Below, the 1st example of 5th Embodiment is demonstrated using FIGS. 73-82. The first example of the fifth embodiment is an example that suggests an effect pattern of notification effect by a combination of stop symbols of a plurality of dot symbol reels (see FIG. 730 and the like).
[Production control processing by production control unit]
FIG. 73 is a flowchart illustrating an example of the effect control process performed by the effect control unit 400. The effect control process performed by the effect control unit 400 will be described below with reference to FIG. The effect control unit 400 repeatedly executes a series of processes shown in FIG. 73 at regular time intervals (for example, 4 milliseconds) during a normal operation except for special cases such as when the power is turned on or when the power is turned off. Note that the processing performed by the effect control unit 400 described based on the flowchart of FIG. 73 is executed based on a program stored in the ROM 402. Moreover, in the following description, the description about the big hit game effect etc. is omitted.
  First, in step Sa101 in FIG. 73, the CPU 401 of the effect control unit 400 determines whether or not a hold increase command (first hold number increase command or second hold number increase command) has been received from the main control unit 100. If the determination in step Sa101 is YES, the process proceeds to step Sa102, and if this determination is NO, the process proceeds to step Sa106.
  In step Sa102, the CPU 401 executes a pending number addition process. Specifically, when the CPU 401 receives the first hold number increase command, the CPU 401 adds 1 to the hold number of the first special symbol lottery stored in the RAM 403, and when it receives the second hold number increase command, the RAM 403 1 is added to the number of reserves for the second special symbol lottery stored in. Further, the CPU 401 extracts pre-determination information included in the hold increase command and stores it in the RAM 403 for each type of hold increase command (first hold increase command or second hold increase command). Thereafter, the process proceeds to step Sa103.
  In step Sa103, the CPU 401 executes a hold display process. Specifically, when the CPU 401 receives the first hold number increase command, the CPU 401 instructs the image sound control unit 500 to display a hold image (not shown) indicating the hold number of the first special symbol lottery on the image display unit 6. Increase display by one. Similarly, when the CPU 401 receives the second hold number increase command, the CPU 401 instructs the image sound control unit 500 to display the hold image indicating the hold number of the second special symbol lottery on the image display unit 6 by one. As described above, this pending increase command includes pre-determination information indicating the result of the special symbol lottery. Accordingly, in step Sa103, the CPU 401 executes, based on the prior determination information, for example, a prefetch hold notice effect that changes the manner of hold display so as to suggest the expected degree (reliability) of the winning for the special symbol lottery. Also good. Thereafter, the process proceeds to step Sa104.
  In step Sa104, the CPU 401 determines whether or not to execute a prefetch notice effect. Here, the pre-reading notice effect is an effect that suggests (expects) the possibility of a big hit being notified in a notification effect that is executed after the notification effect. For example, when the CPU 401 determines whether or not the number of special symbol lotteries held in the RAM 403 is 1 or more and determines that the number is 1 or more, the CPU 401 stores the number in the RAM 403 in the latest step Sa102. Based on the prior determination information, it is determined whether or not to perform the prefetch notice effect. If the determination in step Sa104 is YES, the process proceeds to step Sa105, and if this determination is NO, the process proceeds to step Sa106.
  In step Sa105, the CPU 401 determines the content of the prefetch notice effect. For example, the CPU 401 determines the pre-reading notice effect of the content for displaying the specific character image in the notification effect. Thereafter, the process proceeds to step Sa106.
  In step Sa106, the CPU 401 determines whether or not a notification effect start command transmitted from the main control unit 100 has been received. If the determination in step Sa106 is YES, the process proceeds to step Sa107. If the determination is NO, the process proceeds to step Sa111.
  In step Sa107, the CPU 401 analyzes the notification effect start command received in step Sa106. That is, the setting information included in the notification effect start command is acquired. Thereafter, the process proceeds to step Sa108.
  In step Sa108, the CPU 401 determines whether or not the notification effect to be executed based on the notification effect start command analyzed in step Sa107 is the notification effect determined as the execution target of the pre-reading notice effect in step Sa105. To do. That is, it is determined whether or not the pre-reading notice effect is executed in the current notification effect. If the determination in step Sa108 is YES, the process proceeds to step Sa109, and if this determination is NO, the process proceeds to step Sa110.
  In step Sa109, the CPU 401 makes a large number of notification effects that satisfy the conditions of the setting information acquired in step Sa107 (a condition for whether or not a big hit, a condition for a notification effect execution time, a condition for whether or not to execute a reach effect, etc.). An effect pattern to be executed by lottery or the like is determined from the effect patterns, and a prefetching notice effect (specific character image) is added, and a notification effect including the prefetching notice effect is instructed to the image sound control unit 500 and executed. To do. Thereafter, the current production control process ends.
  On the other hand, in step Sa110, the CPU 401 instructs the image sound control unit 500 or the like to determine and execute a notification effect that does not include the prefetch notice effect. Here, in the notification effect executed in the process of step Sa110, a notice effect with a dot symbol reel, which will be described later with reference to FIGS. 75 to 82, may be executed.
  FIG. 74 is an example of a detailed flowchart of the process at step Sa110. Hereinafter, the process of step Sa110 will be described in detail with reference to FIG.
  First, in step Sa120 in FIG. 74, the CPU 401 sets the conditions of the setting information acquired in step Sa107 (a condition for determining whether or not a big hit has been achieved, a condition for notification effect execution time, a condition for determining whether or not a reach effect is executed, and the like). An effect pattern to be executed by lottery or the like is determined from a large number of effect patterns of notification effects to be satisfied. By this process, for example, the decorative pattern reel is in the reach state (see FIG. 77), and then the effect pattern is displayed in which the decorative symbol reel is stopped and displayed with the symbol indicating the loss and is notified of the loss in the big hit lottery. In addition, for example, the decorative symbol reel is in the reach state, and thereafter, the effect pattern in which the decorative symbol reel is stopped and displayed with the symbol indicating the big hit and the big hit is notified is determined. In addition, for example, after the pseudo-ream effect is executed by the decorative symbol reel, the super-reach effect is developed (see FIG. 81), and thereafter, the decorative symbol reel is stopped and displayed with the symbol indicating the loss and lost in the big hit lottery. An effect pattern to be notified is determined, and, for example, a pseudo-ream effect is developed after a quasi-continuous effect is executed by a decorative symbol reel, and then the decorative symbol reel is stopped and displayed with a symbol indicating a big hit and a big hit An effect pattern in which is notified is determined. Thereafter, the process proceeds to step Sa121.
  In step Sa121, the CPU 401 determines by lottery or the like whether or not to execute a notice effect by a dot symbol reel, which will be described later with reference to FIGS. If the determination in step Sa121 is YES, the process proceeds to step Sa122. If this determination is NO, the process proceeds to step Sa127.
  In step Sa122, the CPU 401 determines the number of dot symbol reels to be displayed in the current notification effect by lottery or the like based on the notification effect effect pattern determined in step Sa120. Specifically, the CPU 401 tends to increase the number of dot symbol reels to be displayed as the expectation of jackpot of the effect pattern determined in step Sa120 (that is, the probability that the jackpot will be notified) is higher. The quantity is determined by lottery or the like with the quantity 3 as the upper limit. Thereby, the big hit expectation degree can be suggested also by the display quantity of the dot symbol reel. Thereafter, the process proceeds to step Sa123.
  In step Sa123, the CPU 401 determines the display position of the dot pattern symbol reel with the highest expectation degree by lottery or the like. Here, the highest expectation matching dot dot reel (hereinafter sometimes referred to as “real dot symbol reel”) has the highest jackpot expectation among the matching dot dot reels displayed in this announcement production. This is a dot dot design reel with the same content. Here, as will be described later with reference to FIG. 76, the jackpot expectation is higher in the order of banana symbol, reach symbol, SP symbol, and heart symbol. For this reason, for example, when a uniform dot symbol reel of a banana symbol and a uniform dot symbol reel of a reach symbol are displayed (see FIG. 80), the display position of the uniform dot symbol reel of a reach symbol as this dot symbol reel is It is decided by lottery. As a result, the display position of the dot symbol reel changes for each notification effect, so that the player always looks at the same position as when the dot symbol reel is always displayed at the same position. It can be avoided that the expected degree of jackpot is recognized. Thereafter, the process proceeds to step Sa124.
  In step Sa124, the CPU 401 determines the display contents of the variation and stop of the highest expected degree uniform dot symbol reel whose display position has been determined in step Sa123, based on the effect pattern of the notification effect determined in step Sa120. For example, as will be described later with reference to FIG. 77, when the effect pattern in which the decorative symbol reel is in the reach state is determined in the notification effect, the CPU 401 aligns the reach symbols before the decorative symbol reel reaches the reach state. The display contents of the dot symbol reel change and stop are determined as the display contents to be stopped and displayed. Further, for example, as will be described later with reference to FIG. 80, the CPU 401 determines that an effect pattern in which a pseudo-ream effect is executed on the decorative symbol reel is determined in the notification effect before the decorative symbol reel reaches the reach state. The display contents of the dot symbol reel change and stop are determined as the display content that is stopped and displayed when the reach symbols are aligned. Further, for example, as will be described later with reference to FIG. 81, the CPU 401 determines the super reach effect when the effect pattern that develops into the super reach effect after the pseudo-ream effect is executed on the decorative symbol reel in the notification effect is determined. The display contents of the change and stop of the dot symbol reel are determined as the display contents to be stopped and displayed at the SP symbol alignment before the start of. In addition, the CPU 401 stops two of the three dot symbol rows at the same dot symbol, sets the dot symbol reel to reach state, and then stops and displays the last dot symbol row at the same dot symbol. In addition, the display content of the dot symbol reel may be determined. Thereafter, the process proceeds to step Sa125.
  In step Sa125, when displaying a plurality of dot symbol reels, the CPU 401 displays the notification effect production pattern determined in step Sa120 and the display position and display contents of the dot pattern symbol reel with the highest expected degree determined in step Sa124. Based on this, the display position of other dot symbol reels (hereinafter sometimes referred to as “sub-dot symbol reels”) to be displayed in the current notification effect, and the display contents of fluctuation and stop are determined. For example, as will be described later with reference to FIG. 80, the CPU 401 displays the decoration symbol at the lower right position of the image display unit 6 when an effect pattern in which a pseudo-continuous effect is executed on the decoration symbol reel is determined in the notification effect. It is determined that the sub-dot symbol reel is displayed with the display content that is stopped and displayed at the same banana symbol before the reel re-varies. Further, for example, as will be described later with reference to FIG. 81, the CPU 401 displays an image display unit when an effect pattern that develops into a super reach effect after the pseudo-ream effect is executed on the decorative symbol reel in the notification effect is determined. 6 is determined so that one sub-dot symbol reel is displayed with a display content that is stopped and displayed when the banana symbol is aligned before the decorative symbol reel re-varies, At the upper left position of 6, the other sub-dot symbol reel is determined to be displayed with the display content that is stopped and displayed at the reach of the reach symbol before the decorative symbol reel reaches the reach state. Here, the CPU 401 determines the display position of the sub-dot symbol reel by lottery or the like.
  Although not shown and described, the CPU 401 may determine a discrete dot symbol reel as the sub-dot symbol reel. In addition, the CPU 401 stops two of the three dot symbol rows at the same dot symbol, sets the sub dot symbol reel to the reach state, and then stops and displays the last dot symbol row at the same dot symbol. In addition, the display content of the sub-dot symbol reel may be determined. In addition, when the expectation degree of jackpot of the effect pattern of the notification effect determined in step Sa120 is equal to or less than a predetermined value, the CPU 401 sets two or more dot symbol reels including the dot symbol reel and the sub dot symbol reel to reach state. I do not. Specifically, when the effect pattern of the notification effect determined in step Sa120 is not the reach state and the effect pattern is lost, the CPU 401 does not place two or more dot symbol reels in the reach state. As a result, it is possible to avoid misunderstanding that a notification effect has been executed in which the player has reached the reach state with two or more dot symbol reels and has reached the reach state with the decorative symbol reels. Thereafter, the process proceeds to step Sa126.
  In step Sa126, the CPU 401 instructs the image sound control unit 500 or the like to execute a notification effect (see FIGS. 75 to 82) including a notice effect by the dot symbol reel of the display content determined by the processing of steps Sa122 to Sa125. To do. Thereafter, the current production control process ends.
  On the other hand, in step Sa127, the CPU 401 instructs the image sound control unit 500 or the like to execute a notification effect that does not include the notice effect by the dot symbol reel. Thereafter, the current production control process ends.
  As described with reference to FIG. 74, in the present embodiment, when a plurality of dot symbol reels are displayed in the notification effect to suggest the effect pattern of the notification effect, first one dot symbol reel (the present dot symbol reel). After the display contents of the change and stop are determined, the display contents of the change and stop of other dot symbol reels (sub-dot symbol reels) are determined. As a result, according to the present embodiment, it is not necessary to store all combinations of display contents of a plurality of dot symbol reels in advance in the ROM 402 or the like and read and process them in the RAM 403 or the like. Can be effectively reduced.
  In step Sa111 in FIG. 73, the CPU 401 determines whether or not a notification effect stop command transmitted from the main control unit 100 has been received. If the determination in step Sa111 is YES, the process proceeds to step Sa112. If this determination is NO, the current effect control process ends.
  In step Sa112, the CPU 401 finishes the notification effect that has been started in the process of step Sa109 or Sa110, and notifies the result of the special symbol lottery in an effective manner. Thereafter, the process proceeds to step Sa113.
  In step Sa113, the CPU 401 executes a hold number subtraction process. Specifically, the CPU 401 executes the first special symbol lottery as information indicating which one of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command is executed. 1 is subtracted from the holding number of the first special symbol lottery stored in the RAM 403, and when the second special symbol lottery is executed, the second special symbol lottery stored in the RAM 403 is displayed. Subtract 1 from the number of holds. Thereafter, the process proceeds to step Sa114.
  In step Sa114, the CPU 401 executes a hold display process. Specifically, the CPU 401 executes the first special symbol lottery as information indicating which one of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command is executed. If this is the case, the image sound control unit 500 is instructed to display the hold image indicating the number of hold of the first special symbol lottery displayed on the image display unit 6 earliest (for example, the variable display of the special symbol is currently being displayed. One reserved image) is digested (deleted). When other reserved images are displayed, when the notification effect is started in step Sa109 or Sa110, the reserved images are sequentially moved. Similarly, the CPU 401 indicates that information indicating which of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command has been executed is that the second special symbol lottery has been executed. In the case of showing, the image sound control unit 500 is instructed to digest (delete) one reserved image indicating the number of the second special symbol lottery that is displayed earliest on the image display unit 6. When other reserved images are displayed, when the notification effect is started in step Sa109 or Sa110, the reserved images are sequentially moved. Thereafter, the process returns to step Sa101.
[Characteristic Operation According to First Example of Fifth Embodiment]
Next, the characteristic operation according to the first example of the fifth embodiment described above using the flowchart will be specifically described with reference to FIGS. 75 to 82.
  FIG. 75 is a diagram for describing an example of the effect image displayed on the image display unit 6 in the notification effect for notifying the result of the special symbol lottery. As shown in FIGS. 75 (1) to 75 (3), in the notification effect, one decorative symbol reel 6X is displayed at the center of the screen of the image display unit 6 (hereinafter simply referred to as “image display unit 6”). The As is apparent from the processing of steps Si59, Si60, Si62, and Si63 in FIG. 9 and the processing of steps Sa106 and Sa109 to Sa112 in FIG. 73, the first special symbol display 4a (or the second special symbol display). The timing at which the special symbol is variably displayed on the device 4b) is stopped and synchronized with the timing at which the decorative symbol reel 6X is variably displayed on the image display unit 6 in the notification effect. Around the decorative symbol reel, one to three dot symbol reels (6A, 6B, 6C) smaller than the decorative symbol reel 6X may be displayed. 75 (1) shows an example in which a dot symbol reel 6A is displayed at the lower right of the image display unit 6, and FIG. 75 (2) shows dot symbol reels 6A and 6B at the lower right and upper left of the image display unit 6. FIG. 75 (3) is an example in which dot symbol reels 6A, 6B, and 6C are displayed on the lower right, upper left, and upper right of the image display unit 6, respectively. Here, the decorative symbol reel is displayed by arranging three decorative symbol rows that stop after the decorative symbols representing the numbers “1” to “9” are aligned and fluctuate (circulate). The result of the special symbol lottery is notified by the stop symbol (stop mode). The dot symbol reel is displayed with three dot symbol rows that stop after the dot symbols, which will be described later with reference to FIG. 76, are aligned and fluctuated (circulating movement). ) Suggests the effect pattern of the notification effect (or / and the decorative symbol reel fluctuation stop display pattern). In FIG. 75 and subsequent drawings, the state in which the decorative symbol row and the dot symbol row are variably displayed from the top to the bottom (circular movement display) is indicated by arrows.
  FIG. 76 is a diagram for describing an example of a dot design. As shown in FIG. 76, the dot symbol is a symbol drawn by dots, and the dot symbol includes a banana symbol, a reach symbol, an SP symbol, and a heart symbol. The banana symbol is a banana-shaped dot symbol. When the three banana symbols are stopped and displayed on the dot symbol reel, the decorative symbol string that has stopped (temporarily stopped) on the ornament symbol reel changes again. Execution is suggested. The reach symbol is a dot symbol in the shape of the character “reach”, and three reach symbols are stopped and displayed on the dot symbol reel, which suggests that the reach effect is performed so that the decorative symbol reel is in the reach state. . Here, the reach state is a state in which a predetermined stop mode for notifying that a special symbol lottery has been won (hit a big hit) when the remaining one of the decorative symbol strings on the decorative symbol reel stops at a predetermined symbol. This is a production state in which the player is expected to win the special symbol lottery. Typically, in the reach state, two decorative symbols with the same number are stopped together, and when the other decorative symbol with the same number is stopped, three decorative symbols are stopped together (for example, “777”). It is a state that will be stopped together). The SP symbol is a dot symbol in the shape of the character “SP”, and is executed by developing from a reach state in which the decorative symbol reel expects a big hit when all three SP symbols are stopped and displayed on the dot symbol reel. It is suggested that super reach production (which may be referred to as special reach production) is expected to make a big hit even stronger. The heart symbol is a heart-shaped dot symbol, and the three heart symbols are stopped and displayed on the dot symbol reel, so that the biggest hit is expected in the super reach production (that is, the highest hit expectation degree). The execution of super reach production is suggested. In addition, the possibility of jackpot (the expectation degree of jackpot) when all three are stopped and displayed increases in the order of banana symbol, reach symbol, SP symbol, and heart symbol. In the following, the state in which all three dot symbols are stopped and displayed on the dot symbol reel may be referred to as “alignment”, and the stopped dot symbol reel is referred to as “alignment dot symbol reel”. There is. Further, in the following, a state in which even one of the three dot symbols is not aligned on the dot symbol reel and is stopped and displayed may be referred to as “separated eyes”, and the dot symbol reel in the stopped state is referred to as a “separated dot symbol reel”. There is a case.
  77 to 79 are diagrams for explaining an example of the stop timing of the dot symbol reel.
  First, with reference to FIG. 77, the stop timing when the reach symbol is stopped and displayed on the dot symbol reel at the same time will be described. In the state where the decorative symbol reel 6X and the dot symbol reel 6A are variably displayed as shown in FIG. 77 (1), when the reach symbol is stopped and displayed on the dot symbol reel in a uniform manner, FIG. As shown in FIG. 77 (3), the decorative symbol reel 6X is in the reach state after the dot symbol reel 6A is displayed in a state where three reach symbols are aligned and stopped to indicate that the decorative symbol reel 6X is in the reach state. To.
  Next, with reference to FIG. 78, a description will be given of the stop timing when the SP symbol is stopped and displayed on the dot symbol reel. When the SP symbol is stopped and displayed on the dot symbol reel 6A in a state where the decorative symbol reel 6X and the dot symbol reel 6A are variably displayed as shown in FIG. As shown in Fig. 78, after the decorative symbol reel 6X is in the reach state, as shown in Fig. 78 (3), three dot symbols are aligned on the dot symbol reel 6A and stopped and displayed in the notification effect (reach effect: special effect) It suggests that it will develop from production) to super reach production. Then, a super reach production is executed.
  Next, with reference to FIG. 79, the stop timing when the banana symbol is stopped and displayed on the dot symbol reel at the same time will be described. 79 (2), when the decorative symbol reel 6X and the dot symbol reel 6A are variably displayed as shown in FIG. 79 (1), the banana symbol is stopped and displayed on the dot symbol reel 6A in a uniform manner. As shown in FIG. 79 (3), after three dots are aligned on the dot symbol reel 6A and stopped and displayed to indicate that a slip effect is performed on the ornament symbol reel 6X, the ornament symbol reel 6X The right and left decorative symbol sequences stop (more precisely, the right decorative symbol sequence temporarily stops), and then the right decorative symbol sequence temporarily stops as shown in FIG. 79 (4). The smooth production is executed.
  As described above, in the first example of the fifth embodiment, in the notification effect of notifying the big hit lottery result, three reach symbols are aligned and stopped on the dot symbol reel before the reach is established, and the decorative symbol reel is displayed. It is suggested that the reach state is reached, and after the reach is established, it is suggested that three SP symbols are aligned on the dot symbol reel and stopped and displayed to develop a super reach production. Thus, according to the first example of the fifth embodiment, reach establishment can be effectively suggested at the timing before reach establishment by stopping at the reach symbol alignment of the dot design reel, and the SP of the dot design reel By stopping at the same pattern, it is possible to suggest the development to super reach production at the timing after reach establishment. In the first example of the fifth embodiment, in the notification effect, before executing the slip effect on the decorative symbol reel, three banana symbols are aligned and stopped on the dot symbol reel, and the slip effect is displayed on the decorative symbol reel. To be executed. As a result, according to the first example of the fifth embodiment, the execution of the slip effect can be effectively suggested at the timing prior to the execution of the slip effect due to the stop of the dot symbol reels at the banana pattern alignment.
  In FIG. 78 (2), the dot symbol reel 6A may stop at the coincidence of SP symbols at the timing of reach establishment, suggesting the development of super reach production. The design reel 6A may stop at the same time as the SP design and suggest the development of super reach production.
  Here, the stop at the heart symbol alignment of the dot symbol reel is the same as the stop at the SP symbol alignment of the dot symbol reel.
  FIGS. 80 to 82 are diagrams for explaining an example that suggests an effect pattern (or / and decorative symbol reel variation stop display pattern) of a notification effect by a combination of stop modes between dot symbol reels.
  First, referring to FIG. 80, in the notification effect of informing the big hit lottery result, the combination of a dot symbol reel that stops at the same pattern of the banana symbol and a dot symbol reel that stops at the same symbol of the reach symbol, An example suggesting that is executed will be described. Here, the quasi-continuous effect is an effect (that is, a slip effect) that fluctuates again after the three decorative symbol sequences on the decorative symbol reel 6X temporarily stop (temporarily stop) a predetermined number of times (for example, 1 to 3 times). This is an effect that is executed and reaches the reach state at least once at the timing immediately before this temporary stop and after the last slip effect. In FIG. 80, an example is a pseudo continuous effect (pseudo continuous effect) that reaches a reach state after performing a sliding effect that changes once after the three decorative symbol rows of the decorative symbol reel 6X are temporarily stopped (temporarily stopped). I will explain. First, after the decorative symbol reel 6X and the two dot symbol reels 6A and 6B are variably displayed, the dot symbol reel 6A is stopped and displayed at the same banana symbol as shown in FIG. 80 (1), and the dot symbol reel 6B is displayed. Is stopped and displayed when the reach pattern is aligned, suggesting that the reach effect is executed after the slip effect is executed in the current notification effect. That is, it is suggested that the pseudo continuous effect is executed. Then, after all the three decorative symbol sequences on the decorative symbol reel 6X are stopped and displayed (temporary stop display) as shown in FIG. 80 (2), the three decorative symbol sequences are again displayed as shown in FIG. 80 (3). The slide effect is executed with the variable display. Thereafter, as shown in FIG. 80 (4), the decorative symbol reel 6X is in the reach state, and the reach effect is executed. As described above, it is suggested that the pseudo-continuous effect including at least one slip effect is executed by the combination of the uniform dot symbol reel 6A of the banana symbol and the uniform dot symbol reel 6B of the reach symbol.
  In the example of FIG. 80, for example, by displaying another banana pattern uniform dot symbol reel 6C on the upper right, the slip effect is executed twice in the current notification effect, and then the reach effect is executed once. It may be suggested that the simulated continuous effect is executed. Further, in the example of FIG. 80, another dotted dot symbol reel 6C may be displayed on the upper right. In addition, the greater the number of slip effects that are executed in the pseudo-continuous effect, the higher the possibility that the jackpot will be notified in the notification effect in which the pseudo-continuous effect is executed (that is, the degree of expectation of the big hit is high).
  Next, in the notification effect of notifying the jackpot lottery result with reference to FIG. 81, a dot symbol reel that stops when the banana symbol aligns, a dot symbol reel that stops when the reach symbol aligns, and the SP symbol align An example will be described which suggests that the combination with a dot symbol reel that stops at step 1 will develop into a super reach effect after a pseudo-continuous effect. First, after one decorative symbol reel 6X and three dot symbol reels 6A, 6B, and 6C are displayed in a variable manner, as shown in FIG. 81 (1), the dot symbol reel 6A is stopped and displayed at the same line of banana symbols. When the dot symbol reel 6B is stopped and displayed at the reach of the reach symbol, and the dot symbol reel 6C is stopped and displayed at the align of the SP symbol, the slip effect is executed in the current notification effect and the reach effect is executed. After that, it is suggested that it will develop into super reach production. In other words, it is suggested that the pseudo-ream effect is developed into a super reach effect. Then, as shown in FIG. 81 (2), after all the three decorative symbol sequences on the decorative symbol reel 6X are stopped and displayed (temporary stop display), the three decorative symbol sequences are again displayed as shown in FIG. 81 (3). The slide effect is executed with the variable display. Thereafter, after the decorative symbol reel 6X is in the reach state as shown in FIG. 81 (4) and the reach effect is executed, the super reach effect is executed as shown in FIG. 81 (5). In FIG. 81 (5), as an example, in the super reach effect, the moving image of the hero character is displayed on the image display unit 6, the decorative symbol reel 6X is displayed small in the lower left, and the three dot symbol reels are displayed. It is hidden. As described above, the super reach effect may be executed after the pseudo-ream effect by the combination of the banana pattern uniform dot symbol reel, the reach symbol uniform dot symbol reel, and the SP symbol uniform dot symbol reel. It is suggested.
  After the decorative symbol reel 6X is in the reach state, as described with reference to FIGS. 80 (2) and 81 (2), the three decorative symbol rows are temporarily stopped, and then the FIG. 80 (3) and FIG. As described with reference to 81 (3), the three decorative symbol sequences may be variably displayed again to execute the slip effect. Further, in the temporary stop state of FIG. 80 (2) and FIG. 81 (2), the central decorative symbol sequence temporarily stops at a specific decorative symbol (for example, the decorative symbol of the hero character) that suggests execution of the pseudo-continuous effect. Later, as shown in FIGS. 80 (3) and 81 (3), the three decorative symbol sequences may be variably displayed again to execute the slip effect. In this case, it is necessary to add a specific design to the decorative design sequence.
  Next, in the notification effect informing the jackpot lottery result using FIG. 82, the dot symbol reel that stops at the banana symbol alignment, the dot symbol reel that stops at the reach symbol alignment, and the heart symbol alignment. An example will be described which suggests that the combination with the dot symbol reel that stops at step 1 will develop into a romance super reach production that is a specific super reach production after the execution of the pseudo-continuous production. First, after one decorative symbol reel 6X and three dot symbol reels 6A, 6B and 6C are variably displayed, as shown in FIG. 82 (1), the dot symbol reel 6A is stopped and displayed when the banana symbols are aligned. When the dot symbol reel 6B is stopped and displayed at the reach symbol alignment, and the dot symbol reel 6C is stopped and displayed at the heart symbol alignment, the slip effect is executed in the current notification effect and the reach effect is executed. It is suggested that it will develop into romance super reach production after being done. In other words, it is suggested that the pseudo-continuous production develops into a romance super reach production. Then, as shown in FIG. 82 (2), after all the three decorative symbol sequences on the decorative symbol reel 6X are stopped and displayed (temporary stop display), the three decorative symbol sequences are again displayed as shown in FIG. 82 (3). The slide effect is executed with the variable display. Thereafter, after the decorative symbol reel 6X reaches the reach state as shown in FIG. 82 (4) and the reach effect is executed, the love super reach effect is executed as shown in FIG. 82 (5). In FIG. 82 (5), as an example, a romance super reach effect in which moving images of the main character and the heroine character are displayed on the image display unit 6 is shown. As described above, by combining the banana pattern uniform dot symbol reel, the reach symbol uniform dot symbol reel, and the heart symbol uniform dot symbol reel, the romance super that is a specific super reach effect after the pseudo-ream effect It is suggested that reach production is executed.
  As described above, according to the first example of the fifth embodiment, in addition to the display of the decorative symbol reel for notifying the jackpot lottery result in the notification effect for notifying the jackpot lottery result with effects. Thus, it is possible to execute a very novel notice effect that displays a dot symbol reel that suggests a notification effect effect pattern (or / and a decorative symbol reel fluctuation stop display pattern). From this, when the notice effect by the dot symbol reel is executed, the player enjoys the notification effect by paying attention to the decorative symbol reel and the dot symbol reel having a display mode similar to the decorative symbol reel. It becomes. Further, as described above, according to the first example of the fifth embodiment, the effect pattern of the notification effect (or / and the decorative symbol reel fluctuation stoppage is determined depending on the combination between the plurality of uniform dot symbol reels. Display pattern). Therefore, when a notice effect is performed by a plurality of dot symbol reels, the player determines whether or not the dot symbol reels are aligned, and the dot dot reels are aligned. If this happens, watch the combination and enjoy trying to know the possibility that the big hit will be notified in this notification production (expected degree of big hit). For example, as described with reference to FIG. 80, the slip effect is performed once, and then the reach state is performed. As described with reference to FIG. 81, the slip effect is performed once and then the super reach effect is performed. Since the expectation degree of the big hit is higher, the player enjoys paying attention to the combination between the plurality of uniform dot symbol reels. Further, for example, in the case of FIG. 80, the expectation degree of big hit is higher when the slip effect is executed twice and the super reach effect is executed in FIG. 81 than when the slip effect is simply executed after being executed twice. Since it is expensive, the player enjoys paying attention to the combination between a plurality of uniform dot symbol reels. As described above, according to this embodiment, it is possible to provide a gaming machine that attracts a player and performs a very innovative notice effect.
[Modification of First Example of Fifth Embodiment]
In the first example of the fifth embodiment described above, the notice pattern effect pattern (or / and the decorative symbol reel variation stop display pattern) is indicated by the notice effect by the dot symbol reel. That is, the description has been made assuming that the notice by the dot symbol reel may be missed. However, there may be no case where the notice by the dot symbol reel is lost. In other words, the notification effect production pattern (or / and the decorative design reel fluctuation stop display pattern) may be notified by the notice design effect by the dot symbol reel.
  Further, although not specifically described in the first example of the fifth embodiment described above, in the notice effect by a plurality of dot symbol reels, there may be cases where all are dot dot symbol reels.
  In the first example of the fifth embodiment described above, the effect by the dot symbol reel has been described as the “notice effect”. However, the effect by the dot symbol reel may be further executed as the “prefetching notice effect”. In this case, the content of the pre-reading notice effect by the dot symbol reel is determined and executed in the process of step Sa109 in FIG.
  Further, in the first example of the fifth embodiment described above, the fluctuation display timing, reach timing, fluctuation stop timing, etc. of one to three dot symbol reels 6A, 6B and 6C in the notice effect by the dot symbol reel are as follows: , May be simultaneous or different.
[Second Example of Fifth Embodiment]
Below, the 2nd example of 5th Embodiment is demonstrated using FIGS. 83-88. The second example of the fifth embodiment is an example in which the dot symbol reel is not variably displayed with respect to the first example of the fifth embodiment described above. Further, in the second example of the fifth embodiment, an example of the execution timing of the reach notice or the SP reach notice using the dot symbol reel will be described more specifically. In the following description, in principle, description of the contents described in the first example of the fifth embodiment is omitted.
  FIG. 83 is a diagram for describing a display mode of a dot symbol reel in the second example of the fifth embodiment. As shown in FIG. 83, in the second example of the fifth embodiment, the dot symbol reel is not variably displayed and is controlled to be displayed in the stop display mode from the beginning. For example, after the notification effect is started as shown in FIG. 83 (1) and the variation display of the decorative symbol reel 6X is started, the dot symbol reel 6A is aligned from the beginning as shown in FIG. 83 (2). It is suggested that the reach is established by being displayed in the stop mode. Thereafter, as shown in FIG. 83 (3), the reach is established and the reach effect is executed.
  84 to 87 are diagrams for specifically explaining an example of the execution timing of the notice effect by the dot symbol reel. FIG. 84 is a diagram illustrating an example of a notification effect in which a reach effect is executed after a reach effect is suggested by a dot symbol reel, and a reach effect is executed. 87 is a time chart showing an example of the execution timing of the notice effect by the dot symbol reel, and FIG. 87 (1) shows the execution timing of the notice effect by the dot symbol reel in the notification effect of FIG. As shown in FIGS. 84 (1) and 87 (1), after the notification effect is started and the variation display of the decorative symbol reel 6X is started, the dot symbol reel 6B is displayed from the beginning in a stop pattern of reach symbols. After that, it is suggested that the reach is established, and then, as shown in FIGS. 84 (2) and 87 (1), the reach is established and the reach effect is executed and the dot symbol reel 6B is erased. All symbols on the symbol reel 6X are completely stopped and a special symbol lottery result is notified. In FIG. 84, before the reach is established, the dot symbol reel 6A is displayed from the beginning in a discontinuous stop state and then erased when the reach is established.
  FIG. 85 is a diagram showing an example of a notification effect that develops into an SP reach effect after reaching reach and executing a reach effect after the reach establishment and SP reach development are suggested by the dot symbol reel. FIG. 87 (2) shows the execution timing of the notice effect by the dot symbol reel in the notification effect of FIG. As shown in FIG. 85 (1) and FIG. 87 (2), after the notification effect is started and the variation display of the decorative symbol reel 6X is started, the dot symbol reel 6B is displayed in a stop manner in which reach symbols are aligned from the beginning. It is suggested that the dot symbol reel 6A is displayed in the SP symbol-aligned stop mode from the beginning to develop the SP reach effect from the beginning. As shown in FIG. 87 (2), the reach is established and the reach effect is executed, and the dot symbol reel 6B is erased. Then, as shown in FIGS. 85 (3) and 87 (2), the SP reach effect is developed and the SP symbol effect is executed and the dot symbol reel 6A is erased. Then, all the symbols on the decorative symbol reel 6X are displayed. It stops completely and the special symbol lottery result is notified.
  FIG. 86 is a diagram illustrating an example of a notification effect that develops into an SP reach effect after reach is achieved and the reach effect is executed after the reach is suggested by the dot symbol reel. FIG. 87 (3) shows the execution timing of the notice effect by the dot symbol reel in the notice effect of FIG. As shown in FIGS. 86 (1) and 87 (3), after the notification effect is started and the variation display of the decorative symbol reel 6X is started, the dot symbol reel 6B is displayed from the beginning in a stop state of reach symbol alignment. Then, it is suggested that the reach is established, and then the reach effect is executed and the dot symbol reel 6B is erased as shown in FIGS. 86 (2) and 87 (3). Thereafter, as shown in FIGS. 86 (3) and 87 (3), after the SP reach effect is developed and the SP reach effect is executed, all symbols on the decorative symbol reel 6X are completely stopped and the special symbol lottery result is obtained. Is notified. In FIG. 86, the dot symbol reel 6A is displayed in a discontinuous stop mode from the beginning before the reach is established and then erased when the reach is established.
  In the notification effect, the effect by the dot symbol reel is not performed (or even if the effect by the dot symbol reel is performed), the reach effect, the SP reach effect, the SPSP reach effect, and the pseudo-continuous effect. In the case where the loss is simply notified without any special effects such as, as shown in FIGS. 88 (1) and (2), the decorative pattern is displayed as it is after the notification effect is started. All symbols on the reel 6X are completely stopped, and the loss is notified. In addition, when the notification effect is started and the result of the special symbol lottery is notified as it is as shown in FIG. 88, the reach effect is executed after the notification effect is started and the result of the special symbol lottery is notified. (Refer to FIG. 87 (1)) has a higher jackpot expectation (that is, a higher probability of winning a big hit), the SP reach effect is executed after the start of the notification effect, and the result of the special symbol lottery is notified. In the case (see FIGS. 87 (2) and (3)), the degree of expectation for jackpot is higher.
  As described above, in the second example of the fifth embodiment, the reach establishment is suggested by the dot symbol reel before the reach is established, and the SP reach development is suggested by the dot symbol reel before the reach is established. (See FIGS. 85, 86, and 87). From this, when the dot symbol reel is displayed, the player pays attention to the display content of the dot symbol reel, so that a very effective notice effect can be executed. Further, even when reach establishment is suggested by the dot symbol reel before reach establishment and SP reach development is not suggested, it may develop into SP reach (see FIGS. 86 and 87). From this, the player expects that the reach will be established by the dot symbol reel and the SP reach development is not suggested, so it is expected to develop to SP reach, so a very effective notice Production can be performed.
[Modification of Second Example of Fifth Embodiment]
In the second example of the fifth embodiment described above, the configuration example in which the reach establishment is suggested by the dot symbol reel before the reach is established and the SP reach development is not suggested by using FIG. Listed. However, for example, reach establishment is suggested by the dot symbol reel before reach establishment, and SP reach development is not suggested, but after reach reach, SP reach development is suggested by the dot symbol reel, and there is control to develop to SP reach. It is good.
  In the second example of the fifth embodiment described above, as described with reference to FIG. 87, the dot symbol reel that suggests the establishment of reach is erased at the timing of the establishment of reach, and the dot symbol that suggests the development of SP reach. An example of a configuration in which the reel is erased at the timing of SP reach development is given. However, for example, a dot design reel that suggests the establishment of reach is erased at a timing prior to the establishment of reach, and a dot design reel that indicates the development of SP reach is erased at a timing prior to the development of SP reach. Good.
  In the second example of the fifth embodiment described above, as described with reference to FIG. 87, the notification effect is started for the dot symbol reels that suggest the establishment of reach and the dot symbol reels that indicate the development of SP reach. A configuration example to be displayed later was given. However, for example, the dot symbol reels indicating the establishment of reach and the dot symbol reels indicating the development of SP reach may be configured to be displayed at the timing when the notification effect is started. Further, for example, in the example of FIG. 87 (2), the dot symbol reel that suggests the development of SP reach may be displayed at the time when reach is established, or may be displayed after reach is established.
  Needless to say, in the second example of the fifth embodiment described above, as in the first example of the fifth embodiment, the dot symbol reel may be variably displayed and then stopped.
[Third Example of Fifth Embodiment]
Below, the 3rd example of 5th Embodiment is demonstrated using FIGS. 89-92. The third example of the fifth embodiment is an example in which the dot symbol reel is not variably displayed in the same manner as the second example of the fifth embodiment described above with respect to the first example of the fifth embodiment described above. (See FIG. 83). Further, in the third example of the fifth embodiment, an example of the execution timing of the pseudo continuous notice or the reach notice by using the dot symbol reel will be described more specifically. In the following description, in principle, description of the contents described in the first example of the fifth embodiment is omitted.
  89 to 92 are diagrams for specifically explaining an example of the execution timing of the notice effect by the dot symbol reel. FIG. 89 shows a notification effect that is lost after a pseudo-continuous effect is executed after all symbols have been temporarily stopped (pseudo-stop) after a pseudo-ream effect (all symbols slip fluctuation) is suggested by the dot symbol reel. It is a figure which shows the example of. FIG. 92 is a time chart showing an example of the execution timing of the notice effect by the dot symbol reel, and FIG. 92 (1) shows the execution timing of the notice effect by the dot symbol reel in the notification effect of FIG. As shown in FIGS. 89 (1) and 92 (1), after the notification effect is started and the variation display of the decorative symbol reel 6X is started, the dot symbol reel 6A is displayed from the beginning in a stop state where the banana symbols are aligned. This suggests that a pseudo-continuous effect (an effect that re-variates after temporarily stopping all symbols) is executed, and then, as shown in FIGS. 89 (2) (3) and 92 (1), After the effect is executed and the dot symbol reel 6A is erased, all symbols on the decorative symbol reel 6X are completely stopped and a special symbol lottery result is notified. In FIG. 89 and FIG. 92 (1), the loss is notified. In FIG. 89, the dot symbol reel 6A is erased before the quasi-continuation after it is displayed from the beginning in a stop manner.
  In FIGS. 89 and 92 (1), an example in which the pseudo-continuous effect is executed once (that is, an effect in which all the decorative symbols are pseudo-stopped and then re-variable is executed once) is given. However, the pseudo-continuous effect may be executed twice or more (that is, the effect of changing again after all the decorative symbols are pseudo-stopped may be executed twice or more). In addition, when the pseudo-continuous performance is executed twice or more, the dot symbol reels are always displayed in the stop mode of the banana symbol uniform before every pseudo-continuous performance, and the pseudo-continuous performance may be suggested. The dot symbol reels may be displayed in a stop manner in which the banana symbols are aligned before some quasi-continuous effects, suggesting the execution of some quasi-reams.
  In FIG. 90, after the reach establishment and the pseudo-continuous effect are suggested by the dot symbol reel, all the decorative symbols are temporarily stopped (pseudo-stop) and then changed again to execute the pseudo-continuous effect, and then reach is reached and the reach is achieved. It is a figure which shows the example of the alerting | reporting effect by which an effect is performed. FIG. 92 (2) shows the execution timing of the notice effect by the dot symbol reel in the notification effect of FIG. As shown in FIGS. 90 (1) and 92 (2), after the notification effect is started and the variation display of the decorative symbol reel 6X is started, the dot symbol reel 6A is displayed from the beginning in a stop state in which the banana symbols are aligned. It is suggested that the reach is established by the dot symbol reel 6B being displayed from the beginning in the stop pattern of the reach symbol alignment after the fact that it is suggested that the pseudo-continuous effect is executed. 2) After the quasi-continuous effect is executed as shown in (3) and FIG. 92 (2) and the dot symbol reel 6A is erased, the reach effect is shown as shown in FIG. 90 (4) and FIG. 92 (2). Is executed and the dot symbol reel 6B is erased. Thereafter, all symbols on the decorative symbol reel 6X are completely stopped, and the special symbol lottery result is notified.
  In FIG. 91, after the quasi-continuous effect is suggested by the dot symbol reel, all the decorative symbols are temporarily stopped (pseudo-stop) and then re-variable to execute the quasi-continuous effect, and then reach is established and the reach effect is executed. It is a figure which shows the example of the alerting | reporting effect. FIG. 92 (3) shows the execution timing of the notice effect by the dot symbol reel in the notification effect of FIG. As shown in FIGS. 91 (1) and 92 (3), after the notification effect is started and the variation display of the decorative symbol reel 6X is started, the dot symbol reel 6A is displayed from the beginning in a banana symbol aligned stop mode. This suggests that the pseudo-continuous effect is executed, and then the pseudo-continuous effect is executed and the dot symbol reel 6A is erased as shown in FIGS. 91 (2) (3) and 92 (3). Then, the reach effect is executed as shown in FIGS. 91 (4) and 92 (3). Thereafter, all symbols on the decorative symbol reel 6X are completely stopped, and the special symbol lottery result is notified. In FIG. 91, the dot symbol reel 6A is displayed in a disjoint stop mode from the beginning before the execution of the pseudo-series effect, and is erased before the reach pseudo-series effect is executed.
  In the notification effect, the effect by the dot symbol reel is not performed (or even if the effect by the dot symbol reel is performed), the reach effect, the SP reach effect, the SPSP reach effect, and the pseudo-continuous effect. When the loss is simply notified without any special effects such as being performed, as described above with reference to FIG. 88 in the second example of the fifth embodiment, the notification effect starts. As a result, all symbols on the decorative symbol reel 6X are completely stopped at the symbol indicating the loss, and the loss is notified.
  In addition, in FIGS. 90, 91, and 92 (2) (3), an example in which a pseudo-continuous effect is executed once (that is, an effect in which all decorative symbols are quasi-stopped and then re-variable is executed once). However, the pseudo-continuous effect may be executed twice or more (that is, the effect of changing again after all the decorative symbols are pseudo-stopped may be executed twice or more). In addition, when the pseudo-continuous performance is executed twice or more, the dot symbol reels are always displayed in the stop mode of the banana symbol uniform before every pseudo-continuous performance, and the pseudo-continuous performance may be suggested. The dot symbol reels may be displayed in a stop manner in which the banana symbols are aligned before some quasi-continuous effects, suggesting the execution of some quasi-reams. In addition, even when the pseudo continuous effect is executed twice or more, as in FIGS. 92 (1) to 92 (3), before the first pseudo continuous effect is executed, the dot symbol reels indicate the pseudo continuous effect. It is preferable to perform reach establishment suggestion. In this way, the player can have a sense of expectation over a long period of time.
  In addition, when the notification effect is started and the result of the special symbol lottery is notified as it is as shown in FIG. 88, the reach effect is executed after the notification effect is started and the result of the special symbol lottery is notified. (See FIG. 87 (1)), the big hit expectation is higher (that is, the possibility of a big hit is higher), and the reach effect is executed after the pseudo-ream is executed after the start of the notification effect. When the symbol lottery result is notified (see FIGS. 92 (2) and (3)), the big hit expectation is higher. In addition, the greater the number of executions of the pseudo-ream, the higher the expectation of jackpot.
  As described above, in the third example of the fifth embodiment, the execution of the pseudo continuous execution is performed by the dot symbol reel before the execution of the pseudo continuous operation, and the establishment of the reach is indicated by the dot symbol reel before the formation of the reach. (See FIGS. 89 to 91). From this, when the dot symbol reel is displayed, the player pays attention to the display content of the dot symbol reel, so that a very effective notice effect can be executed. Further, even when the pseudo-sequential execution is suggested by the dot symbol reel before the pseudo-sequential execution is not suggested, the reach may be established (see FIG. 91). From this, the player expects that the reach will be established even if the dot design reel suggests that the quasi-run execution is not suggested and the reach establishment is not suggested, so a very effective notice effect is provided. Can be executed.
[Modification of Third Example of Fifth Embodiment]
In the third example of the fifth embodiment described above, with reference to FIG. 91, a configuration example in which the quasi-continuous execution is suggested by the dot symbol reel before the quasi-continuous execution is not suggested and the reach is not established, and then the reach is established. Mentioned. However, for example, there is a control configuration in which a quasi-continuous execution is suggested by the dot symbol reel before the quasi-continuous execution and the reach establishment is not suggested, but after the quasi-continuous execution a reach establishment is suggested by the dot symbol reel. It is good.
  In the third example of the fifth embodiment described above, as described with reference to FIG. 92, the dot symbol reel that suggests the establishment of reach is erased at the timing of reach establishment, and the dot symbol that suggests pseudo-continuous execution. An example of a configuration in which the reel is erased at the timing of re-variation in the pseudo-ream is given. However, for example, a dot symbol reel that suggests the establishment of reach is erased at a timing prior to the establishment of reach, and a dot symbol reel that indicates the execution of pseudo-continuous is erased at a timing prior to re-variation in the pseudo-continuation. It is good.
  In the third example of the fifth embodiment described above, as described with reference to FIG. 92, the notification effect is started for the dot symbol reels that suggest the reach establishment and the dot symbol reels that indicate the execution of the pseudo-continuous. A configuration example to be displayed later was given. However, for example, the dot symbol reels indicating the establishment of reach and the dot symbol reels indicating the execution of pseudo-continuous may be configured to be displayed at the timing when the notification effect is started. In addition, for example, in the example of FIG. 92 (2), the dot symbol reel that suggests the establishment of reach may be displayed at the timing of re-variation in the quasi-continuous, or may be displayed after this timing.
  Needless to say, in the third example of the fifth embodiment described above, as in the first example of the fifth embodiment, the dot symbol reel may be variably displayed and then stopped.
[Fourth Example of Fifth Embodiment]
Below, the 4th example of 5th Embodiment is demonstrated using FIG. 93 and FIG. In the fourth example of the fifth embodiment, the dot symbol reel is not variably displayed in the same manner as the second example of the fifth embodiment described above with respect to the first example of the fifth embodiment described above. This is an example (see FIG. 83). Further, in the fourth example of the fifth embodiment, an example of the execution timing of the pseudo continuous notice or the reach notice using the dot symbol reel will be described more specifically. In the following description, in principle, description of the contents described in the first example of the fifth embodiment is omitted.
  93 and 94 are diagrams for specifically explaining an example of the execution timing of the notice effect by the dot symbol reel. In FIG. 93, after the first pseudo-continuous effect is executed, all the decorative symbols are temporarily stopped (pseudo-stop) after reaching the reach by the dot symbol reel and the second pseudo-continuous effect execution is suggested. And it is a figure which shows the example of the alerting | reporting effect in which reach establishment is performed after reach | attainment of reach establishment after the 2nd pseudo | simulation effect is performed. 93 (1) and 94, after the notification effect is started and the variation display of the decorative symbol reel 6X is started, all decorative symbols are displayed as shown in FIGS. 93 (2) (3) and 94. After the temporary stop (pseudo stop), the first pseudo-continuous effect is executed again after changing again. Then, after execution of the first pseudo-continuous production, as shown in FIG. 93 (3) and FIG. 94, the dot symbol reel 6B is displayed from the beginning in the stop manner of reach symbol alignment, suggesting that reach is established. After that, it is suggested that the second pseudo-ream effect is executed by displaying the dot symbol reel 6A in the stop state of the banana symbols aligned from the beginning, and thereafter, FIG. 93 (4) (5) and As shown in FIG. 94, after the second pseudo continuous effect is executed and the dot symbol reel 6A is erased, the reach effect is executed and the dot symbol reel 6B as shown in FIGS. 93 (5) and 94. Is erased. Thereafter, all symbols on the decorative symbol reel 6X are completely stopped, and the special symbol lottery result is notified.
  In the notification effect, the effect by the dot symbol reel is not performed (or even if the effect by the dot symbol reel is performed), the reach effect, the SP reach effect, the SPSP reach effect, and the pseudo-continuous effect. When the loss is simply notified without any special effects such as being performed, as described above with reference to FIG. 88 in the second example of the fifth embodiment, the notification effect starts. As a result, all symbols on the decorative symbol reel 6X are completely stopped at the symbol indicating the loss, and the loss is notified.
  In FIGS. 93 and 94, an example in which the pseudo-continuous effect is executed twice (that is, an effect in which all the decorative symbols are pseudo-stopped and then re-variable is executed twice) is given. The continuous effect may be executed three times or more (that is, an effect that changes again after all the decorative symbols are pseudo-stopped may be executed three times or more). In addition, when the quasi-continuous performance is executed three times or more, the dot symbol reel is always displayed in the stop mode in which the banana symbols are aligned before the quasi-continuous performance after the first quasi-continuous performance. Alternatively, the dot symbol reel may be displayed in a stop state of the banana symbol pattern before the first pseudo-ream effect after the first pseudo-ream effect, suggesting that some of the pseudo-reams are executed. Good.
  In addition, when the notification effect is started and the result of the special symbol lottery is notified as it is as shown in FIG. 88, the reach effect is executed after the notification effect is started and the result of the special symbol lottery is notified. (See FIG. 87 (1)), the big hit expectation is higher (that is, the possibility of a big hit is higher), and the reach effect is executed after the pseudo-ream is executed after the start of the notification effect. When the result of the symbol lottery is notified (see FIG. 94), the big hit expectation is higher. In addition, the greater the number of executions of the pseudo-ream, the higher the expectation of jackpot.
  As described above, in the fourth example of the fifth embodiment, after the first pseudo continuous effect is executed, the reach establishment by the dot symbol reel and the second pseudo continuous effect execution are suggested (that is, the pseudo continuous effect is executed). After all the decorative symbols are temporarily stopped (pseudo stop) after the continuous continuation is suggested), the second pseudo continuous effect is executed again after being temporarily changed (pseudo stop), and then the reach is established and the reach effect is executed (FIG. 93). And FIG. 94). From this, when the dot symbol reel is displayed, the player pays attention to the display content of the dot symbol reel, so that a very effective notice effect can be executed.
[Modification of Fourth Example of Fifth Embodiment]
In the fourth example of the fifth embodiment described above, as described with reference to FIG. 94, the dot symbol reels that indicate the establishment of reach are erased at the timing of reach establishment, and the dot symbols that indicate pseudo-continuous execution. An example of a configuration in which the reel is erased at the timing of re-variation in the pseudo-ream is given. However, for example, a dot symbol reel that suggests the establishment of reach is erased at a timing prior to the establishment of reach, and a dot symbol reel that indicates the execution of pseudo-continuous is erased at a timing prior to re-variation in the pseudo-continuation. It is good.
  In the fourth example of the fifth embodiment described above, as described with reference to FIG. 94, the dot symbol reel that suggests the establishment of reach and the dot symbol reel that indicates the execution of pseudo-continuous are the first pseudo-continuous effects. An example of a configuration that is displayed after starting is given. However, for example, the dot symbol reels indicating the establishment of reach and the dot symbol reels indicating the execution of the pseudo-continuous may be configured to be displayed at the timing when the first pseudo-continuous effect is started. In addition, for example, in the example of FIG. 94, the dot symbol reel that suggests the establishment of reach may be displayed at the timing of re-variation in the second pseudo-ream, or may be displayed after this timing. Further, for example, in the example of FIG. 94, the dot symbol reel that suggests the establishment of reach may be displayed at the timing after the dot symbol reel that indicates the execution of pseudo-continuous is displayed.
  Needless to say, in the fourth example of the fifth embodiment described above, as in the first example of the fifth embodiment, the dot symbol reel may be variably displayed and then stopped.
[Fifth Example of Fifth Embodiment]
Hereinafter, a fifth example of the fifth embodiment will be described with reference to FIGS. 95 to 99. In the fifth example of the fifth embodiment, the dot symbol reel is not variably displayed in the same manner as the second example of the fifth embodiment described above with respect to the first example of the fifth embodiment described above. This is an example (see FIG. 83). Further, in the fifth example of the fifth embodiment, since the special symbol lottery is suspended, an effect suggesting the possibility of a big hit in the notification effect to be executed later is executed 1 before this notification effect. The pre-reading continuous notice effect that is executed from two or more notice effects is executed, and in the first notice effect that constitutes the pre-read continuous notice effect, it is suggested that the pre-read zone effect is executed by the dot symbol reel. This is an embodiment in which the prefetch zone effect is executed over the last notification effect constituting the prefetch continuous notice effect (see FIG. 99). Here, the prefetch zone effect is an effect that suggests that the prefetch continuous notice effect is being executed. In this embodiment, as an example, the background image of the notification effect is controlled to, for example, a red “zone background”. Production.
  In the fifth example of the fifth embodiment, the presentation control process described with reference to FIG. 73 is different from the first example of the fifth embodiment described above. In principle, the description of the same content as the first example of the fifth embodiment is omitted.
[Production control processing by production control unit]
FIG. 95 is a flowchart illustrating an example of the effect control process performed by the effect control unit 400 in the fifth example of the fifth embodiment. 95 is different from the process of FIG. 73 in the first example of the fifth embodiment in that the processes in steps Sa104, Sa105, Sa108, and Sa109 are the same as the processes in steps Se104, Se105, Se108, and Se109, respectively. It has been replaced with. Therefore, hereinafter, the processes of steps Se104, Se105, Se108, and Se109 will be described, and the description of the processes of other steps will be omitted.
  In step Se <b> 104, the CPU 401 determines whether or not to execute a prefetch continuous notice effect described later with reference to FIGS. 98 and 99 (2). Specifically, when the CPU 401 determines whether or not the number of special symbol lotteries held in the RAM 403 is two or more and determines that the number is two or more, the CPU 401 stores the special symbol lottery in the latest step Sa102. Check whether the special symbol variation time (see FIG. 11 etc.) included in the stored prior determination information is a specific special symbol execution time (that is, a specific notification effect execution time), and execute a specific special symbol If it is time, it is determined that the pre-reading continuous notice effect is to be executed, where the specific special symbol execution time is the big hit variable time table of the variable time table set shown in FIG. “60 seconds” and “90 seconds” in the time table (that is, a type that executes until the SP reach effect and a type that executes until the SPSP reach effect) In addition, when it is a specific special symbol execution time, it is not always determined that the pre-reading continuous notice effect is executed, but it is finally determined whether the pre-reading continuous notice effect is executed by performing a lottery or the like. If the determination in step Se104 is YES, the process proceeds to step Se105, and if this determination is NO, the process proceeds to step Sa106.
  In step Se <b> 105, the CPU 401 determines the contents of the prefetch continuous notice effect described later with reference to FIGS. 98 and 99. Specifically, as will be described later with reference to FIGS. 98 and 99, the CPU 401 performs the pre-reading continuous notice effect based on the pre-determination information (a condition for determining whether or not a big hit, a condition for special symbol variation time, etc.). The dot pattern reel display mode in the first notification effect, the contents to be controlled to the zone background, etc. are determined in the second and subsequent notification effects. Thereafter, the process proceeds to step Sa106.
  In step Se108, the CPU 401 determines whether or not the notification effect to be executed based on the notification effect start command analyzed in step Sa107 is the notification effect constituting the pre-reading continuous notice effect whose content is determined in step Se105. judge. That is, it is determined whether or not the notification effect that constitutes the pre-reading continuous notice effect is executed in the current notification effect. If the determination in step Se108 is YES, the process proceeds to step Se109, and if this determination is NO, the process proceeds to step Sa110.
  In step Se109, the CPU 401 instructs the image sound control unit 500 or the like to execute a notification effect that constitutes the pre-reading continuous notice effect whose contents are determined in step Se105. Thereafter, the current production control process ends.
[Characteristic Operation According to Fifth Example of Fifth Embodiment]
Next, characteristic operations according to the fifth example of the fifth embodiment described above using the flowchart will be specifically described with reference to FIGS. 96 to 99. 96 to 99 are diagrams for explaining the prefetch continuous notice effect or the like characteristic of the fifth example of the fifth embodiment.
  FIG. 96 is a diagram for describing a dot design in the fifth example of the fifth embodiment. As shown in FIG. 96, in the fifth example of the fifth embodiment, a “zone” symbol for suggesting execution of the prefetch zone effect is added to the first example of the fifth embodiment. .
  In FIG. 97 and FIG. 99 (1), the notification effect that the reach is established after suggesting the reach is established by the dot symbol reel is executed by the process of step Sa110 in FIG. It is a figure for demonstrating an example in which the alerting | reporting effect in which an effect is not performed is performed. 97 and 99 (1) describe a notification effect that does not constitute a prefetch continuous notice effect. As shown in FIGS. 97 (1) and 99 (1), after the notification effect is started and the variation display of the decorative symbol reel 6X is started, the dot symbol reel 6B is displayed in a stop manner in which the reach symbols are aligned from the beginning. 97 (2) (3) and 99 (1), a reach effect is executed, and after the dot symbol reel 6B is erased, the decorative symbol reel is reached. All symbols of 6X are completely stopped and the special symbol lottery result is notified. In FIGS. 97 (1) and 97 (2), the dot symbol reel 6A is displayed in a stop manner from the beginning before the reach is established, and then erased when the reach is established. Then, as shown in FIGS. 97 (4) and 99 (1), the next notification effect is executed. In addition, in the notification effects shown in FIGS. 97 (1) to 97 (3) and the notification effect shown in FIG. 97 (4), a non-zone background that is not a zone background is displayed as a background.
  In FIGS. 98 and 99 (2), a notification effect that is lost after suggesting execution of a pre-read zone effect by the dot symbol reel is executed by the process of step Se109 in FIG. 95, and the pre-read zone effect is generated in the next notification effect. The figure for demonstrating the example by which the notification effect which is executed and loses is performed, and it is alert | reported whether a prefetch zone effect is performed in the next next notification effect, and is finally hit by a prefetch continuous notice effect. It is. As shown in FIGS. 98 (1) and 99 (2), after the notification effect is started and the variation display of the decorative symbol reel 6X is started, the dot symbol reel 6B is displayed from the beginning in the stop state of the zone symbol alignment. This suggests that the pre-read zone effect is executed in the next notification effect, and then, as shown in FIGS. 96 (2) and 99 (2), all the symbols on the decorative symbol reel 6X are completely stopped. The special symbol lottery result is notified. Then, as shown in FIGS. 98 (3) and 99 (2), the next notification effect in which the zone background is displayed is executed, and the prefetch zone effect is started. Then, as shown in FIGS. 98 (4) and 99 (2), after the next notification effect shown in FIG. 98 (3) is completed, the next notification effect in which the zone background is displayed is executed. After the SP reach effect (or SPSP reach effect) is executed, it is finally notified whether or not the big hit is made in the prefetch continuous notice effect, and the prefetch zone effect is finished (that is, the prefetch continuous notice effect is finished). .
  In the notification effect, the dot pattern reel does not perform the pattern uniform effect (or the dot symbol reel does not cause the uniform effect), and the reach effect, the SP reach effect, the SPSP reach effect, and In the case where the loss is simply notified without performing a special effect such as a pseudo-continuous effect, the notification effect starts as described with reference to FIG. 88 in the second example of the fifth embodiment described above. After that, all symbols on the decorative symbol reel 6X are completely stopped at the symbol indicating the loss, and the loss is notified.
  In FIGS. 98 and 99 (2), an example in which the prefetch continuous notice effect is configured by three notification effects has been described. However, the prefetch continuous notice effect may be configured by two or more notification effects. .
  As described above, in the fifth example of the fifth embodiment, a very innovative effect that suggests entering a prefetch zone effect with a dot symbol reel is executed. From this, when the dot symbol reel is displayed, the player pays attention to the display content of the dot symbol reel, so that a very effective notice effect can be executed.
[Modification of Fifth Example of Fifth Embodiment]
In the fifth example of the fifth embodiment described above, as described with reference to FIG. 99 (2), the pre-read zone is entered from the notification effect next to the notification effect suggesting execution of the pre-read zone effect by the dot symbol reel. A configuration example is given. However, for example, in the notification effect that suggests the execution of the prefetch zone effect by the dot symbol reel, the prefetch zone may be entered at a timing after the suggestion of the prefetch zone effect execution.
  In the fifth example of the fifth embodiment described above, as described with reference to FIG. 99, the dot symbol reel that suggests the establishment of reach is erased at the timing of reach establishment, and the dot symbol that suggests the execution of the pre-read zone effect. The configuration example in which the reel is erased at the timing of the end of the notification effect is given. However, for example, a dot symbol reel indicating the establishment of reach is erased at a timing prior to the reach establishment, and a dot symbol reel suggesting execution of a pre-read zone effect is erased at a timing before the end of the notification effect. It is good.
  Further, in the fifth example of the fifth embodiment described above, as described with reference to FIG. 99, the notification effect is started on the dot symbol reel that suggests the establishment of reach and the dot symbol reel that indicates the execution of the pre-read zone effect. An example of the configuration that will be displayed later is given. However, for example, a dot symbol reel that suggests the establishment of a reach and a dot symbol reel that suggests the execution of a pre-read zone effect may be displayed at the timing at which the notification effect is started.
  Needless to say, in the fifth example of the fifth embodiment described above, as in the first example of the fifth embodiment, the dot symbol reel may be variably displayed and then stopped.
[Sixth Embodiment]
Hereinafter, the sixth embodiment will be described with reference to FIGS. 100 to 117. The sixth embodiment is an embodiment related to an effect of holding a decorative symbol in a notification effect.
[First Example of Sixth Embodiment]
Below, the 1st example of 6th Embodiment is demonstrated using FIGS. 100-107. The first example of the sixth embodiment performs an effect of holding a decorative symbol in a plurality of notification effects constituting a pre-reading continuous notice effect, and directs the player only in the last notification effect of the pre-reading continuous notice effect. This is an example of performing an input suggestion effect that suggests an operation of pressing a button 37 to hold a decorative design (see FIG. 107).
[Production control processing by production control unit]
FIG. 100 is a flowchart illustrating an example of the effect control process performed by the effect control unit 400 in the first example of the sixth embodiment. Hereinafter, with reference to FIG. 100, an effect control process performed by the effect control unit 400 in the first example of the sixth embodiment will be described. The effect control unit 400 repeatedly executes a series of processes shown in FIG. 100 at regular time intervals (for example, 4 milliseconds) during a normal operation except for special cases such as when the power is turned on or when the power is turned off. Note that the processing performed by the effect control unit 400 described based on the flowchart of FIG. 100 is executed based on a program stored in the ROM 402. Moreover, in the following description, the description about the big hit game effect etc. is omitted.
  First, in step Sf101 of FIG. 100, the CPU 401 of the effect control unit 400 determines whether or not a hold increase command (first hold number increase command or second hold number increase command) has been received from the main control unit 100. If the determination in step Sf101 is YES, the process proceeds to step Sf102. If the determination is NO, the process proceeds to step Sf106.
  In step Sf102, the CPU 401 executes a hold number addition process. Specifically, when the CPU 401 receives the first hold number increase command from the main control unit 100, the CPU 401 adds 1 to the hold number of the first special symbol lottery stored in the RAM 403. When the hold number increase command is received, 1 is added to the hold number of the second special symbol lottery stored in the RAM 403. Further, the CPU 401 extracts pre-determination information included in the hold increase command and stores it in the RAM 403 for each type of hold increase command (first hold increase command or second hold increase command). Thereafter, the process proceeds to step Sf103.
  In step Sf103, the CPU 401 executes a hold display process. Specifically, when the CPU 401 receives the first hold number increase command from the main control unit 100, the CPU 401 instructs the image sound control unit 500 to indicate the hold number of the first special symbol lottery on the image display unit 6. (Refer to FIG. 102) is increased by one. Similarly, when the CPU 401 receives the second hold number increase command from the main control unit 100, the CPU 401 instructs the image sound control unit 500 to display a hold image indicating the hold number of the second special symbol lottery on the image display unit 1. Display one more. Note that, as already described, this pending increase command includes pre-determination information indicating the result of the special symbol lottery. Therefore, in step Sf103, the CPU 401 executes, based on the prior determination information, for example, a pre-reading hold notice effect that changes the hold display mode so as to suggest the expected degree of reliability (reliability) for the special symbol lottery. Also good. Thereafter, the process proceeds to step Sf104.
  In step Sf104, the CPU 401 determines whether or not to execute a prefetch continuous notice effect described later with reference to FIGS. Specifically, when the CPU 401 determines whether or not the number of special symbol lotteries held in the RAM 403 is 3 or more and determines that the number is 3 or more, the CPU 401 stores the number in the RAM 403 in the latest step Sf102. Based on the stored prior determination information, it is determined by lottery or the like whether or not the prefetch continuous notice effect is executed. If the determination in step Sf104 is YES, the process proceeds to step Sf105, and if this determination is NO, the process proceeds to step Sf106.
  In step Sf105, the CPU 401 determines the content of the prefetch continuous notice effect described later with reference to FIGS. Specifically, as will be described later with reference to FIGS. 103 to 107, in the prefetch continuous notice effect, the CPU 401 holds the first notification effect, the second hold effect, and the prefetch target. The mode etc. to be held in the notification effect are determined. At that time, the CPU 401 determines the content of the pre-reading continuous notice effect to be executed by lottery or the like from a lot of effect patterns of the notification effect satisfying the conditions of the prior determination information (such as the condition of whether or not the big hit). Thereafter, the process proceeds to step Sf106.
  In step Sf106, the CPU 401 determines whether or not the notification effect start command transmitted from the main control unit 100 has been received. If the determination in step Sf106 is YES, the process proceeds to step Sf107, and if this determination is NO, the process proceeds to step Sf111.
  In step Sf107, the CPU 401 analyzes the notification effect start command received in step Sf106. That is, the setting information included in the notification effect start command is acquired. Thereafter, the process proceeds to step Sf108.
  In step Sf108, the CPU 401 determines whether or not the notification effect to be executed based on the notification effect start command analyzed in step Sf107 is a notification effect constituting the pre-reading continuous notice effect whose contents are determined in step Sf105. judge. That is, it is determined whether or not the notification effect that constitutes the pre-reading continuous notice effect is executed in the current notification effect. If the determination in step Sf108 is YES, the process proceeds to step Sf109, and if this determination is NO, the process proceeds to step Sf110.
  In step Sf110, the CPU 401 instructs the image sound control unit 500 or the like to determine and execute a notification effect that does not constitute a pre-reading continuous notice effect. At this time, the CPU 401 performs a number of notification effects satisfying the conditions of the setting information acquired in step Sf107 (such as whether or not the jackpot has been won, conditions for the notification effect execution time, and whether or not to execute the reach effect). The notification effect to be executed is determined from the effect pattern by lottery or the like. Thereafter, the current production control process ends.
  On the other hand, in step Sf109, the CPU 401 instructs the image sound control unit 500 and the like to execute a notification effect that constitutes the pre-reading continuous notice effect whose contents are determined in step Sf105. Thereafter, the current production control process ends.
  FIG. 101 is an example of a detailed flowchart of the process of step Sf109 of FIG. Hereinafter, the processing in step Sf109 in FIG. 100 will be described in detail with reference to FIG.
  First, in step Sf120 in FIG. 101, the CPU 401 determines whether or not the notification effect to be executed this time is a notification effect two times before the prefetch target notification effect in consideration of the processing in step Sf105 in FIG. To do. If the determination in step Sf120 is YES, the process moves to step Sf121. If the determination is NO, the process moves to step Sf122.
  In step Sf121, as will be described later with reference to FIG. 103, the CPU 401 executes a notification effect of losing without holding reach after holding the left decorative symbol. Thereafter, the process proceeds to step Sf122.
  In step Sf122, the CPU 401 determines whether or not the notification effect to be executed this time is the notification effect immediately before the prefetch target notification effect in consideration of the process in step Sf105 of FIG. If the determination in step Sf122 is YES, the process proceeds to step Sf123. If the determination is NO, the process proceeds to step Sf124.
  In step Sf123, as will be described later with reference to FIG. 104, the CPU 401 executes a notification effect that is lost after holding the left decorative symbol and the right decorative symbol so that the reach is established. Thereafter, the process proceeds to step Sf124.
  In step Sf124, the CPU 401 determines whether or not the notification effect to be executed this time is the prefetch target notification effect in consideration of the processing in step Sf105 of FIG. If the determination in step Sf124 is YES, the process proceeds to step Sf125. If this determination is NO, the current effect control process ends.
  In step Sf125, as will be described later with reference to FIG. 105 and FIG. A prefetch target notification effect including an input suggestion effect that causes the player to expect that the decorative symbol is held is executed. Thereafter, the current production control process ends.
  In step Sf111 of FIG. 100, the CPU 401 determines whether or not a notification effect stop command transmitted from the main control unit 100 has been received. If the determination in step Sf111 is YES, the process proceeds to step Sf112. If this determination is NO, the current effect control process ends.
  In step Sf112, the CPU 401 ends the notification effect that is started in the process of step Sf109 or S110, and finally stops all the decorative symbols that have been variably displayed (determined to stop) as a result of the special symbol lottery. Is produced in a dramatic manner. Thereafter, the process proceeds to step Sf113.
  In step Sf113, the CPU 401 executes a hold number subtraction process. Specifically, the CPU 401 executes the first special symbol lottery as information indicating which one of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command is executed. 1 is subtracted from the holding number of the first special symbol lottery stored in the RAM 403, and when the second special symbol lottery is executed, the second special symbol lottery stored in the RAM 403 is displayed. Subtract 1 from the number of holds. Thereafter, the process proceeds to step Sf114.
  In step Sf114, the CPU 401 executes a hold display process. Specifically, the CPU 401 executes the first special symbol lottery as information indicating which one of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command is executed. If this is the case, the image sound control unit 500 is instructed to display the hold image indicating the number of hold of the first special symbol lottery displayed on the image display unit 6 earliest (for example, the variable display of the special symbol is currently being displayed. One reserved image) is digested (deleted). Similarly, the CPU 401 indicates that information indicating which of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command has been executed is that the second special symbol lottery has been executed. In the case of showing, the image sound control unit 500 is instructed to digest (delete) one reserved image indicating the number of the second special symbol lottery that is displayed earliest on the image display unit 6. In addition, when the hold image (the hold image excluding the hold image indicating that the special symbol is currently being changed) is displayed when the notification effect is started in step Sf109 or Sf110, these hold images are displayed. Are moved (shifted) sequentially. Thereafter, the current production control process ends.
[Characteristic Operation According to First Example of Sixth Embodiment]
Next, the characteristic operation according to the first example of the sixth embodiment described above using the flowchart will be specifically described with reference to FIGS.
  First, before the specific description of the characteristic operation according to the first example of the sixth embodiment, the outline of the variation display of the decorative symbols and the hold display performed in the pachinko gaming machine 1 will be described with reference to FIG. To do. FIG. 102 shows a state in which the decorative symbol DI is variably displayed and the reserved image RI indicating that the special symbol lottery is held is digested in order to notify the determination result when the special symbol lottery is performed. FIG. The decorative symbol DI is a symbol (in the present embodiment, a symbol representing the numbers “1” to “9”) for informing the determination result of the special symbol lottery. In the present embodiment, the three decorative symbols DI1 are used. The determination result is reported using the column of DI3. In this way, the effect of notifying the result of the special symbol lottery when the decorative symbol DI is variably displayed and then stopped is referred to as a notification effect. The notification effect may include display of various effect images, output of various effect sounds, and the like. In the following, a case where the first special symbol lottery is performed as the special symbol lottery and an image indicating that the first special symbol lottery is suspended is displayed as the reserved image will be described as an example. The same applies when the second special symbol lottery is performed as the lottery.
  First, as shown in (1) of FIG. 102, the image display unit 6 displays decorative symbols DI (DI1 to DI3), reserved images RI (RI0 to RI4), and stages ST (ST0 to ST4). The decorative symbol DI is composed of three (three columns) decorative symbols DI1 to DI3 and is displayed on the display screen of the image display unit 6. More specifically, the left decorative design DI1 is displayed on the left side, the right decorative design DI2 is displayed on the right side, and the middle decorative design DI3 is displayed on the center. These left and right middle decorative symbols DI1 to DI3 are variably displayed in accordance with the variably displayed special symbols.
  When the variation display of the special symbol is started (that is, when the notification effect is started), the left and right decorative symbols DI1 to DI3 are variably displayed. When a predetermined time has elapsed since the start of the special symbol variation display, as shown in (1) of FIG. 102, for example, a symbol on which a numeral “1” is drawn is temporarily stopped as the left decorative symbol DI1. When a predetermined time further elapses, as shown in (2) of FIG. 102, for example, a symbol on which a numeral “6” is drawn is temporarily stopped as the right decorative symbol DI2. When the predetermined time has passed, after the symbol on which the numeral “2” is drawn, for example, is temporarily stopped as the middle decorative symbol DI3, three decorative symbols DI1 to DI3 are completely displayed as shown in (3) of FIG. Stop. Thereby, the fluctuation display of the special symbol of this time is finished (that is, the notification effect of the current time is finished), and the result of the first special symbol lottery is notified to the player. That is, if the decorative symbol DI is not aligned with a specific symbol (typically a doublet “7, 7, 7”, etc.) that is a hit, the first special symbol is used. It is notified that the result of the lottery is a loss. Then, as shown in (4) of FIG. 102, the display of the decorative symbol DI is started in response to the display of the next special symbol. The temporary stop means that the player can recognize that the variation of the decorative symbol DI has stopped, and is not completely stopped, for example, a state in which it slightly fluctuates up and down ( (Swinging state). This indicates that the special symbol is still changing. In FIG. 102 and subsequent figures, the state in which the decorative design DI is changing from the top to the bottom is represented by an arrow, and the decorative design DI being changed or temporarily stopped is displayed by a dotted line, and is completely stopped (this stop). ) Decorated symbols DI are displayed with solid lines.
  The reserved image RI is an image for indicating the number of the first special symbol lottery held by the player. In addition, the image display unit 6 displays a plurality of stages ST that are positions where the reserved images RI are respectively displayed. In the example shown in FIG. 102, the number of times that the first special symbol lottery is held on the plurality of stages ST (ST0 to ST4) arranged in the left and right direction in the lower area of the display screen of the image display unit 6, respectively. Reservation images RI (RI0 to RI4) corresponding to the respective images are displayed. In the present embodiment, the reserved image RI is displayed until the variation of the special symbol in the first special symbol lottery is completed. That is, in addition to the number of reserved images RI1 to RI4 corresponding to the number of times the first special symbol lottery is held, the reserved image RI0 (hereinafter, in which a notification effect is being executed) of the special symbol is being displayed in a variable manner (hereinafter referred to as a notification effect). , Also referred to as the 0th reserved image RI0) is displayed on the image display unit 6. Note that the reserved image RI0 does not accurately indicate that the special symbol lottery is reserved, so the reserved image RI0 may be called, for example, the changing table image RI0, the changing right image RI0, or the like.
  As an example, as shown in (1) of FIG. 102, the stage ST0 arranged at the right end of one of the plurality of stages ST arranged in a row is currently changing the special symbol in the first special symbol lottery. The 0th reserved image RI0 is displayed. In addition, the stage ST1 arranged on the left side of the stage ST0 holds the first special symbol lottery and then holds the first special symbol lottery (hereinafter referred to as the first hold). The reserved image RI1 (hereinafter also referred to as the first reserved image RI1) corresponding to the image is displayed. In addition, the stage ST2 arranged on the left side of the stage ST1 has a hold corresponding to a hold (hereinafter referred to as a second hold) in which the first special symbol lottery is scheduled to be performed next to the first hold. An image RI2 (hereinafter also referred to as a second reserved image RI2) is displayed. In addition, the stage ST3 arranged on the left side of the stage ST2 has a hold corresponding to a hold (hereinafter referred to as a third hold) in which the first special symbol lottery is scheduled to be performed next to the second hold. An image RI3 (hereinafter also referred to as a third reserved image RI3) is displayed. The stage ST4 arranged on the left side of the stage ST3 has a hold corresponding to a hold (hereinafter referred to as a fourth hold) for which the first special symbol lottery is scheduled to be performed next to the third hold. An image RI4 (hereinafter also referred to as a fourth reserved image RI4) is displayed.
  The hold images RI respectively displayed on the plurality of stages ST are sequentially changed in display position (ie, stage ST) every time the first special symbol lottery is completed. Specifically, as shown in (3) of FIG. 102, when the current special symbol variation display ends (when the current notification effect ends), as shown in (4) of FIG. The displayed reserved image RI0 corresponding to the current variable display of the special symbol disappears from the display screen by disappearing from the stage ST0. Then, the reserved image RI1 displayed on the stage ST1 moves from the stage ST1 to the stage ST0. Similarly, the reserved images RI2 to RI4 displayed on the stages ST2 to ST4 move from the stages ST2 to ST4 to the stages ST1 to ST3, respectively. In this way, the hold image RI sequentially moves on the stage ST every time the hold of the first special symbol lottery is digested.
  Here, as already described, in the present embodiment, the lottery result for the first special symbol lottery is received from the main control unit 100 prior to the notification immediately before the symbol variation in the first special symbol lottery is started. The effect control unit 400 is notified. For example, before the third reserved image RI3 moves to the stage ST0 and the change of the special symbol in the first special symbol lottery is started, for example, when the third reserved occurs, the first special symbol for the third reserved The effect control unit 400 is notified in advance of the lottery result. Therefore, for example, it is possible to suggest to the player in advance and expect that there is a holding with a relatively high expectation degree (reliability) to be won in the first special symbol lottery. The reliability indicates the probability of winning in the first special symbol lottery held.
  The specific operation according to the first example of the sixth embodiment will be specifically described below. 103 to 107 are diagrams for explaining the prefetch continuous notice effect that is characteristic of the first example of the sixth embodiment.
  Here, in the description of the prefetch continuous notice effect using FIGS. 103 to 106, as an example, when the second hold occurs, the result of the first special symbol lottery corresponding to the second hold is found in advance. It is assumed that the result is notified from the main control unit 100 to the effect control unit 400. In this case, the production control unit 400 controls the production to be executed based on the lottery result determined in advance. The prior determination described above is referred to as “prefetching”, and the lottery result based on this prefetching is referred to as “prefetching result”. In FIGS. 103 to 106, the second reserved image RI <b> 2 indicating the hold (second hold) corresponding to the special symbol lottery subject to prefetching is distinguished from the hold image indicating other holds for convenience of explanation. Therefore, it is displayed in black. In addition, the hold corresponding to the special symbol lottery subject to prefetching is called “prefetch target hold”, and the notification effect corresponding to this prefetch target hold is called “prefetch target notification effect”.
  First, as shown in FIG. 103 (1), a notification effect corresponding to the 0th reserved image RI0 that is executed when the second reserved image RI2 is the prefetch target hold is started, and the left and right middle decorative symbols DI1 to DI3 are started. Are all displayed in a variable manner. Thereafter, as shown in FIG. 103 (2), the left decorative symbol DI1 is temporarily stopped and displayed. At this time, the temporarily decorated left decorative pattern DI1 is temporarily stopped and displayed in a display manner bound with a chain as shown in FIG. 103 (2). Here, when the decorative design DI is temporarily stopped and displayed in a display mode in which the decorative design DI is bound with a chain, it is said that the decorative design is “held”. In FIG. 103 (2), the symbol “7” of the left decorative symbol DI1 is held. Thereafter, as shown in FIG. 103 (3), the right decorative design DI2 does not reach the relationship with the left decorative design DI1 (typically, the left decorative design DI1 and the right decorative design DI2 are different). Is displayed as a temporary stop. In FIG. 103 (3), the right decorative design DI2 is temporarily stopped at the design “2”. Thereafter, after the middle decorative symbol DI3 is temporarily stopped, as shown in FIG. 103 (4), all the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the current notification effect has been lost. . In FIG. 103 (4), after the middle decorative symbol DI3 temporarily stops at the symbol “9”, the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the current notification effect is lost. . As described above, in the notification effect corresponding to the hold two times before the prefetch target hold (that is, the notification effect two times before the prefetch target notification effect), after the left decorative symbol DI1 is held, the reach state is entered. The production which is lost without executing it is executed.
  Next, following the notification effect corresponding to the 0th reserved image RI0 described with reference to FIG. 103, the notification effect corresponding to the first reserved image RI1 is started as shown in FIG. All the decorative symbols DI1 to DI3 are variably displayed. After that, as shown in FIG. 104 (2), the left decorative symbol DI1 is held at the symbol “7” in the same manner as the notification effect corresponding to the 0th reserved image RI0 described with reference to FIG. Thereafter, as shown in FIG. 104 (3), the right decorative symbol DI2 is held by the symbol “7” that is in a reach state in relation to the left decorative symbol DI1 of the held symbol “7”. Thereafter, after the middle decorative symbol DI3 is temporarily stopped at the symbol that causes the loss, as shown in FIG. 104 (4), all the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed in the current notification effect. It will be notified. In FIG. 104 (4), after the middle decorative symbol DI3 temporarily stops at the symbol "1", the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the current notification effect is lost. . As described above, in the notification effect corresponding to the hold immediately before the prefetch target hold (that is, the notification effect immediately before the prefetch target notification effect), the left decorative design DI1 and the right decorative design DI2 are held in the same design. Then, after the reach is established, the effect of losing is executed.
  Next, following the notification effect corresponding to the first reserved image RI1 described using FIG. 104, as shown in FIG. 105 (1), the prefetch target notification effect corresponding to the second reserved image RI2 (prefetch target reservation). Is started, and the left and right middle decorative symbols DI1 to DI3 are all displayed in a variable manner. Thereafter, as shown in FIG. 105 (2), the left decorative design DI1 is held at the design “7” in the same manner as the notification effect corresponding to the first reserved image RI1 described with reference to FIG. Thereafter, as shown in FIG. 105 (3), the right decoration symbol DI2 is held at the symbol “7” in the same manner as the notification effect corresponding to the first reserved image RI1 described with reference to FIG. Thereafter, during the variation display of the medium decorative symbol DI3, as shown in FIG. 105 (4), the effect button 37 is imitated on the medium decorative symbol DI3 at the timing when the symbol “7” moves from top to bottom and approaches. The button image X is displayed, and an input suggestion effect is executed to suggest that the player should press the effect button 37 to stop the medium decoration symbol DI3 at the symbol “7” and win a big hit. .
  Thereafter, when the player presses down the effect button 37 within a predetermined operation effective time in accordance with the input suggestion effect, or when the player wins a big hit, as shown in FIG. A display indicating that the symbol “7” is successfully held is displayed. Thereafter, as shown in FIG. 106 (2), all the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed to notify that a big hit has occurred.
  On the other hand, after the state shown in FIG. 105 (4), if the player presses down the effect button 37 within a predetermined operation effective time according to the input suggestion effect, or if the player does not hit the game, FIG. As shown in 3), there is a display in which the middle decorative symbol DI3 fails to hold the symbol “7” and stops at the symbol “8” that is lost. Thereafter, as shown in FIG. 106 (4), all the left and right decorative symbols DI1 to DI3 are completely stopped and displayed to notify that they have lost.
  In addition, after the state of FIG. 105 (4), when the player does not depress the effect button 37 within a predetermined operation effective time according to the input suggestion effect, or when a big hit is made after the predetermined time has elapsed. 106 (1) shows that the middle decorative symbol DI3 is held at symbol “7” and then a big hit is shown as shown in FIG. In FIG. 106 (3), it is notified that the middle decorative symbol DI3 has been lost as shown in FIG. 106 (4) after being held in the lost symbol.
  FIG. 107 is a time chart for explaining the pre-reading continuous notice effect of the present embodiment specifically explained above along the passage of time. As shown in FIG. 107, when the prefetch continuous notice effect of the present embodiment is started, first, the input suggestion effect is not executed in the notification effect immediately before the prefetch target notification effect, and the left decorative symbol is held and lost. Next, the input suggestion effect is not executed in the notification effect immediately before the prefetch target notification effect, and the effect of losing is executed after the left decorative symbol and the right decorative symbol are held and reach is established. Finally, the input suggestion effect is executed after the left decorative symbol and the right decorative symbol are held and reach is established in the prefetch target notification effect. When the effect button 37 is pressed according to the input suggestion effect, if the jackpot is hit, the medium decorative symbol is held at the jackpot symbol according to the press operation, the jackpot is notified, and the jackpot is hit. If it is not, the middle decoration symbol is not held and the symbol that is not a big hit is stopped and a loss is notified.
  As described above, in the first example of the sixth embodiment, in the pre-reading continuous notice effect that holds the decorative design, the input suggestion effect is executed in the notification effect that is executed before the pre-read target notification effect. Without performing the input suggestion effect only in the prefetch target notification effect. Thus, according to the first example of the sixth embodiment, the player has the highest expectation of jackpot in a series of pre-reading continuous notice effects composed of a plurality of notification effects in which decorative symbols are held. In the pre-read target notification effect, the effect button 37 is pressed down in expectation that the medium decoration symbol DI3 is held by the symbol that becomes a big hit and the big hit is expected. In other words, according to the present embodiment, in the series of pre-reading continuous notice effects, the player “in a single ball” in the pre-read target notification effect that is the final notification effect that finally determines whether or not a big hit has been made. An effect button 37 can be pressed. As described above, according to the present embodiment, the player performs the pressing operation only in the prefetch target notification effect in which the expectation of the big hit is the highest in the series of prefetch continuous notice effects. Can effectively enhance the feeling of uplifting.
[Modification of First Example of Sixth Embodiment]
In the first example of the sixth embodiment described above, as described with reference to FIGS. 103 to 107, in the series of pre-reading continuous notice effects, the first notification effect (see FIG. 104) is the first time. The left decorative symbol DI1 held in the notification effect (see FIG. 103) is held, and left and right held in the first and second notification effects (see FIG. 103 and FIG. 104) in the prefetch target notification effect (see FIG. 105). An example in which the decorative symbols DI1 to DI2 are held has been described. However, for example, in a series of pre-reading continuous notice effects, the left decorative symbol DI1 held in the first notification effect (see FIG. 103) in the second notification effect (see FIG. 104) is held from the beginning without changing. In addition, the left and right decorative symbols DI1 to DI2 held in the first and second notification effects (see FIGS. 103 and 104) in the prefetch target notification effect (see FIG. 105) are held from the beginning without changing. You may keep it.
  Further, in the first example of the sixth embodiment described above, as described with reference to FIGS. 103 to 107, an example in which the input suggestion effect is executed only by the prefetch target notification effect in all the prefetch continuous notice effects. And explained. However, for example, when the input suggestion effect is executed in all notification effects in the prefetch continuous notice effect, and as described with reference to FIGS. 103 to 107, the input suggestion effect is performed only in the prefetch target notification effect in the prefetch continuous notice effect. You may provide the case where it performs. In addition, for example, in the case of performing the input suggestion effect in all notification effects in principle in the prefetch continuous notice effect, and in the case of winning in the lottery, etc., the notification effect that is not the prefetch target notice effect in the prefetch continuous notice effect (FIG. 103, It is good also as a structure which prohibits execution of an input suggestion effect in FIG. By configuring in this way, it is possible to give a change to the prefetch continuous notice effect.
  In the first example of the sixth embodiment described above, as described with reference to FIGS. 103 to 107, in the series of pre-reading continuous notice effects, the first notification effect (see FIG. 104) is the first time. The left decorative symbol DI1 held in the notification effect (see FIG. 103) is always held and held in the first and second notification effects (see FIGS. 103 and 104) in the prefetch target notification effect (see FIG. 105). The left and right decorative symbols DI1 to DI2 have been described with reference to an example in which they are always held. However, for example, in a series of pre-reading continuous notice effects, the left decorative symbol DI1 held in the first notification effect (see FIG. 103) in the second notification effect (see FIG. 104) may not necessarily be held. The left and right decorative symbols DI1 to DI2 held in the first and second notification effects (see FIGS. 103 and 104) in the prefetch target notification effect (see FIG. 105) do not necessarily have to be held.
  In the first example of the sixth embodiment described above, the operation of the effect button 37 performed by the player according to the input suggestion effect (see FIG. 105 (4)) is pressed once in an extremely short time. The description has been made assuming a general pressing operation. However, the operation of the effect button 37 performed by the player in response to the input suggestion effect is not limited to this, and may be, for example, a long press operation that continues to be pressed for a predetermined time (for example, 2 seconds). It may be a continuous hitting operation in which a predetermined number of times is pressed within a predetermined time (for example, pressed five times or more in 2 seconds).
  In the first example of the sixth embodiment described above, the pre-reading continuous notice effect including three notification effects has been described as an example (see FIG. 107). However, it goes without saying that the pre-reading continuous notice effect of the present embodiment may be composed of two or more notification effects. For example, when the pre-reading continuous notice effect includes two notification effects, the pre-reading continuous notice effect shown in FIG. 107 has no first or second notification effect.
[Second Example of Sixth Embodiment]
Below, the 2nd example of 6th Embodiment is demonstrated using FIGS. 108-112. The second example of the sixth embodiment performs an effect of holding a decorative symbol in a plurality of notification effects constituting a pre-reading continuous notice effect, and holds all decorative symbols in the last notification effect of the pre-reading continuous notice effect. Is an example in which the jackpot is notified (see FIG. 112).
  In the second example of the sixth embodiment, the presentation control process described with reference to FIG. 100 is different from the first example of the sixth embodiment described above. In principle, the description of the same content as the first example of the sixth embodiment is omitted.
[Production control processing by production control unit]
FIG. 108 is a flowchart illustrating an example of the effect control process performed by the effect control unit 400 in the second example of the sixth embodiment. Further, the processing in FIG. 108 is obtained by replacing the processing in steps Sf104, Sf105, and Sf109 with the processing in steps Sg104, Sg105, and Sg109, respectively, with respect to the processing in FIG. 100 of the first example of the sixth embodiment. It is. Therefore, below, the process of step Sg104, Sg105, and Sg109 is demonstrated and description of the process of another step is abbreviate | omitted.
  In step Sg104, the CPU 401 determines whether or not to execute a prefetch continuous notice effect described later with reference to FIGS. Specifically, when the CPU 401 determines whether or not the number of special symbol lotteries held in the RAM 403 is 3 or more and determines that the number is 3 or more, the CPU 401 stores the number in the RAM 403 in the latest step Sf102. It is confirmed whether or not the special symbol variation time (see FIG. 11 etc.) included in the stored prior determination information is a specific special symbol execution time (that is, a specific notification effect execution time), and the specific special symbol When it is the execution time, it is determined that the prefetch continuous notice effect is executed. Here, the specific special symbol execution time is not described in the example of the big hit variable time table and the reachable loss time table of the variable time table set shown in FIG. It is symbol variation time. In addition, when it is a specific special symbol execution time, it is not always determined that the pre-reading continuous notice effect is executed, but it may be finally determined whether or not the pre-reading continuous notice effect is executed by performing a lottery or the like. Good. If the determination in step Sg104 is YES, the process proceeds to step Sg105, and if this determination is NO, the process proceeds to step Sf106.
  In step Sg <b> 105, the CPU 401 determines the contents of the prefetch continuous notice effect described later with reference to FIGS. 110 to 112. Specifically, as will be described later with reference to FIGS. 110 to 112, the CPU 401 performs the first notification effect in the pre-reading continuous notice effect based on the prior determination information (such as the condition of whether or not the big hit). A mode of holding after turning on the hold, a mode of holding after holding the second notification effect, a mode of holding after holding the pre-read target notification effect, and the like are determined. Thereafter, the process proceeds to step Sf106.
  In step Sg109, the CPU 401 instructs the image sound control unit 500 or the like to execute a notification effect that constitutes the pre-reading continuous notice effect whose contents are determined in step Sg105. Thereafter, the current production control process ends.
  FIG. 109 is an example of a detailed flowchart of the process of step Sg109 of FIG. Hereinafter, the processing in step Sg109 in FIG. 108 will be described in detail with reference to FIG.
  First, in step Sg120 in FIG. 109, the CPU 401 determines whether or not the notification effect to be executed this time is a notification effect two times before the prefetch target notification effect in consideration of the processing in step Sg105 in FIG. To do. If the determination in step Sg120 is YES, the process proceeds to step Sg121, and if this determination is NO, the process proceeds to step Sg124.
  In step Sg121, the CPU 401 determines whether or not to hold the left decorative symbol in the notification effect executed this time, which is the notification effect two times before the prefetch target notification effect. Here, whether or not to hold the left decorative symbol in the notification effect immediately before the prefetch target notification effect is determined in the process of step Sg105 in FIG. Specifically, in step Sg105, when the pre-determination information indicates that the prefetch target notification effect is a big hit, it is determined to hold the left decorative symbol in the notification effect two previous to the prefetch target notification effect, When the pre-determination information indicates that the prefetch target notification effect is lost, it is determined by lottery or the like whether or not the left decorative symbol is held in the notification effect two preceding the prefetch target notification effect. Therefore, the determination in step Sg121 is performed based on this determination. If the determination in step Sg121 is YES, the process proceeds to step Sg122. If the determination is NO, the process proceeds to step Sg123.
  In step Sg122, the CPU 401 instructs the image sound control unit 500 to notify the previous two of the prefetch target notification effects as will be described later with reference to FIGS. 110 (1), (2), (3) to (5). As a notification effect to be executed this time, which is an effect, the left decorative symbol is held and held, and the other decorative symbols are neither held nor held, and the notification effect is lost without the reach effect. Thereafter, the process proceeds to step Sg124.
  In step Sg123, the CPU 401 instructs the image sound control unit 500 to notify the previous two of the prefetch target notification effects as will be described later with reference to FIGS. 110 (1), (2), (6) to (8). As a notification effect to be executed this time, which is an effect, the left decorative symbol is not held and held, and the other decorative symbols are not held or held, and the notification effect is lost without the reach effect. Thereafter, the process proceeds to step Sg124.
  In step Sg124, the CPU 401 determines whether or not the notification effect to be executed this time is the notification effect immediately before the prefetch target notification effect in consideration of the processing in step Sg105 of FIG. If the determination in step Sg124 is YES, the process proceeds to step Sg125, and if this determination is NO, the process proceeds to step Sg130.
  In step Sg125, the CPU 401 performs a decorative design (in the notification effect immediately before the notification effect to be executed this time, which is the notification effect immediately before the prefetch target notification effect) (that is, the notification effect two times before the prefetch target notification effect). That is, it is determined whether or not the left decorative design is held. If the determination in step Sg125 is YES, the process proceeds to step Sg127. If this determination is NO, the process proceeds to step Sg126.
  In step Sg126, the CPU 401 performs a notification effect to be executed this time, which is a notification effect immediately before the prefetch target notification effect. None). Thereafter, the current production control process ends.
  In step Sg127, the CPU 401 determines whether or not to hold the right decorative symbol in the notification effect executed this time, which is the notification effect immediately before the prefetch target notification effect. Here, whether or not to hold the right decorative symbol in the notification effect immediately before the prefetch target notification effect is determined in the process of step Sg105 in FIG. Specifically, in step Sg105, when the pre-determination information indicates that the prefetch target notification effect is a big hit, it is determined to hold the right decorative design in the notification effect immediately before the prefetch target notification effect, When the prior determination information indicates that the pre-read target notification effect is lost, it is determined by lottery or the like whether or not the right decorative design is held in the notification effect immediately before the pre-read target notification effect. Therefore, the determination in step Sg127 is made based on this determination. If the determination in step Sg127 is YES, the process proceeds to step Sg128, and if this determination is NO, the process proceeds to step Sg129.
  In step Sg128, the CPU 401 instructs the image sound control unit 500 to execute this time as a notification effect immediately before the prefetch target notification effect, as will be described later with reference to FIGS. 111 (1) to 111 (4). As a notification effect, hold the left decorative symbol from the beginning with the same design as the left decorative symbol held in the notification effect immediately before the pre-read target notification effect, hold the right decorative symbol, and reach reach The inside decoration symbol is not held and held, and the notification effect is lost. Thereafter, the process proceeds to step Sg130.
  In step Sg129, the CPU 401 instructs the image sound control unit 500 to perform a notification effect immediately before the prefetch target notification effect as described later with reference to FIGS. 111 (1), (2), (5), and (6). As a notification effect to be executed this time, the left decorative symbol is held from the beginning with the same design as the left decorative symbol held in the notification effect immediately before the pre-read target notification effect, and the right decorative symbol is held. After that, it stops without being held (temporarily stopped) with the symbol that does not reach, and the medium decoration symbol does not hold and hold, and performs a lost notification effect. Thereafter, the process proceeds to step Sg130.
  In step Sg130, the CPU 401 determines whether or not the notification effect to be executed this time is the prefetch target notification effect in consideration of the processing in step Sg105 of FIG. If the determination in step Sg130 is YES, the process proceeds to step Sg131. If this determination is NO, the current effect control process ends.
  In step Sg131, the CPU 401 holds the decorative symbol (that is, the right decorative symbol) in the notification effect immediately before the prefetch target notification effect to be executed this time (that is, the notification effect immediately before the prefetch target notification effect). Determine whether. If the determination in step Sg131 is YES, the process proceeds to step Sg133. If this determination is NO, the process proceeds to step Sg132.
  In step Sg132, as the prefetch target notification effect to be executed this time, the CPU 401 executes a notification effect (not shown) that does not hold and hold the decorative symbols in the left and right, and loses without the reach effect. Thereafter, the current production control process ends.
  In step Sg133, the CPU 401 determines whether or not to hold the medium decoration symbol in the prefetch target notification effect executed this time. Here, whether or not to hold the medium decoration symbol in the prefetch target notification effect is determined in the process of step Sg105 of FIG. Specifically, in step Sg105, when the pre-determination information indicates that the pre-read target notification effect is a big hit, it is determined to hold the medium decoration symbol in the pre-read target notification effect, and the pre-determination information is pre-read target notification. In the case of indicating that the effect is lost, it is determined that the pre-read target notification effect is not held in the medium decoration symbol. Therefore, the determination in step Sg133 is performed based on this determination. If the determination in step Sg133 is YES, the process proceeds to step Sg134. If the determination is NO, the process proceeds to step Sg135.
  In step Sg134, the CPU 401 instructs the image sound control unit 500 to perform the notification effect to be executed this time, which is the prefetch target notification effect, as will be described later with reference to FIGS. 112 (1) to (4). The left decorative design is held from the beginning with the same design as the left decorative design held in the previous notification production, and the right decorative design is held from the beginning with the same design as the right decorative design held in the previous notification production. (In other words, the reach state of the left and right decorative symbols is held), and after the medium decorative symbols are held and held, the notification effect that the big hit is notified is executed. Thereafter, the current production control process ends.
  In step Sg135, the CPU 401 instructs the image sound control unit 500 to perform a notification effect to be executed this time as a prefetch target notification effect, as will be described later with reference to FIGS. 112 (1), (2), (5), and (6). The left decorative design is held from the beginning with the same design as the left decorative design held in the previous notification effect, and the right decorative design from the beginning with the same design as the right decorative design held in the previous notification performance. Is held (that is, the reach state of the left and right decorative symbols is held), the middle decorative symbols are held and then not held, and the notification effect is lost. Thereafter, the current production control process ends.
[Characteristic Operation According to Second Example of Sixth Embodiment]
Next, characteristic operations according to the second example of the sixth embodiment described above using the flowchart will be specifically described with reference to FIGS. 110 to 112 are diagrams for explaining the prefetch continuous notice effect that is characteristic of the second example of the sixth embodiment.
  Here, in the description of the prefetch continuous notice effect using FIGS. 110 to 112, as an example, when the second hold occurs, the result of the first special symbol lottery corresponding to the second hold is found in advance. It is assumed that the result is notified from the main control unit 100 to the effect control unit 400. In this case, the production control unit 400 controls the production to be executed based on the lottery result determined in advance. The prior determination described above is referred to as “prefetching”, and the lottery result based on this prefetching is referred to as “prefetching result”. Also, in FIGS. 110 to 112, the second hold image RI2 indicating the hold (second hold) corresponding to the special symbol lottery subject to the prefetching is distinguished from the hold image indicating other holds for convenience of explanation. Therefore, it is displayed in black. In addition, the hold corresponding to the special symbol lottery subject to prefetching is called “prefetch target hold”, and the notification effect corresponding to this prefetch target hold is called “prefetch target notification effect”.
  First, as shown in FIG. 110 (1), a notification effect corresponding to the 0th reserved image RI0 that is executed when the second reserved image RI2 is a prefetch target hold is started, and the left and right middle decorative symbols DI1 to DI3 are started. Are all displayed in a variable manner. After that, as shown in FIG. 110 (2), the left decorative symbol DI1 variably displayed from the top to the bottom is tentatively stopped in the display mode (hold display mode) that is held (experience is expected). The display mode effect (hold effect) is executed. 110 (2) is, for example, a hold turning effect in which the decorative symbol that has become the hold display mode slowly descends at a lowering speed. Thereafter, as shown in FIG. 110 (3), when the big hit in the prefetch target notification effect is prefetched, and in the case where the loss is prefetched in the prefetch target notification effect, as shown in FIG. The symbol DI1 is temporarily stopped (that is, held) in the hold display mode. In FIG. 110 (3), the left decorative symbol DI1 is temporarily stopped at the symbol “7” in the hold display mode. Thereafter, as shown in FIG. 110 (4), the right decorative design DI2 does not reach the relationship with the left decorative design DI1 (typically, the left decorative design DI1 and the right decorative design DI2 are different). Is displayed as a temporary stop. In FIG. 110 (4), the right decorative design DI2 is temporarily stopped at the design “2”. After that, after the middle decorative symbol DI3 is temporarily stopped, as shown in FIG. 110 (5), all the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the current notification effect is lost. . In FIG. 110 (5), after the middle decorative symbol DI3 is temporarily stopped at the symbol "9", the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the current notification effect is lost. .
  As described above with reference to FIGS. 110 (1) to 110 (5), when a big hit in the prefetch target notification effect is prefetched, and when a loss in prefetch target notification effect is prefetched In part (for example, 70%) of the notification effect, the left decoration symbol DI1 is held after the hold-over effect in the notification effect two before the pre-read target notification effect, and the effect of losing without executing the reach state is executed ( (See Sg122 in FIG. 109).
  On the other hand, in a part (for example, 30%) in the case where it is prefetched that a loss occurs in the prefetch target notification effect, after the operation described with reference to FIGS. 110 (1) and (2), FIG. As shown in FIG. 5, the left decorative pattern DI1 is temporarily held without being held. In FIG. 110 (6), the left decorative symbol DI1 is temporarily stopped at the symbol “8” in the normal display mode because the symbol “7” in the hold display mode has passed. Thereafter, as shown in FIG. 110 (7), the right decorative design DI2 does not reach the relationship with the left decorative design DI1 (typically, the left decorative design DI1 and the right decorative design DI2 are different). Is displayed as a temporary stop. In FIG. 110 (7), the right decorative design DI2 is temporarily stopped at the design “2”. After that, after the middle decorative pattern DI3 is temporarily stopped, as shown in FIG. 110 (8), all the left and right middle decorative patterns DI1 to DI3 are completely stopped and displayed, and it is notified that the current notification effect is lost. . In FIG. 110 (8), after the middle decorative symbol DI3 is temporarily stopped at the symbol "9", the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the current notification effect is lost. .
  As described above with reference to FIGS. 110 (1), (2), (6) to (8), prefetching is performed in a part (for example, 30%) of the case where prefetching is lost in the prefetch target notification effect. In the notification effect two times before the target notification effect, an effect is performed in which the left decorative symbol DI1 is not held after the hold-rolling effect and does not reach a reach state (see Sg123 in FIG. 109).
  Next, following the notification effect of holding the left decorative symbol DI1 corresponding to the 0th reserved image RI0 described using FIGS. 110 (1) to 110 (5), as shown in FIG. 111 (1), the first A notification effect corresponding to the reserved image RI1 is started. Here, as shown in FIG. 111 (1), the left decorative symbol DI1 is a symbol “Holded by the notification effect (that is, the previous notification effect) corresponding to the 0th reserved image RI0 described with reference to FIG. 7 "is a state held from the beginning. In addition, when the notification effect that does not hold the left decorative symbol DI1 corresponding to the 0th reserved image RI0 described using FIGS. 110 (1), (2), (6) to (8) is executed, the 1st hold As a notification effect corresponding to the image RI1, a notification effect is performed in which the decorative symbols DI1 to DI3 in the left and right are held without being held or held (not shown; see Sg126 in FIG. 109). After that, as shown in FIG. 111 (2), a hold-squeezing effect is performed in which the right decoration symbol DI2 that is variably displayed is temporarily stopped at the “7” symbol in the hold display mode in which reach is established. Thereafter, in the case where a big hit in the prefetch target notification effect is prefetched and in a part (for example, 70%) in the case where the loss is prefetched in the prefetch target notification effect, it is shown in FIG. 111 (3). As described above, the right decoration symbol DI1 is temporarily stopped at the hold display pattern (the symbol that achieves reach) (that is, the hold and the reach are established). In FIG. 111 (3), the right decorative symbol DI1 is temporarily stopped at the symbol “7” in the hold display mode. Thereafter, after the middle decorative symbol DI3 is temporarily stopped, as shown in FIG. 111 (4), all the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, and the current notification effect has lost after reaching the reach. Informed. In FIG. 111 (4), after the middle decorative symbol DI3 is temporarily stopped at the symbol “1”, the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the loss has occurred after the reach is established in the current notification effect. Has been.
  As described above with reference to FIGS. 111 (1) to 111 (4), when a big hit in the prefetch target notification effect is prefetched, and when a loss in prefetch target notification effect is prefetched In the notification effect immediately before the pre-read target notification effect, an effect that the right decoration symbol DI1 is held after the hold-over effect and the reach is established and lost is executed (FIG. 109). Of Sg128).
  On the other hand, in a part (for example, 30%) in the case where it is prefetched that a loss occurs in the prefetch target notification effect, after the operation described with reference to FIGS. 111 (1) and (2), FIG. 111 (5) As shown, the right decorative design DI2 is not held and is temporarily stopped when reach is not established. In FIG. 111 (5), the right decoration symbol DI2 is temporarily stopped at the symbol “8” in the normal display mode in which the reach display symbol “7” passes and the reach is not established. Thereafter, after the middle decorative symbol DI3 is temporarily stopped, as shown in FIG. 111 (6), all the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the current notification effect has been lost. . In FIG. 111 (6), after the middle decorative symbol DI3 is temporarily stopped at the symbol “1”, the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the current notification effect is lost. .
  As described above with reference to FIGS. 111 (1), (2), (5), and (6), in some cases (for example, 30%) when the prefetching is lost in the prefetching target notification effect, the prefetching target In the notification effect immediately before the notification effect, the effect that the right decorative symbol DI2 is not held after the hold-over effect and does not reach the reach state is executed (see Sg129 in FIG. 109).
  Next, following the notification effect of holding the right decorative design DI2 corresponding to the first reserved image RI1 described using FIGS. 111 (1) to (4), as shown in FIG. 112 (1), the second The prefetch target notification effect corresponding to the hold image RI2 (prefetch target hold) is started. Here, as shown in FIG. 112 (1), the left decorative design DI1 and the right decorative design DI2 are notification effects corresponding to the first reserved image RI1 described with reference to FIG. 111 (that is, the previous notification effect). The held symbol “7” is the reach state that is held from the beginning. When a notification effect that does not hold the right decorative design DI2 corresponding to the first reserved image RI1 described with reference to FIGS. 111 (1), (2), (5), and (6) is executed, the second reserved image is executed. As the pre-reading target notification effect corresponding to RI2, a notification effect is performed in which the decorative symbols DI1 to DI3 in the left and right are held without being held or held (not shown; see Sg132 in FIG. 109). After that, as shown in FIG. 112 (2), a hold-up effect is performed that ensues that the variably displayed medium decorative design DI3 is temporarily stopped at the “3” in the hold display mode. Thereafter, when a big hit is made in the prefetch target notification effect (that is, when the big win is prefetched), as shown in FIG. 112 (3), the medium decorative design DI3 is temporarily stopped in the design of the hold display mode. In FIG. 112 (3), the medium decoration symbol DI3 is temporarily stopped at the symbol “3” in the hold display mode. After that, after the middle decorative pattern DI3 is temporarily stopped in the hold display mode (that is, after all of the left and right decorative designs DI1 to DI3 are held), the left and right decorative symbols DI1 to DI3 are changed again. As shown in FIG. 112 (4), the left and right decorative symbols DI1 to DI3 are completely stopped and displayed with the same symbol indicating the big hit, and it is notified that the big hit has been made in the current notification effect. In FIG. 112 (4), the right and left middle decorative symbols DI1 to DI3 are changed again after the temporary decoration is stopped by holding the symbol “3” in which the middle decorative symbol DI3 is lost, and all the symbols “7” are completely stopped and displayed. Then, it is notified that the big hit was made in this notification production.
  As described above with reference to FIGS. 112 (1) to 112 (4), when a big hit is made in the prefetch target notification effect, the left decorative symbol DI1 and the right decorative symbol DI2 are held in the reach state in the prefetch target notification effect. The medium decoration symbol DI3 is held after the hold-over effect, and the effect of notifying the big hit is executed (see Sg134 in FIG. 109).
  On the other hand, in the case of losing in the pre-reading target notification effect (that is, when losing is pre-read), as shown in FIG. 112 (5) after the operation described with reference to FIGS. 112 (1) and (2), The medium decorative pattern DI3 is temporarily held without being held. In FIG. 112 (5), the medium decoration symbol DI3 is temporarily stopped at the symbol “4” in the normal display mode because the symbol “3” in the hold display mode has passed. Thereafter, after the middle decorative symbol DI3 is temporarily stopped, as shown in FIG. 112 (6), all the right and left middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the current notification effect is lost. .
  As described above with reference to FIGS. 112 (1), (2), (5), and (6), when the prefetch target notification effect is lost, the interior decoration symbol DI3 is held after the hold-over effect in the prefetch target notification effect. The effect that is lost is executed (see Sg135 in FIG. 109).
  As described above, in the second example of the sixth embodiment, in the pre-reading continuous notice effect in which the decorative symbol is held, the left decorative symbol DI1 and the right symbol in the notification effect executed before the pre-read target notification effect. The decorative symbols DI2 are sequentially held, and all the decorative symbols are held by holding the remaining medium decorative symbols DI3 in the prefetch target notification effect, and finally the big hit notification is performed (see FIGS. 110 to 112). ). As a result, according to the second example of the sixth embodiment, in a series of pre-reading continuous notice effects composed of a plurality of notification effects, the number of decorative symbols held in stages increases, and finally all decorations Since the symbol is held and the jackpot is notified, it is possible to effectively increase the expectation of jackpot in the pre-reading continuous notice effect for the player.
  In addition, as described above, in the second example of the sixth embodiment, since the hold-over effect is performed, it is possible to very effectively increase the expectation of winning a big hit in the above-described prefetch continuous notice effect. .
  As described above, in the second example of the sixth embodiment, in the pre-reading continuous notice effect, when the previous notification effect is not held, the hold notification effect and the hold are both performed in the subsequent notification effect. Not executed (see Sg126 and Sg132 in FIG. 109). That is, if the hold failure occurs in the notification effect in the middle of the pre-reading continuous notice effect, neither the hold turn effect nor the hold is executed in the subsequent notification effect, which suggests that the pre-read target notification effect is not a big hit. From this, the player expects that the hold will be successful in the notification effect of the pre-reading continuous notice effect, so that the thrill due to the hold effect can be effectively increased.
[Modification of Second Example of Sixth Embodiment]
In the second example of the sixth embodiment described above, as described with reference to FIGS. 110 to 112, in the series of pre-reading continuous notice effects, the first notification effect (see FIG. 111) is the first time. Left and right decorations held in the first and second notification effects in the pre-read target notification effect (see FIG. 112) in the state where the left decorative symbol DI1 held in the notification effect (see FIG. 110) is held from the beginning without changing. An example in which the symbols DI1 to DI2 are held from the beginning without changing is described. However, for example, as described with reference to FIGS. 103 to 105 of the first example of the sixth embodiment in a series of prefetch continuous notice effects, the first notification in the second notification effect (see FIG. 111). Left and right decorative symbols DI1 held in the first and second notification effects in the look-ahead target notification effect (see FIG. 112) are held after the left decorative symbol DI1 held in the effect (see FIG. 110) is changed. It is good also as a structure hold | maintained after changing -DI2.
  In the second example of the sixth embodiment, in the pre-reading continuous notice effect composed of a plurality of notification effects, the decorative symbols are held in order, and finally all the decorative symbols are held. An example of a big hit configuration was given (see FIGS. 110 to 112). However, for example, in one notification effect, in a configuration that makes it appear as if a plurality of decorative symbol variations have been executed by executing a pseudo continuous variation effect (so-called pseudo-continuous), the decorative symbol is being displayed in the one notification effect. Are held in order with a plurality of pseudo fluctuations executed at the same time, and a big hit is obtained by holding all the decorative symbols in the last pseudo fluctuation (that is, a pseudo fluctuation that finally informs whether or not it is a big hit). It is good also as a structure.
  Further, for example, in one notification effect in which the pseudo continuous variation effect is not executed, when temporarily stopping DI1 to DI3 in order for the decorative symbols in the left and right, these are sequentially held, and all the decorative symbols are held. It is good also as a structure which hits big by doing.
  In the second example of the sixth embodiment described above, the pre-reading continuous notice effect including three notification effects has been described as an example. However, it goes without saying that the pre-reading continuous notice effect of the present embodiment may be composed of two or more notification effects.
[Third Example of Sixth Embodiment]
Below, the 3rd example of 6th Embodiment is demonstrated using FIGS. 113-117. The third example of the sixth embodiment performs an effect of holding a decorative symbol in a plurality of notification effects constituting the pre-reading continuous notice effect, and holds all decorative symbols in the last notification effect of the pre-reading continuous notice effect. This is an embodiment that develops reach production (see FIG. 117).
  In the third example of the sixth embodiment, the presentation control process described with reference to FIG. 100 is different from the first example of the sixth embodiment described above. Therefore, different contents will be described below. In principle, the description of the same content as the first example of the sixth embodiment is omitted.
[Production control processing by production control unit]
FIG. 113 is a flowchart illustrating an example of the effect control process performed by the effect control unit 400 in the third example of the sixth embodiment. The processing in FIG. 113 is obtained by replacing the processing in steps Sf104, Sf105, and Sf109 with the processing in steps Sh104, Sh105, and Sh109, respectively, with respect to the processing in FIG. 100 of the first example of the sixth embodiment. It is. Therefore, below, the process of step Sh104, Sh105, and Sg109 is demonstrated and description of the process of another step is abbreviate | omitted.
  In step Sh <b> 104, the CPU 401 determines whether or not to execute a prefetch continuous notice effect described later with reference to FIGS. 115 to 117. Specifically, when the CPU 401 determines whether or not the number of special symbol lotteries held in the RAM 403 is 3 or more and determines that the number is 3 or more, the CPU 401 stores the number in the RAM 403 in the latest step Sf102. Check whether the special symbol variation time (see FIG. 11 etc.) included in the stored prior determination information is a special symbol execution time of the type that executes the reach effect, and the special symbol of the type that executes the reach effect When it is the execution time, it is determined that the prefetch continuous notice effect is executed. In addition, in the case of a special symbol execution time of the type that executes the reach effect, it is not always determined that the pre-reading continuous notice effect is executed, but it is finally determined whether the pre-reading continuous notice effect is executed by performing a lottery or the like. You may decide to. If the determination in step Sh104 is YES, the process proceeds to step Sh105, and if this determination is NO, the process proceeds to step Sf106.
  In step Sh <b> 105, the CPU 401 determines the contents of the prefetch continuous notice effect described later with reference to FIGS. 115 to 117. Specifically, as will be described later with reference to FIGS. 115 to 117, the CPU 401 performs the first notification effect in the pre-reading continuous notice effect based on the pre-determination information (such as the condition of whether or not a big hit). A mode of holding after turning on the hold, a mode of holding after holding the second notification effect, a mode of holding after holding the pre-read target notification effect, and the like are determined. Thereafter, the process proceeds to step Sf106.
  In step Sh109, the CPU 401 instructs the image sound control unit 500 and the like to execute a notification effect that constitutes the pre-reading continuous notice effect whose contents are determined in step Sh105. Thereafter, the current production control process ends.
  FIG. 114 is an example of a detailed flowchart of the processing in step Sh109 in FIG. Hereinafter, the processing in step Sh109 in FIG. 113 will be described in detail with reference to FIG.
  First, in step Sh120 in FIG. 114, the CPU 401 determines whether or not the notification effect to be executed this time is a notification effect two times before the prefetch target notification effect in consideration of the processing in step Sh105 in FIG. To do. If the determination in step Sh120 is YES, the process proceeds to step Sh121. If the determination is NO, the process proceeds to step Sh124.
  In step Sh121, the CPU 401 determines whether or not to hold the left decorative symbol in the notification effect executed this time, which is the notification effect two times before the prefetch target notification effect. Here, whether or not the left decorative symbol is held in the notification effect two times before the prefetch target notification effect is determined in the process of step Sh105 in FIG. Specifically, in step Sh105, when the pre-determination information (special symbol variation time; see FIG. 11 and the like) indicates that the reach effect is to be executed in the prefetch target notification effect, the information immediately before the prefetch target notification effect is displayed. When it is determined to hold the left decorative symbol in the notification effect, and the prior determination information indicates that the reach effect is not executed in the pre-read target notification effect, the left decorative symbol is displayed in the notification effect two times before the pre-read target notification effect. Whether or not to hold is determined by lottery or the like. Therefore, the determination in step Sh121 is made based on this determination. If the determination in step Sh121 is YES, the process proceeds to step Sh122. If the determination is NO, the process proceeds to step Sh123.
  In step Sh122, the CPU 401 instructs the image sound control unit 500 to execute this time, which is a notification effect two times before the prefetch target notification effect, as will be described later with reference to FIGS. 115 (1) to (5). As the notification effect, the left decorative symbol is held and then held, and the other decorative symbols are neither held nor held, and the notification effect is lost without the reach effect. Thereafter, the process proceeds to step Sh124.
  In step Sh123, the CPU 401 instructs the image sound control unit 500 to notify the previous two of the prefetch target notification effects, as will be described later with reference to FIGS. 115 (1), (2), (6) to (8). As a notification effect to be executed this time, which is an effect, the left decorative symbol is not held and held, and the other decorative symbols are not held or held, and the notification effect is lost without the reach effect. Thereafter, the process proceeds to step Sh124.
  In step Sh124, the CPU 401 determines whether or not the notification effect to be executed this time is the notification effect immediately before the prefetch target notification effect in consideration of the processing in step Sh105 of FIG. If the determination in step Sh124 is YES, the process proceeds to step Sh125, and if this determination is NO, the process proceeds to step Sh130.
  In step Sh <b> 125, the CPU 401 uses the decorative symbol (in the notification effect immediately before the pre-reading target notification effect) (that is, the notification effect immediately before the pre-reading target notification effect), which is the notification effect immediately before the pre-reading target notification effect. That is, it is determined whether or not the left decorative design is held. If the determination in step Sh125 is YES, the process proceeds to step Sh127, and if this determination is NO, the process proceeds to step Sh126.
  In step Sh126, as a notification effect to be executed this time, which is the notification effect immediately before the prefetch target notification effect, the CPU 401 does not hold or hold the decorative symbols in the left and right, and loses notification without a reach effect (illustrated). None). Thereafter, the current production control process ends.
  In step Sh127, the CPU 401 determines whether or not to hold the right decorative symbol in the notification effect executed this time, which is the notification effect immediately before the prefetch target notification effect. Here, whether or not to hold the right decorative symbol in the notification effect immediately before the prefetch target notification effect is determined in the process of step Sh105 in FIG. Specifically, in step Sh105, when the pre-determination information (special symbol variation time; see FIG. 11 and the like) indicates that the reach effect is to be executed in the prefetch target notification effect, the preceding determination target notification effect is performed. When it is determined to hold the right decorative symbol in the notification effect, and the prior determination information indicates that the prefetch target notification effect is lost, the right decorative symbol is held in the notification effect immediately before the prefetch target notification effect. Whether or not is determined by lottery or the like. Therefore, the determination in step Sh127 is made based on this determination. If the determination in step Sh127 is YES, the process proceeds to step Sh128, and if this determination is NO, the process proceeds to step Sh129.
  In step Sh128, the CPU 401 instructs the image sound control unit 500 to execute this time as a notification effect immediately before the prefetch target notification effect, as will be described later with reference to FIGS. 116 (1) to (4). As a notification effect, hold the left decorative symbol from the beginning with the same design as the left decorative symbol held in the notification effect immediately before the pre-read target notification effect, hold the right decorative symbol, and reach reach It holds with the symbol that does not, while the middle decorative symbol does not hold or hold, it performs a notification effect that loses. Thereafter, the process proceeds to step Sh130.
  In step Sh129, the CPU 401 instructs the image sound control unit 500 to perform a notification effect immediately before the prefetch target notification effect, as will be described later with reference to FIGS. 116 (1), (2), (5), and (6). As the notification effect to be executed this time, the left decorative symbol is held from the beginning with the same design as the left decorative symbol held in the notification effect immediately before the pre-read target notification effect, and the right decorative symbol is held. After that, it stops without being held (temporarily stopped) with the symbol that does not reach, and the medium decoration symbol does not hold and hold, and performs a lost notification effect. Thereafter, the process proceeds to step Sh130.
  In step Sg130, the CPU 401 determines whether or not the notification effect to be executed this time is the prefetch target notification effect in consideration of the process in step Sh105 of FIG. If the determination in step Sh130 is YES, the process proceeds to step Sh131. If this determination is NO, the current effect control process ends.
  In step Sh131, the CPU 401 holds the decorative symbol (that is, the right decorative symbol) in the notification effect immediately before the prefetch target notification effect to be executed this time (that is, the notification effect immediately before the prefetch target notification effect). Determine whether. If the determination in step Sh131 is YES, the process proceeds to step Sh133, and if this determination is NO, the process proceeds to step Sh132.
  In step Sh132, the CPU 401 executes a notification effect (not shown) that does not hold or hold the left and right decorative symbols as a prefetch target notification effect to be executed this time, and loses without a reach effect. Thereafter, the current production control process ends.
  In step Sh133, the CPU 401 determines whether or not to hold the medium decoration symbol in the prefetch target notification effect to be executed this time. Here, whether or not to hold the middle decorative symbol in the prefetch target notification effect is determined in the process of step Sg105 of FIG. Specifically, in step Sh105, when the advance determination information (special symbol variation time; see FIG. 11 or the like) indicates that the reach effect is executed in the prefetch target notification effect, the medium decoration symbol is displayed in the prefetch target notification effect. It is determined to hold, and when the predetermination information indicates that the reach effect is not executed in the prefetch target notification effect, it is determined not to hold the medium decoration symbol in the prefetch target notification effect. Therefore, the determination in step Sh133 is performed based on this determination. If the determination in step Sh133 is YES, the process proceeds to step Sh134, and if this determination is NO, the process proceeds to step Sh135.
  In step Sh134, the CPU 401 instructs the image sound control unit 500, and as described later with reference to FIGS. 117 (1) to (4), the notification effect to be executed this time as the prefetch target notification effect is two previous times. The left decorative design is held from the beginning with the same design as the left decorative design held in the previous notification production, and the right decorative design is held from the beginning with the same design as the right decorative design held in the previous notification production. (In other words, the reach of the left and right decorative symbols is not established), hold the middle decorative symbol after holding it, hold the left and right decorative symbols again, and then stop at the symbol where the left and right decorative symbols are reached (Temporary stop) is performed and a reach effect is executed, and then a notification effect in which a big hit or a loss is finally notified is executed. Thereafter, the current production control process ends.
  In step Sh135, the CPU 401 instructs the image sound control unit 500 to perform a notification effect to be executed this time as a prefetch target notification effect, as will be described later with reference to FIGS. 117 (1), (2), (5), and (6). The left decorative design is held from the beginning with the same design as the left decorative design held in the previous notification effect, and the right decorative design from the beginning with the same design as the right decorative design held in the previous notification performance. Is held (that is, the reach of the left and right decorative symbol hold is not established), the middle decorative symbol is held and then not held, and the notification effect is lost without the reach effect. Thereafter, the current production control process ends.
[Characteristic Operation According to Third Example of Sixth Embodiment]
Next, characteristic operations according to the third example of the sixth embodiment described above using the flowchart will be specifically described with reference to FIGS. 115 to 117. 115 to 117 are diagrams for explaining the prefetch continuous notice effect that is characteristic of the third example of the sixth embodiment.
  Here, in the description of the pre-reading continuous notice effect using FIGS. 115 to 117, as an example, when the second hold occurs, the result of the first special symbol lottery corresponding to the second hold is found in advance. It is assumed that the result is notified from the main control unit 100 to the effect control unit 400. In this case, the production control unit 400 controls the production to be executed based on the lottery result determined in advance. The prior determination described above is referred to as “prefetching”, and the lottery result based on this prefetching is referred to as “prefetching result”. In addition, in FIGS. 115 to 117, the second reserved image RI <b> 2 indicating the hold (second hold) corresponding to the special symbol lottery subject to prefetching is distinguished from the hold image indicating other holds for convenience of explanation. Therefore, it is displayed in black. In addition, the hold corresponding to the special symbol lottery subject to prefetching is called “prefetch target hold”, and the notification effect corresponding to this prefetch target hold is called “prefetch target notification effect”.
  First, as shown in FIG. 115 (1), a notification effect corresponding to the 0th reserved image RI0 that is executed when the second reserved image RI2 is the prefetch target hold is started, and the left and right middle decorative symbols DI1 to DI3 are started. Are all displayed in a variable manner. After that, as shown in FIG. 115 (2), the left decorative symbol DI1 variably displayed from the top to the bottom is tentatively stopped in the display mode (hold display mode) that is held (experience is expected). The display mode effect (hold effect) is executed. 115 (2) is, as an example, a hold turning effect in which the decorative symbol that is in the hold display mode slowly descends at a lowering speed. Thereafter, in the case where it is prefetched that the reach effect is executed in the prefetch target notification effect and in the case where the reach effect is not executed in the prefetch target notification effect (for example, 70%), As shown in FIG. 115 (3), the left decorative pattern DI1 is temporarily stopped (that is, held) in the hold display mode. In FIG. 115 (3), the left decorative symbol DI1 is temporarily stopped at the symbol “7” in the hold display mode. Then, as shown in FIG. 115 (4), the right decorative design DI2 does not reach the relationship with the left decorative design DI1 (typically, the left decorative design DI1 and the right decorative design DI2 are different). Is displayed as a temporary stop. In FIG. 115 (4), the right decorative design DI2 is temporarily stopped at the design “2”. After that, after the middle decorative symbol DI3 is temporarily stopped, as shown in FIG. 115 (5), all the left and right middle decorative symbols DI1 to DI3 are completely stopped and informed that the current notification effect has been lost. . In FIG. 115 (5), after the middle decorative symbol DI3 is temporarily stopped at the symbol "9", the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the current notification effect is lost. .
  As described above with reference to FIGS. 115 (1) to 115 (5), when the reach effect is executed in the pre-read target notification effect, and the reach effect is not executed in the pre-read target notification effect. In a part (for example, 70%) when pre-reading is performed, in the notification effect two previous to the pre-read target notification effect, the left decorative pattern DI1 is held after the hold-off effect and loses without reaching the reach state. An effect is executed (see Sh122 in FIG. 114).
  On the other hand, in a part (for example, 30%) in the case where it is pre-read that the reach effect is not executed in the pre-read target notification effect, after the operation described with reference to FIGS. 115 (1) and (2), FIG. As shown in (6), the left decorative pattern DI1 is temporarily held without being held. In FIG. 115 (6), the left decorative symbol DI1 is temporarily stopped at the symbol “8” in the normal display mode because the symbol “7” in the hold display mode has passed. After that, as shown in FIG. 115 (7), the right decorative design DI2 does not reach the relationship with the left decorative design DI1 (typically, the left decorative design DI1 and the right decorative design DI2 are different). Is displayed as a temporary stop. In FIG. 115 (7), the right decorative design DI2 is temporarily stopped at the design “2”. After that, after the middle decorative symbol DI3 is temporarily stopped, as shown in FIG. 115 (8), all the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the current notification effect is lost. . In FIG. 115 (8), after the middle decorative symbol DI3 is temporarily stopped at the symbol "9", the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, indicating that the current notification effect has been lost. .
  As described above with reference to FIGS. 115 (1), (2), (6) to (8), a part (for example, 30%) in the case where it is pre-read that the reach effect is not executed in the pre-read target notification effect. In the notification effect two previous to the pre-reading target notification effect, the effect that the left decorative symbol DI1 is not held after the hold-over effect and does not reach the reach state is executed (see Sh123 in FIG. 114).
  Next, following the notification effect of holding the left decorative symbol DI1 corresponding to the 0th reserved image RI0 described using FIGS. 115 (1) to (5), as shown in FIG. 116 (1), the first A notification effect corresponding to the reserved image RI1 is started. Here, as shown in FIG. 116 (1), the left decorative design DI1 is the symbol “Holded by the notification effect corresponding to the 0th reserved image RI0 described with reference to FIG. 7 "is a state held from the beginning. In addition, when the notification effect that does not hold the left decorative symbol DI1 corresponding to the 0th reserved image RI0 described with reference to FIGS. 115 (1), (2), (6) to (8) is executed, the 1st hold As a notification effect corresponding to the image RI1, a notification effect is performed in which the decorative symbols DI1 to DI3 in the left and right are held without being held or held (not shown; refer to Sh126 in FIG. 114). After that, as shown in FIG. 116 (2), a hold-squeezing effect is performed in such a way that the right decorative symbol DI2 that is variably displayed is temporarily stopped at the symbol “2” in the hold display mode in which reach is not established. Thereafter, in the case where it is prefetched that the reach effect is executed in the prefetch target notification effect and in the case where the reach effect is not executed in the prefetch target notification effect (for example, 70%), As shown in FIG. 116 (3), the right decoration symbol DI1 is temporarily stopped (that is, held) in the hold display mode (design that does not reach). In FIG. 116 (3), the right decorative symbol DI1 is temporarily stopped at the symbol “2” in the hold display mode. Thereafter, after the middle decorative symbol DI3 is temporarily stopped, as shown in FIG. 116 (4), all the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed. Is notified. In FIG. 116 (4), after the middle decorative symbol DI3 is temporarily stopped at the symbol “1”, the right and left middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the loss has occurred after the reach is established in the current notification effect. Has been.
  As described above with reference to FIGS. 116 (1) to (4), when the reach effect is performed in the pre-read target notification effect, and the reach effect is not performed in the pre-read target notification effect. In a part (for example, 70%) when the pre-read has been pre-read, in the notification effect immediately before the pre-read target notification effect, the effect that the right decorative symbol DI1 is held after the hold-off effect and the reach is established and lost. This is executed (see Sh128 in FIG. 114).
  On the other hand, in a part (for example, 30%) in the case where it is pre-read that the reach effect is not executed in the pre-read target notification effect, after the operation described with reference to FIGS. 116 (1) and (2), FIG. As shown in (5), the right decorative design DI2 is not held and is temporarily stopped when reach is not established. In FIG. 116 (5), the right decorative symbol DI2 temporarily stops at the symbol “3” in the normal display mode in which the reach is not achieved because the symbol “2” in the hold display mode passes. After that, after the middle decorative symbol DI3 is temporarily stopped, as shown in FIG. 116 (6), all the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the current notification effect is lost. . In FIG. 116 (6), after the middle decorative symbol DI3 temporarily stops at the symbol "1", the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed, and it is notified that the current notification effect is lost. .
  As described above with reference to FIGS. 116 (1), (2), (5), and (6), in a part (for example, 30%) in the case where it is prefetched that the reach effect is not performed in the prefetch target notification effect. In the notification effect immediately before the pre-read target notification effect, the effect that the right decorative symbol DI2 is not held after the hold-over effect and does not reach the reach state is executed (see Sh129 in FIG. 114).
  Next, following the notification effect of holding the right decorative design DI2 corresponding to the first reserved image RI1 described using FIGS. 116 (1) to 116 (4), as shown in FIG. 117 (1), the second The prefetch target notification effect corresponding to the hold image RI2 (prefetch target hold) is started. Here, as shown in FIG. 117 (1), the left decorative design DI1 and the right decorative design DI2 are notification effects corresponding to the first reserved image RI1 described with reference to FIG. 116 (that is, the previous notification effect). The symbols “7” and “2” that have been held are held from the beginning. When the notification effect that does not hold the right decorative design DI2 corresponding to the first reserved image RI1 described with reference to FIGS. 116 (1), (2), (5), and (6) is executed, the second reserved image is executed. As a pre-reading target notification effect corresponding to RI2, a notification effect is performed in which the decorative symbols DI1 to DI3 in the left and right are held without being held or held (not shown; refer to Sh132 in FIG. 114). After that, as shown in FIG. 117 (2), a hold squeezing effect is executed in such a way that the center decoration symbol DI3 that is variably displayed is temporarily stopped at the symbol “3” in the hold display mode. Thereafter, when the reach effect is executed in the pre-read target notification effect (that is, when the reach effect is pre-read), as shown in FIG. 117 (3), the medium decoration symbol DI3 is temporarily displayed as a hold display pattern. Stopped. In FIG. 117 (3), the medium decorative symbol DI3 is temporarily stopped at the symbol “3” in the hold display mode. After that, after the middle decorative pattern DI3 is temporarily stopped in the hold display mode (that is, after all of the left and right decorative symbols DI1 to DI3 are held), the left and right decorative symbols DI1 to DI3 are re-varied, As shown in FIG. 117 (4), the left decorative design DI1 and the right decorative design DI2 are temporarily stopped at the design where the reach is established, and the reach effect is executed. In FIG. 117 (4), after the middle decorative symbol DI3 is held at the symbol “3” and temporarily stopped, the left and right middle decorative symbols DI1 to DI3 are changed again and the reach effect at the symbol “7” is executed. Then, after the reach effect, all the decorative symbols are completely stopped and displayed after the medium decorative symbol DI2 is temporarily stopped, and it is notified that a big hit or a loss has occurred in the current notification effect.
  As described above with reference to FIGS. 117 (1) to 117 (4), when the reach effect is performed in the prefetch target notification effect, the left decorative symbol DI1 and the right decorative symbol DI2 are held in the prefetch target notification effect. In the state, the medium decoration symbol DI3 is held after the hold-over effect (that is, all the decoration symbols are held), and the reach effect is executed (see Sh134 in FIG. 114).
  On the other hand, when the reach effect is not executed in the pre-read target notification effect (that is, when it is pre-read that the reach effect is not executed), after the operation described with reference to FIGS. 117 (1) and (2), FIG. As shown in (5), the medium decorative pattern DI3 is not held but temporarily stopped. In FIG. 117 (5), the medium decoration symbol DI3 is temporarily stopped at the symbol “4” in the normal display mode because the symbol “3” in the hold display mode has passed. Thereafter, after the middle decorative symbol DI3 is temporarily stopped, the reach effect is not executed, and as shown in FIG. 117 (6), all the left and right middle decorative symbols DI1 to DI3 are completely stopped and displayed in the current notification effect. You will be notified that you have lost.
  As described above with reference to FIGS. 117 (1), (2), (5), and (6), when the reach effect is not executed in the prefetch target notification effect, the medium decoration symbol DI3 is a hold effect in the prefetch target notification effect. After that, an effect of losing is executed (see Sh135 in FIG. 114).
  As described above, in the third example of the sixth embodiment, in the pre-reading continuous notice effect in which the decorative symbol is held, the left decorative symbol DI1 and the right symbol in the notification effect executed before the pre-read target notification effect. Hold the decorative design DI2 in order, hold the remaining medium decorative design DI3 in the pre-read target notification effect, hold all the decorative symbols, suggesting the execution of the reach effect (special effect), then reach (See FIGS. 115 to 117). As a result, according to the third example of the sixth embodiment, in a series of pre-reading continuous notice effects composed of a plurality of notification effects, the number of decorative symbols held in stages increases, and finally all decorations Since the reach effect that holds the symbol and expects a big hit is executed, the expectation of the big hit in the pre-reading continuous notice effect can be effectively enhanced for the player.
  In addition, as described above, in the third example of the sixth embodiment, since the hold-over effect is performed, it is possible to very effectively increase the expectation of winning a big hit in the above-described prefetch continuous notice effect. . Note that this hold effect may or may not be executed.
  Further, as described above, in the third example of the sixth embodiment, in the pre-reading continuous notice effect, when the previous notification effect is not held, the hold notification effect and the hold are performed in the subsequent notification effect. Not executed (see Sh126 and Sh132 in FIG. 114). In other words, if the hold failure occurs in the notification effect in the middle of the pre-reading continuous notice effect, neither the hold turn effect nor the hold is executed in the subsequent notification effect, and it is suggested that the reach effect is not executed in the pre-read target notification effect. From this, the player expects that the hold will be successful in the notification effect of the pre-reading continuous notice effect, so that the thrill due to the hold effect can be effectively increased.
[Modification of Third Example of Sixth Embodiment]
In the third example of the sixth embodiment described above, as described with reference to FIGS. 115 to 117, in the series of pre-reading continuous notice effects, the first notification effect (see FIG. 116) Left and right decorations held in the first and second notification effects in the pre-read target notification effect (see FIG. 117) in the state in which the left decorative symbol DI1 held in the notification effect (see FIG. 115) is held from the beginning without changing. An example in which the symbols DI1 to DI2 are held from the beginning without changing is described. However, for example, as described with reference to FIGS. 103 to 105 of the first example of the sixth embodiment in a series of prefetch continuous notice effects, the first notification in the second notification effect (see FIG. 116). The left decorative symbol DI1 held in the first and second notification effects in the prefetch target notification effect (see FIG. 117) is held after the left decorative symbol DI1 held in the effect (see FIG. 115) is changed and held. It is good also as a structure hold | maintained after changing -DI2.
  In the third example of the sixth embodiment described above, in the pre-reading continuous notice effect including a plurality of notification effects, the decorative symbols are sequentially held, and finally all the decorative symbols are held. An example of a big hit configuration was given (see FIGS. 115 to 117). However, for example, in one notification effect, in a configuration that makes it appear as if a plurality of decorative symbol variations have been executed by executing a pseudo continuous variation effect (so-called pseudo-continuous), the decorative symbol is being displayed in the one notification effect. Reach effect by holding all the decorative symbols in the last pseudo variation (that is, the pseudo variation that finally informs whether or not it is a big hit). It is good also as a structure which suggests execution.
  Also, for example, in one notification effect in which the pseudo continuous variation effect is not executed, when temporarily stopping DI1 to DI3 in order for the decorative symbols in the left and right, these are sequentially held, and all the decorative symbols are held. It is good also as a structure which suggests execution of reach production by being performed.
  In the third example of the sixth embodiment described above, the pre-reading continuous notice effect including three notification effects has been described as an example. However, it goes without saying that the pre-reading continuous notice effect of the present embodiment may be composed of two or more notification effects.
[Seventh Embodiment]
Hereinafter, the seventh embodiment will be described with reference to FIGS. 118 to 132. In the seventh embodiment, a pre-read hold notice display that suggests the jackpot reliability by the display mode of the hold image, and an effect of pre-reading the big hit reliability of the special symbol lottery hold existing during the jackpot game during the jackpot game It is embodiment regarding.
[First Example of Seventh Embodiment]
Below, the 1st example of 7th Embodiment is demonstrated using FIGS. 118-130. In the first example of the seventh embodiment, when a pre-read hold notice display is performed, a low-reliability fixed fluctuation range is provided to prevent immediate loss even when a high-reliability pre-read hold notice display is executed. In the example (see FIG. 120 to FIG. 128) to be performed, and in the effect of prefetching the jackpot reliability of the special symbol lottery hold existing during the jackpot game in advance, the prefetching notice of high reliability was executed. Nevertheless, this is an embodiment (see FIG. 10 to FIG. 14 and FIG. 17) for preventing immediate loss.
[Production control processing by production control unit]
118 and 119 are flowcharts illustrating an example of the effect control process performed by the effect control unit 400. Below, with reference to FIG. 118 and FIG. 119, the effect control process performed by the effect control part 400 is demonstrated. The effect control unit 400 repeatedly executes a series of processes shown in FIGS. 118 and 119 every predetermined time (for example, 4 milliseconds) during a normal operation except for special cases such as when the power is turned on and when the power is turned off. . Note that the processing performed by the effect control unit 400 described based on the flowcharts of FIGS. 118 and 119 is executed based on a program stored in the ROM 402.
  First, in step Si101 of FIG. 118, the CPU 401 of the effect control unit 400 determines whether or not a hold increase command (first hold number increase command or second hold number increase command) has been received from the main control unit 100 ( (See steps Si26 and Si32 in FIG. 8). If the determination in step Si101 is YES, the process proceeds to step Si102. If this determination is NO, the process proceeds to step Si106.
  In step Si102, the CPU 401 executes a hold number addition process. Specifically, when the CPU 401 receives the first hold number increase command, the CPU 401 adds 1 to the hold number of the first special symbol lottery stored in the RAM 403, and when it receives the second hold number increase command, the RAM 403 1 is added to the number of reserves for the second special symbol lottery stored in. Further, the CPU 401 extracts pre-determination information included in the hold increase command and stores it in the RAM 403 for each type of hold increase command (first hold increase command or second hold increase command). Thereafter, the process proceeds to step Si103.
  In step Si103, the CPU 401 determines by lottery or the like whether or not to execute the prefetch hold notice display based on the prior determination information stored in the RAM 403 in the process of the latest step Si102. Specifically, the CPU 401 determines that the pre-reading hold notice display is executed with a probability of 50% when the prior determination information indicates a big hit, and 2 when the prior determination information indicates that the previous determination information is lost. It is determined that the pre-read hold notice display is executed with a probability of%. If the determination in step Si103 is YES, the process proceeds to step Si104. If this determination is NO, the process proceeds to step Si105.
  In step Si104, the CPU 401 determines the color of the prefetch hold notice display (that is, the jackpot reliability (expected degree) that suggests the possibility of jackpot). Thereafter, the process proceeds to step Si105.
  120 is an example of a detailed flowchart of the process in step Si104 in FIG. The process of step Si104 in FIG. 118 will be specifically described below with reference to FIG.
  First, in step Si130 in FIG. 120, the CPU 401 once determines the color of the prefetch hold notice display by lottery or the like based on the prior determination information. As will be described later with reference to FIG. 121 and the like, the color of the normal hold display is white, and the color of the prefetch hold notice display is blue or red. The blue prefetch hold notice display has a low jackpot reliability (expected degree) (5%), and the red prefetch hold notice display has a high jackpot reliability (20%). Specifically, in step Si130, the CPU 401 determines whether or not there is a big hit, information indicating whether or not there is a big hit included in the pre-determined information stored in the RAM 403 in the processing of the latest step Si102, and a special symbol. Based on the information of the change time, the color of the pre-reading notice hold display is determined by lottery. More specifically, when the CPU 401 indicates that the pre-determination information has been a big hit, the longer the special symbol change time (see the big hit change time tables for HT1 to HT4 in FIGS. The color of the pre-reading hold notice display is once determined by lottery of allocation that is easy to determine (reliability). In addition, when the pre-determination information indicates that there is a loss and the presence of reach is indicated, the CPU 401 is more likely to determine red as the special symbol change time (see the change time table for reach and change in FIGS. 11 to 14) is longer. The color of the pre-read hold notice display is once determined by lottery. In addition, when the prior determination information indicates that there is a loss and no reach is reached, the CPU 401 indicates the color of the pre-reading notice hold display regardless of the special symbol change time (see the change time table for no-reach lose in FIGS. 11 to 14). Is once determined to be blue. Here, in the pre-determination (see Si25 and Si31 in FIG. 8) corresponding to the pre-determination information described above, the reach table LT (see FIG. 10) and the variation time table set HT (see FIG. 10) set at the time of the pre-determination. 11 to 14), the same processing as the variation pattern selection processing in step 58 in FIG. 9 is performed to determine whether or not there is a reach in the pre-determination information and the special symbol variation time. Thereafter, the process proceeds to step Si131.
  In step Si131, the CPU 401 determines whether or not the color of the prefetch hold notice display is once determined to be red (high reliability) in the process of step Si130. If the determination in step Si131 is YES, the process proceeds to step Si132, and if this determination is NO, the process proceeds to step Si133.
  In step Si132, the CPU 401 reads the prefetch hold notice in which the fluctuation range (range of rotation speed) corresponding to the prefetch hold notice display once determined to be red (high reliability) in the process of step Si130 is blue (low reliability). It is determined whether or not the variation range is to be fixed to the display (hereinafter, sometimes referred to as a low reliability fixed variation range). This low reliability fixed fluctuation range will be described later with reference to FIGS. If the determination in step Si132 is YES, the process proceeds to step Si133, and if this determination is NO, the process proceeds to step Si134.
  In step Si133, the CPU 401 determines the color of the prefetch hold notice display to be blue (low reliability). Thereafter, the process proceeds to step Si105 in FIG.
  On the other hand, in step Si134, the CPU 401 determines the color of the prefetch hold notice display to be red (high reliability). Thereafter, the process proceeds to step Si105 in FIG.
  As described above, in the process of step Si104, even when the color of the prefetch hold notice display is once determined to be red (high reliability) based on the prior determination information, the prefetch notice hold display is fixed to the low reliability. When it corresponds to within the fluctuation range, it is blue (low reliability). That is, in the low reliability fixed fluctuation range, the pre-reading notice hold display is fixed in blue (low reliability).
  In step Si105 in FIG. 118, the CPU 401 executes a hold display process. Specifically, when the CPU 401 receives the first hold number increase command, the CPU 401 instructs the image sound control unit 500 to indicate the hold number of the first special symbol lottery on the image display unit 6 (see FIG. 121). Is increased by one. Similarly, when the CPU 401 receives the second hold number increase command, the CPU 401 instructs the image sound control unit 500 to display the hold image indicating the hold number of the second special symbol lottery on the image display unit 6 by one. Further, when the CPU 401 displays the hold image by one and determines that the prefetch hold notice display is executed in step Si103, the CPU 401 uses the color (blue or red) decided in step Si104 to hold the hold image (prefetch hold notice). Display) is increased by one. Thereafter, the process proceeds to step Si106.
  In step Si106, the CPU 401 determines whether or not the notification effect start command transmitted from the main control unit 100 has been received. If the determination in step Si106 is YES, the process proceeds to step Si107. If this determination is NO, the process proceeds to step Si109.
  In step Si107, the CPU 401 analyzes the notification effect start command received in step Si106. That is, the setting information included in the notification effect start command is acquired. Thereafter, the process proceeds to step Si108.
  In step Si108, the CPU 401 executes a notification effect based on the notification effect start command analyzed in step Si107. Specifically, the CPU 401 instructs the image sound control unit 500 or the like to set the conditions of the setting information acquired in step Si107 (the condition whether or not a big hit has occurred, the condition whether or not there is a reach, the special symbol variation time Based on the conditions), a notification effect to be executed is determined by lottery or the like from a large number of notification effect patterns. More specific description will be given below. First, when the setting information indicates that a big hit has occurred, the CPU 401 selects a type (any of types F to H) corresponding to the special symbol fluctuation time indicated by the setting information (see the big hit fluctuation time tables in FIGS. 11 to 14). The notification effect to be executed is determined by lottery or the like from the large number of notification patterns of the notification effect. Further, when the setting information indicates that there is a loss and indicates that there is a reach, the CPU 401 determines which type (type B to E) corresponds to the special symbol change time (see the change time table for reach and lose in FIGS. 11 to 14). The notification effect to be executed is determined by lottery or the like from a number of notification patterns of notification effect. In addition, when the setting information indicates that there is a loss and indicates no reach, the CPU 401 notifies the type A (immediately lose) corresponding to the special symbol change time (see the change time table for no reach change in FIGS. 11 to 14). The effect is determined as a notification effect to be executed. Here, in the variation pattern selection process of step Si58 in FIG. 9, as already described, the reach table LT (see FIG. 10) and the variation time table set HT (see FIG. 10) set at the time when this variation pattern selection process is executed. Using FIG. 11 to FIG. 14), whether or not there is a reach in the setting information and the special symbol variation time are determined. Thereafter, the process proceeds to step Si113 in FIG.
  On the other hand, in step Si109, the CPU 401 determines whether or not the notification effect stop command set in the process of step Si62 in FIG. 9 has been received. If the determination in step Si109 is YES, the process proceeds to step Si110, and if this determination is NO, the process proceeds to step Si113 in FIG.
  In step Si110, the CPU 401 ends the notification effect started in the process of step Si108, finally stops all the decorative symbols that have been variably displayed, and effectively notifies the result of the special symbol lottery. Thereafter, the process proceeds to step Si111.
  In step Si111, the CPU 401 executes a hold number subtraction process. Specifically, the CPU 401 executes the first special symbol lottery as information indicating which one of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command is executed. 1 is subtracted from the holding number of the first special symbol lottery stored in the RAM 403, and when the second special symbol lottery is executed, the second special symbol lottery stored in the RAM 403 is displayed. Subtract 1 from the number of holds. Thereafter, the process proceeds to step Si112.
  In step Si112, the CPU 401 executes a hold display process. Specifically, the CPU 401 executes the first special symbol lottery as information indicating which one of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command is executed. If this is the case, the image acoustic control unit 500 is instructed to display the hold image corresponding to the first special symbol lottery displayed first on the image display unit 6 (the hold indicating that the special symbol is currently being displayed in a variable manner). One image is digested (deleted) (see RI0 in FIG. 121 (1)). If other reserved images are displayed (see RI1 to RI4 in FIG. 121 (1)), when the notification effect is started in step Si108, the reserved images are sequentially moved. Similarly, the CPU 401 indicates that information indicating which of the first special symbol lottery and the second special symbol lottery included in the setting information of the notification effect start command has been executed is that the second special symbol lottery has been executed. In the case of showing, a reserved image corresponding to the second special symbol lottery displayed first on the image display unit 6 by instructing the image acoustic control unit 500 (a reserved image indicating that the special symbol is currently being displayed in a variable manner) is displayed. Digest (delete) one. If other reserved images are displayed, when the notification effect is started in step Si108, the reserved images are sequentially moved. The display of the hold image will be specifically described later with reference to FIG. Thereafter, the process proceeds to step Si113 in FIG.
  Here, the “low reliability fixed fluctuation range” in the process of step Si132 of FIG. 120 included in the process of step Si104 will be described later with reference to FIGS.
  First, with reference to FIG. 121, an outline of the decorative symbol variation display and the hold display performed in the gaming machine 1 will be described. FIG. 121 shows a state in which the decorative symbol DI is variably displayed and the reserved image RI indicating that the special symbol lottery is held is digested in order to notify the determination result when the special symbol lottery is performed. FIG. The decorative symbol DI is a symbol (in the present embodiment, a symbol representing the numbers “1” to “9”) for informing the determination result of the special symbol lottery. In the present embodiment, the three decorative symbols DI1 are used. The determination result is reported using the column of DI3. In this way, the effect of notifying the result of the special symbol lottery when the decorative symbol DI is variably displayed and then stopped is referred to as a notification effect. The notification effect may include display of various effect images, output of various effect sounds, and the like. In the following, in the probability variation gaming state (see FIG. 17) after the big hit game is finished (that is, in principle, only the second special symbol lottery is executed) (in the short time state (electric support state)), the second special symbol lottery is The case where the image indicating that the second special symbol lottery is held is displayed as an example will be described as an example, but the same applies to the case where the first special symbol lottery is performed.
  First, as shown in (1) of FIG. 121, the image display unit 6 displays decorative symbols DI (DI1 to DI3), reserved images RI (RI0 to RI4), and stages ST (ST0 to ST4). The decorative symbol DI is composed of three (three columns) decorative symbols DI1 to DI3 and is displayed on the screen of the image display unit 6. More specifically, the left decorative design DI1 is displayed on the left side, the right decorative design DI2 is displayed on the right side, and the middle decorative design DI3 is displayed on the center. These left and right middle decorative symbols DI1 to DI3 are variably displayed in accordance with the variably displayed special symbols.
  When the variation display of the special symbol is started (that is, when the notification effect is started), the left and right decorative symbols DI1 to DI3 are variably displayed. Then, when a predetermined time has elapsed since the start of the special symbol variation display, as shown in FIG. 121 (1), as the left decorativ